forked from teamnwah/openmw-tes3coop
Use the correct slash, chop or thrust animation
This commit is contained in:
parent
9043fe427f
commit
91e95e1404
9 changed files with 79 additions and 7 deletions
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@ -91,6 +91,7 @@ namespace MWGui
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WindowBase("openmw_settings_window.layout")
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WindowBase("openmw_settings_window.layout")
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{
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{
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getWidget(mOkButton, "OkButton");
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getWidget(mOkButton, "OkButton");
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getWidget(mBestAttackButton, "BestAttackButton");
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getWidget(mSubtitlesButton, "SubtitlesButton");
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getWidget(mSubtitlesButton, "SubtitlesButton");
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getWidget(mCrosshairButton, "CrosshairButton");
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getWidget(mCrosshairButton, "CrosshairButton");
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getWidget(mResolutionList, "ResolutionList");
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getWidget(mResolutionList, "ResolutionList");
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@ -131,6 +132,7 @@ namespace MWGui
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mSubtitlesButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mSubtitlesButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mCrosshairButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mCrosshairButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mBestAttackButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mInvertYButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mInvertYButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
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mOkButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onOkButtonClicked);
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mOkButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onOkButtonClicked);
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mShadersButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onShadersToggled);
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mShadersButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onShadersToggled);
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@ -200,6 +202,7 @@ namespace MWGui
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mSubtitlesButton->setCaptionWithReplacing(Settings::Manager::getBool("subtitles", "GUI") ? "#{sOn}" : "#{sOff}");
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mSubtitlesButton->setCaptionWithReplacing(Settings::Manager::getBool("subtitles", "GUI") ? "#{sOn}" : "#{sOff}");
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mCrosshairButton->setCaptionWithReplacing(Settings::Manager::getBool("crosshair", "HUD") ? "#{sOn}" : "#{sOff}");
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mCrosshairButton->setCaptionWithReplacing(Settings::Manager::getBool("crosshair", "HUD") ? "#{sOn}" : "#{sOff}");
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mBestAttackButton->setCaptionWithReplacing(Settings::Manager::getBool("best attack", "Game") ? "#{sOn}" : "#{sOff}");
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float fovVal = (Settings::Manager::getFloat("field of view", "General")-sFovMin)/(sFovMax-sFovMin);
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float fovVal = (Settings::Manager::getFloat("field of view", "General")-sFovMin)/(sFovMax-sFovMin);
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mFOVSlider->setScrollPosition(fovVal * (mFOVSlider->getScrollRange()-1));
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mFOVSlider->setScrollPosition(fovVal * (mFOVSlider->getScrollRange()-1));
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@ -407,6 +410,8 @@ namespace MWGui
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Settings::Manager::setBool("crosshair", "HUD", newState);
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Settings::Manager::setBool("crosshair", "HUD", newState);
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else if (_sender == mSubtitlesButton)
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else if (_sender == mSubtitlesButton)
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Settings::Manager::setBool("subtitles", "GUI", newState);
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Settings::Manager::setBool("subtitles", "GUI", newState);
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else if (_sender == mBestAttackButton)
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Settings::Manager::setBool("best attack", "Game", newState);
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apply();
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apply();
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}
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}
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@ -32,6 +32,7 @@ namespace MWGui
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MyGUI::ScrollBar* mToolTipDelaySlider;
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MyGUI::ScrollBar* mToolTipDelaySlider;
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MyGUI::Button* mSubtitlesButton;
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MyGUI::Button* mSubtitlesButton;
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MyGUI::Button* mCrosshairButton;
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MyGUI::Button* mCrosshairButton;
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MyGUI::Button* mBestAttackButton;
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// graphics
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// graphics
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MyGUI::ListBox* mResolutionList;
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MyGUI::ListBox* mResolutionList;
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@ -165,6 +165,20 @@ namespace MWInput
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if (action == A_Use)
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if (action == A_Use)
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{
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{
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MWWorld::Class::get(mPlayer.getPlayer()).getCreatureStats(mPlayer.getPlayer()).setAttackingOrSpell(currentValue);
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MWWorld::Class::get(mPlayer.getPlayer()).getCreatureStats(mPlayer.getPlayer()).setAttackingOrSpell(currentValue);
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if (currentValue == 1)
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{
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int type = MWMechanics::CreatureStats::AT_Chop;
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bool forward = (mInputBinder->getChannel(A_MoveForward)->getValue() > 0
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|| mInputBinder->getChannel(A_MoveBackward)->getValue() > 0);
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bool side = (mInputBinder->getChannel(A_MoveLeft)->getValue() > 0
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|| mInputBinder->getChannel(A_MoveRight)->getValue() > 0);
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if (side && !forward)
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type = MWMechanics::CreatureStats::AT_Slash;
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if (forward && !side)
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type = MWMechanics::CreatureStats::AT_Thrust;
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MWWorld::Class::get(mPlayer.getPlayer()).getCreatureStats(mPlayer.getPlayer()).setAttackType(type);
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}
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}
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}
