2013-12-19 09:50:37 +08:00
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/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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2013-04-24 13:57:34 +08:00
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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2013-12-19 09:50:37 +08:00
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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2013-04-24 13:57:34 +08:00
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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2013-04-24 13:57:34 +08:00
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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2013-04-24 13:57:34 +08:00
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#include <spine/Skeleton.h>
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#include <string.h>
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#include <spine/extension.h>
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spSkeleton* spSkeleton_create (spSkeletonData* data) {
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int i, ii;
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spSkeleton* self = NEW(spSkeleton);
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CONST_CAST(spSkeletonData*, self->data) = data;
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self->boneCount = self->data->boneCount;
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self->bones = MALLOC(spBone*, self->boneCount);
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for (i = 0; i < self->boneCount; ++i) {
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spBoneData* boneData = self->data->bones[i];
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spBone* parent = 0;
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if (boneData->parent) {
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/* Find parent bone. */
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for (ii = 0; ii < self->boneCount; ++ii) {
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if (data->bones[ii] == boneData->parent) {
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parent = self->bones[ii];
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break;
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}
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}
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}
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self->bones[i] = spBone_create(boneData, parent);
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}
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CONST_CAST(spBone*, self->root) = self->bones[0];
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self->slotCount = data->slotCount;
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self->slots = MALLOC(spSlot*, self->slotCount);
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for (i = 0; i < self->slotCount; ++i) {
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spSlotData *slotData = data->slots[i];
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/* Find bone for the slotData's boneData. */
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spBone* bone = 0;
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for (ii = 0; ii < self->boneCount; ++ii) {
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if (data->bones[ii] == slotData->boneData) {
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bone = self->bones[ii];
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break;
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}
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}
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self->slots[i] = spSlot_create(slotData, self, bone);
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}
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self->drawOrder = MALLOC(spSlot*, self->slotCount);
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memcpy(self->drawOrder, self->slots, sizeof(spSlot*) * self->slotCount);
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self->r = 1;
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self->g = 1;
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self->b = 1;
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self->a = 1;
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return self;
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}
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void spSkeleton_dispose (spSkeleton* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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spBone_dispose(self->bones[i]);
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FREE(self->bones);
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for (i = 0; i < self->slotCount; ++i)
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spSlot_dispose(self->slots[i]);
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FREE(self->slots);
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FREE(self->drawOrder);
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FREE(self);
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}
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void spSkeleton_updateWorldTransform (const spSkeleton* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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spBone_updateWorldTransform(self->bones[i], self->flipX, self->flipY);
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}
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void spSkeleton_setToSetupPose (const spSkeleton* self) {
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spSkeleton_setBonesToSetupPose(self);
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spSkeleton_setSlotsToSetupPose(self);
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}
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void spSkeleton_setBonesToSetupPose (const spSkeleton* self) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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spBone_setToSetupPose(self->bones[i]);
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}
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void spSkeleton_setSlotsToSetupPose (const spSkeleton* self) {
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int i;
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memcpy(self->drawOrder, self->slots, self->slotCount * sizeof(int));
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for (i = 0; i < self->slotCount; ++i)
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spSlot_setToSetupPose(self->slots[i]);
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}
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spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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if (strcmp(self->data->bones[i]->name, boneName) == 0) return self->bones[i];
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return 0;
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}
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int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName) {
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int i;
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for (i = 0; i < self->boneCount; ++i)
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if (strcmp(self->data->bones[i]->name, boneName) == 0) return i;
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return -1;
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}
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spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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if (strcmp(self->data->slots[i]->name, slotName) == 0) return self->slots[i];
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return 0;
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}
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int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName) {
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int i;
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for (i = 0; i < self->slotCount; ++i)
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if (strcmp(self->data->slots[i]->name, slotName) == 0) return i;
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return -1;
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}
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int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName) {
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spSkin *skin;
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if (!skinName) {
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spSkeleton_setSkin(self, 0);
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return 1;
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}
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skin = spSkeletonData_findSkin(self->data, skinName);
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if (!skin) return 0;
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spSkeleton_setSkin(self, skin);
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return 1;
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}
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void spSkeleton_setSkin (spSkeleton* self, spSkin* newSkin) {
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if (self->skin && newSkin) spSkin_attachAll(newSkin, self, self->skin);
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CONST_CAST(spSkin*, self->skin) = newSkin;
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}
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spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName) {
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int slotIndex = spSkeletonData_findSlotIndex(self->data, slotName);
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return spSkeleton_getAttachmentForSlotIndex(self, slotIndex, attachmentName);
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}
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spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName) {
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if (slotIndex == -1) return 0;
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if (self->skin) {
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spAttachment *attachment = spSkin_getAttachment(self->skin, slotIndex, attachmentName);
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if (attachment) return attachment;
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}
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if (self->data->defaultSkin) {
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spAttachment *attachment = spSkin_getAttachment(self->data->defaultSkin, slotIndex, attachmentName);
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if (attachment) return attachment;
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}
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return 0;
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}
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int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName) {
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int i;
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for (i = 0; i < self->slotCount; ++i) {
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spSlot *slot = self->slots[i];
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if (strcmp(slot->data->name, slotName) == 0) {
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if (!attachmentName)
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spSlot_setAttachment(slot, 0);
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else {
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spAttachment* attachment = spSkeleton_getAttachmentForSlotIndex(self, i, attachmentName);
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if (!attachment) return 0;
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spSlot_setAttachment(slot, attachment);
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}
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return 1;
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}
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}
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return 0;
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}
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void spSkeleton_update (spSkeleton* self, float deltaTime) {
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self->time += deltaTime;
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}
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