Give scripted animations highest priority (bug #4286)

0.6.3
Andrei Kortunov 7 years ago
parent 0c92655250
commit 0e441d48ac

@ -1308,6 +1308,10 @@ bool CharacterController::updateWeaponState()
}
}
// Combat for actors with persistent animations obviously will be buggy
if (isPersistentAnimPlaying())
return forcestateupdate;
float complete;
bool animPlaying;
if(mAttackingOrSpell)
@ -2186,7 +2190,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
mIdleState = CharState_SpecialIdle;
bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
mAnimation->play(groupname, Priority_Default,
mAnimation->play(groupname, persist ? Priority_Persistent : Priority_Default,
MWRender::Animation::BlendMask_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
}

@ -39,8 +39,8 @@ enum Priority {
Priority_Knockdown,
Priority_Torch,
Priority_Storm,
Priority_Death,
Priority_Persistent,
Num_Priorities
};

Loading…
Cancel
Save