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add update_to_now
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@ -147,6 +147,21 @@ cull_callback(CullTraverser *, CullTraverserData &) {
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// the view frustum. We may need a better way to do this
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// optimization later, to handle characters that might animate
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// themselves in front of the view frustum.
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update_to_now();
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Character::update_to_now
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// Access: Public
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// Description: Advances the character's frame to the current time,
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// and then calls update(). This can be used by show
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// code to force an update of the character's position
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// to the current frame, regardless of whether the
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// character is currently onscreen and animating.
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////////////////////////////////////////////////////////////////////
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void Character::
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update_to_now() {
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double now = ClockObject::get_global_clock()->get_frame_time();
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get_bundle()->advance_time(now);
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@ -155,7 +170,6 @@ cull_callback(CullTraverser *, CullTraverserData &) {
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}
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update();
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return true;
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}
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////////////////////////////////////////////////////////////////////
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@ -61,6 +61,7 @@ PUBLISHED:
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INLINE void write_parts(ostream &out) const;
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INLINE void write_part_values(ostream &out) const;
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void update_to_now();
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void update();
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private:
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