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Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
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@@ -76,14 +76,14 @@ void AnimationPlayerEditor::_notification(int p_what) {
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}
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}
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}
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frame->set_value(player->get_current_animation_pos());
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key_editor->set_anim_pos(player->get_current_animation_pos());
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frame->set_value(player->get_current_animation_position());
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key_editor->set_anim_pos(player->get_current_animation_position());
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EditorNode::get_singleton()->get_property_editor()->refresh();
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} else if (last_active) {
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//need the last frame after it stopped
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frame->set_value(player->get_current_animation_pos());
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frame->set_value(player->get_current_animation_position());
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}
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last_active = player->is_playing();
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@@ -197,7 +197,7 @@ void AnimationPlayerEditor::_play_from_pressed() {
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if (current != "") {
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float time = player->get_current_animation_pos();
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float time = player->get_current_animation_position();
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if (current == player->get_current_animation() && player->is_playing()) {
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@@ -245,7 +245,7 @@ void AnimationPlayerEditor::_play_bw_from_pressed() {
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if (current != "") {
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float time = player->get_current_animation_pos();
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float time = player->get_current_animation_position();
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if (current == player->get_current_animation())
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player->stop(); //so it wont blend with itself
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@@ -944,7 +944,7 @@ void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_set) {
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}
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if (player->is_valid() && !p_set) {
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float cpos = player->get_current_animation_pos();
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float cpos = player->get_current_animation_position();
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player->seek_delta(pos, pos - cpos);
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} else {
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