So my listing for the classes and namespaces that use Animation in the 0.5.1 rc1 :
class Faction
namespace FactionUtil
class CommunicationMessage
class Bolt
class GameCockpit : public Cockpit
class CommunicatingAI : public Order
class CommunicationMessage
class CoordinateSelect
FireKeyboard c code
HaloSystem (#ifdef CAR_SIM )
struct UnitImages
class LocationSelect
static Animation *SplashScreen = NULL; yeah the actual splash system
Mesh::ProcessZFarMeshes( bool nocamerasetup )
Animation* Pilot::getCommFace
class GamePlanet (Animation *shine;)
Mission::call_unit hey probably that one that launch oswald ....
GameStarSystem::Draw( bool DrawCockpit )
star_system_jump.cpp
unit_damage.h c code
namespace UnitUtil c code
unit_fonction.h c code->
//Various functions that were used in .cpp files that are now included because of
//the temple GameUnit class
//If not separated from those files functions would be defined in multiple places
//Those functions are client specific
ah ah ah , a c coder unhappy with the class system ?
universe_util.cpp c code
class VDU : public VSSprite
that seem to be all .
And they should all work with a Animation2 instead of Animation , if each destructor is virtual .
->the new code generation would be for exemple my new 2dcockpits
class GameCockpit2 : public GameCockpit
{ i use Animation2 instead of Animation};
Other old classes could be updated the same way .
The old still work , but you have a new deal with the nextgen code