Merged pull request #1843

fix/skillcap
Marc Zinnschlag 6 years ago
commit 4d280add81

@ -1221,11 +1221,11 @@ bool CharacterController::updateWeaponState()
bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell &&
mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell;
if(weaptype != mWeaponType && !isKnockedOut() &&
!isKnockedDown() && !isRecovery())
if(!isKnockedOut() && !isKnockedDown() && !isRecovery())
{
std::string weapgroup;
if ((!isWerewolf || mWeaponType != WeapType_Spell)
&& weaptype != mWeaponType
&& mUpperBodyState != UpperCharState_UnEquipingWeap
&& !isStillWeapon)
{
@ -1250,49 +1250,60 @@ bool CharacterController::updateWeaponState()
float complete;
bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if (!animPlaying || complete >= 1.0f)
{
forcestateupdate = true;
mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
// Weapon is changed, no current animation (e.g. unequipping or attack).
// Start equipping animation now.
if (weaptype != mWeaponType)
{
forcestateupdate = true;
mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
getWeaponGroup(weaptype, weapgroup);
mAnimation->setWeaponGroup(weapgroup);
getWeaponGroup(weaptype, weapgroup);
mAnimation->setWeaponGroup(weapgroup);
if (!isStillWeapon)
{
if (weaptype == WeapType_None)
if (!isStillWeapon)
{
// Disable current weapon animation manually
mAnimation->disable(mCurrentWeapon);
if (weaptype != WeapType_None)
{
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
}
}
else
if(isWerewolf)
{
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
if(sound)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
}
}
}
if(isWerewolf)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
if(sound)
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
if(!upSoundId.empty() && !isStillWeapon)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
if(!upSoundId.empty() && !isStillWeapon)
// Make sure that we disabled unequipping animation
if (mUpperBodyState == UpperCharState_UnEquipingWeap)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
mUpperBodyState = UpperCharState_Nothing;
mAnimation->disable(mCurrentWeapon);
mWeaponType = WeapType_None;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
}
}

@ -315,14 +315,14 @@ namespace MWMechanics
return true;
}
CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile, const bool isScripted)
CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile, const bool manualSpell)
: mCaster(caster)
, mTarget(target)
, mStack(false)
, mHitPosition(0,0,0)
, mAlwaysSucceed(false)
, mFromProjectile(fromProjectile)
, mIsScripted(isScripted)
, mManualSpell(manualSpell)
{
}
@ -864,7 +864,7 @@ namespace MWMechanics
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (mCaster.getClass().isActor() && !mAlwaysSucceed && !mIsScripted)
if (mCaster.getClass().isActor() && !mAlwaysSucceed && !mManualSpell)
{
school = getSpellSchool(spell, mCaster);
@ -1037,7 +1037,7 @@ namespace MWMechanics
bool CastSpell::spellIncreasesSkill()
{
if (mIsScripted)
if (mManualSpell)
return false;
return MWMechanics::spellIncreasesSkill(mId);

@ -88,10 +88,10 @@ namespace MWMechanics
osg::Vec3f mHitPosition; // Used for spawning area orb
bool mAlwaysSucceed; // Always succeed spells casted by NPCs/creatures regardless of their chance (default: false)
bool mFromProjectile; // True if spell is cast by enchantment of some projectile (arrow, bolt or thrown weapon)
bool mIsScripted; // True if spell is casted from script and ignores some checks (mana level, success chance, etc.)
bool mManualSpell; // True if spell is casted from script and ignores some checks (mana level, success chance, etc.)
public:
CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target, const bool fromProjectile=false, const bool isScripted=false);
CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target, const bool fromProjectile=false, const bool manualSpell=false);
bool cast (const ESM::Spell* spell);

Loading…
Cancel
Save