Merge pull request #1472 from akortunov/equipfix

Do not play draw weapon animation when equip a new weapon
experimental
scrawl 7 years ago committed by GitHub
commit 75c047a6e0

@ -1116,6 +1116,11 @@ bool CharacterController::updateWeaponState()
priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
bool forcestateupdate = false;
// We should not play equipping animation and sound during weapon->weapon transition
bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell &&
mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell;
if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
&& mHitState != CharState_Hit)
{
@ -1138,13 +1143,16 @@ bool CharacterController::updateWeaponState()
else
{
getWeaponGroup(weaptype, weapgroup);
mAnimation->showWeapons(false);
mAnimation->setWeaponGroup(weapgroup);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
if (!isStillWeapon)
{
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
}
if(isWerewolf)
{
@ -1158,7 +1166,7 @@ bool CharacterController::updateWeaponState()
}
}
if(!soundid.empty())
if(!soundid.empty() && !isStillWeapon)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);

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