Play the appropriate casting animation sound

actorid
Chris Robinson 12 years ago
parent 17282c69b1
commit 11b094559f

@ -410,26 +410,47 @@ bool CharacterController::updateNpcState()
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
float complete;
bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
bool animPlaying;
if(crstats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_WeapEquiped)
{
mAttackType.clear();
if(mWeaponType == WeapType_Spell)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::EffectList *effects = NULL;
const std::string spellid = crstats.getSpells().getSelectedSpell();
if(!spellid.empty())
effects = &store.get<ESM::Spell>().find(spellid)->mEffects;
else if(inv.getSelectedEnchantItem() != inv.end())
{
MWWorld::Ptr item = *inv.getSelectedEnchantItem();
const std::string enchid = MWWorld::Class::get(item).getEnchantment(item);
if(!enchid.empty())
effects = &store.get<ESM::Enchantment>().find(enchid)->mEffects;
}
if(effects)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effects->mList.at(0).mEffectID);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
switch(spell->mEffects.mList.at(0).mRange)
switch(effects->mList[0].mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
default: mAttackType = ""; break;
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
@ -465,15 +486,20 @@ bool CharacterController::updateNpcState()
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
}
else if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack)
else
{
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack)
{
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
}
}
if(!animPlaying)

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