From 2ec39f36222800c33c91986fc6b9d4844cb475cd Mon Sep 17 00:00:00 2001 From: Chris Robinson Date: Mon, 19 Aug 2013 08:24:47 -0700 Subject: [PATCH] Don't start the jump animation until after the actor is airborn A bit counter-intuitive, but otherwise certain jump animations will improperly add an offset to the initial inertia. --- apps/openmw/mwmechanics/character.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 36b82dec4..14cc67486 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -794,9 +794,6 @@ void CharacterController::update(float duration) } else if(vec.z > 0.0f && mJumpState == JumpState_None) { - forcestateupdate = true; - mJumpState = JumpState_Falling; - float z = cls.getJump(mPtr); if(vec.x == 0 && vec.y == 0) vec = Ogre::Vector3(0.0f, 0.0f, z);