void CActionScope::Flush(EFlushMethod flushMethod) { ISkeletonAnim *pSkelAnim = m_scopeContext.charInst.get() ? m_scopeContext.charInst->GetISkeletonAnim() : NULL; for (uint32 i=0; i<m_numLayers; i++) { SSequencer &sequencer = m_layerSequencers[i]; //const uint32 numAnims = sequencer.sequence.size(); sequencer.sequence.resize(0); sequencer.installTime = -1.0f; sequencer.pos = 0; sequencer.flags = 0; //clear FIFO regardless of whether actionscope believes it has animations in the sequence or not //fixes issue where clearing a scope context wouldn't clear all animations because an empty fragment gets queued first clearing the sequencer if (/*(numAnims > 0) &&*/ pSkelAnim && (flushMethod != FM_NormalLeaveAnimations)) { pSkelAnim->ClearFIFOLayer(m_layer + i); } } const int numProcs = m_procSequencers.size(); for (uint32 i=0; i<numProcs; i++) { SProcSequencer &procSeq = m_procSequencers[i]; if (procSeq.proceduralClip) { switch(flushMethod) { case FM_Normal: case FM_NormalLeaveAnimations: procSeq.proceduralClip->OnExit(0.0f); break; case FM_Failure: procSeq.proceduralClip->OnFail(); break; default: CRY_ASSERT(false); } } } m_procSequencers.resize(0); m_lastFragmentID = FRAGMENT_ID_INVALID; m_fragmentTime = 0.0f; m_lastFragSelection = SFragmentSelection(); m_lastQueueTagState = SFragTagState(); m_sequenceFlags = 0; }