forked from teamnwah/openmw-tes3coop
basic setup for 360 screenshots
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5e69f6033f
commit
7feba7e498
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--- apps/openmw/mwmechanics/character.cpp
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+++ apps/openmw/mwmechanics/character.cpp
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@@ -372,29 +372,28 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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}
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}
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- if(mJumpState == JumpState_InAir)
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+ if (!mCurrentJump.empty())
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{
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mAnimation->disable(mCurrentJump);
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- mCurrentJump = jumpAnimName;
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- if (mAnimation->hasAnimation("jump"))
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- mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
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+ mCurrentJump.clear();
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+ }
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+
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+ if(mJumpState == JumpState_InAir)
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+ {
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+ if (mAnimation->hasAnimation(jumpAnimName))
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+ {
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+ mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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+ mCurrentJump = jumpAnimName;
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+ }
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}
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else if (mJumpState == JumpState_Landing)
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{
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- if (startAtLoop)
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- mAnimation->disable(mCurrentJump);
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-
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- if (mAnimation->hasAnimation("jump"))
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+ if (mAnimation->hasAnimation(jumpAnimName))
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+ {
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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1.0f, "loop stop", "stop", 0.0f, 0);
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- }
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- else // JumpState_None
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- {
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- if (mCurrentJump.length() > 0)
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- {
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- mAnimation->disable(mCurrentJump);
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- mCurrentJump.clear();
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+ mCurrentJump = jumpAnimName;
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}
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}
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}
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