forked from teamnwah/openmw-tes3coop
Handle marksmen weapon attack sequences
This commit is contained in:
parent
fecb8c1cc4
commit
4d157cb19a
1 changed files with 36 additions and 20 deletions
|
@ -413,20 +413,24 @@ bool CharacterController::updateNpcState()
|
||||||
|
|
||||||
if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
|
if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
|
||||||
{
|
{
|
||||||
if(mUpperBodyState == UpperCharState_WeapEquiped && mWeaponType != WeapType_Crossbow &&
|
if(mUpperBodyState == UpperCharState_WeapEquiped && mWeaponType != WeapType_PickProbe)
|
||||||
mWeaponType != WeapType_BowAndArrow && mWeaponType != WeapType_ThowWeapon &&
|
|
||||||
mWeaponType != WeapType_PickProbe)
|
|
||||||
{
|
{
|
||||||
int attackType = cls.getCreatureStats(mPtr).getAttackType();
|
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
|
||||||
if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
|
mWeaponType == WeapType_ThowWeapon)
|
||||||
attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
|
mAttackType = "shoot";
|
||||||
|
|
||||||
if (attackType == MWMechanics::CreatureStats::AT_Chop)
|
|
||||||
mAttackType = "chop";
|
|
||||||
else if (attackType == MWMechanics::CreatureStats::AT_Slash)
|
|
||||||
mAttackType = "slash";
|
|
||||||
else
|
else
|
||||||
mAttackType = "thrust";
|
{
|
||||||
|
int attackType = cls.getCreatureStats(mPtr).getAttackType();
|
||||||
|
if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
|
||||||
|
attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
|
||||||
|
|
||||||
|
if (attackType == MWMechanics::CreatureStats::AT_Chop)
|
||||||
|
mAttackType = "chop";
|
||||||
|
else if (attackType == MWMechanics::CreatureStats::AT_Slash)
|
||||||
|
mAttackType = "slash";
|
||||||
|
else
|
||||||
|
mAttackType = "thrust";
|
||||||
|
}
|
||||||
|
|
||||||
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
||||||
MWRender::Animation::Group_UpperBody, false,
|
MWRender::Animation::Group_UpperBody, false,
|
||||||
|
@ -467,19 +471,31 @@ bool CharacterController::updateNpcState()
|
||||||
else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit)
|
else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit)
|
||||||
{
|
{
|
||||||
mAnimation->disable(mCurrentWeapon);
|
mAnimation->disable(mCurrentWeapon);
|
||||||
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
if(mAttackType == "shoot")
|
||||||
MWRender::Animation::Group_UpperBody, false,
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
||||||
weapSpeed, mAttackType+" min hit", mAttackType+" hit",
|
MWRender::Animation::Group_UpperBody, false,
|
||||||
0.0f, 0);
|
weapSpeed, mAttackType+" min hit", mAttackType+" follow start",
|
||||||
|
0.0f, 0);
|
||||||
|
else
|
||||||
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
||||||
|
MWRender::Animation::Group_UpperBody, false,
|
||||||
|
weapSpeed, mAttackType+" min hit", mAttackType+" hit",
|
||||||
|
0.0f, 0);
|
||||||
mUpperBodyState = UpperCharState_MinHitToHit;
|
mUpperBodyState = UpperCharState_MinHitToHit;
|
||||||
}
|
}
|
||||||
else if(mUpperBodyState == UpperCharState_MinHitToHit)
|
else if(mUpperBodyState == UpperCharState_MinHitToHit)
|
||||||
{
|
{
|
||||||
mAnimation->disable(mCurrentWeapon);
|
mAnimation->disable(mCurrentWeapon);
|
||||||
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
if(mAttackType == "shoot")
|
||||||
MWRender::Animation::Group_UpperBody, true,
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
||||||
weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
|
MWRender::Animation::Group_UpperBody, true,
|
||||||
0.0f, 0);
|
weapSpeed, mAttackType+" follow start", mAttackType+" follow stop",
|
||||||
|
0.0f, 0);
|
||||||
|
else
|
||||||
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
||||||
|
MWRender::Animation::Group_UpperBody, true,
|
||||||
|
weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
|
||||||
|
0.0f, 0);
|
||||||
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
|
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue