Fix name conflict in custom example

This commit is contained in:
Jeffery Myers 2026-06-13 10:50:07 -07:00
parent fc6c985832
commit 07e08026b6

View File

@ -43,7 +43,7 @@
// Module Functions Declaration // Module Functions Declaration
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
static bool IsUpperBodyBone(const char *boneName); static bool IsUpperBodyBone(const char *boneName);
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1, static void UpdateModelAnimationBoneCustom(Model *model, ModelAnimation *anim1, int frame1,
ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend); ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
@ -117,7 +117,7 @@ int main(void)
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0) // When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack) // When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
float blendFactor = (upperBodyBlend? 1.0f : 0.5f); float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0, UpdateModelAnimationBoneCustom(&model, &anim0, animCurrentFrame0,
&anim1, animCurrentFrame1, blendFactor, upperBodyBlend); &anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
// raylib provided animation blending function // raylib provided animation blending function
@ -194,7 +194,7 @@ static bool IsUpperBodyBone(const char *boneName)
} }
// Blend two animations per-bone with selective upper/lower body blending // Blend two animations per-bone with selective upper/lower body blending
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0, static void UpdateModelAnimationBoneCustom(Model *model, ModelAnimation *anim0, int frame0,
ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend) ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
{ {
// Validate inputs // Validate inputs