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if (currentValue == 1)
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if (currentValue == 1)
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@ -35,6 +35,23 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/inventorystore.hpp"
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namespace
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{
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int getBestAttack (const ESM::Weapon* weapon)
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{
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
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int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
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if (slash >= chop && slash >= thrust)
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return MWMechanics::CreatureStats::AT_Slash;
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else if (chop >= slash && chop >= thrust)
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return MWMechanics::CreatureStats::AT_Chop;
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else
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return MWMechanics::CreatureStats::AT_Thrust;
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}
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}
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namespace MWMechanics
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namespace MWMechanics
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{
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{
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@ -540,13 +557,25 @@ void CharacterController::update(float duration, Movement &movement)
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float complete;
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float complete;
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float speedMult;
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float speedMult;
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bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop);
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bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop);
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if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
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if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
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{
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{
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if(mUpperBodyState == UpperCharState_WeapEquiped)
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if(mUpperBodyState == UpperCharState_WeapEquiped)
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{
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{
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int attackType = cls.getCreatureStats(mPtr).getAttackType();
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if (Settings::Manager::getBool("best attack", "Game") && weapon != inv.end())
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attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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if (attackType == MWMechanics::CreatureStats::AT_Chop)
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mAttackType = "chop";
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else if (attackType == MWMechanics::CreatureStats::AT_Slash)
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mAttackType = "slash";
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else
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mAttackType = "thrust";
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed,"chop start", "chop min attack", 0.0f, 0);
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weapSpeed, mAttackType+" start", mAttackType+" min attack", 0.0f, 0);
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mUpperBodyState = UpperCharState_ChopStartToMinAttack;
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mUpperBodyState = UpperCharState_ChopStartToMinAttack;
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}
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}
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}
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}
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@ -557,13 +586,13 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed,"chop max attack", "chop min hit", 1-complete, 0);
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weapSpeed, mAttackType+" max attack", mAttackType+" min hit", 1-complete, 0);
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}
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}
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else
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else
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{
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{
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed,"chop max attack", "chop min hit", 0, 0);
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weapSpeed, mAttackType+" max attack", mAttackType+" min hit", 0, 0);
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}
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}
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mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
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mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
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}
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}
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@ -577,7 +606,7 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed,"chop min attack", "chop max attack",0, 0);
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weapSpeed, mAttackType+" min attack", mAttackType+" max attack",0, 0);
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mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
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mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
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}
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}
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else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
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else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
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@ -585,7 +614,7 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed,"chop min hit", "chop hit",0, 0);
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weapSpeed, mAttackType+" min hit", mAttackType+" hit",0, 0);
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mUpperBodyState = UpperCharState_ChopMinHitToHit;
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mUpperBodyState = UpperCharState_ChopMinHitToHit;
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}
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}
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else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
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else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
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@ -593,7 +622,7 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed,"chop large follow start", "chop large follow stop",0, 0);
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",0, 0);
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mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
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mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
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}
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}
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else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)
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else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)
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@ -146,6 +146,8 @@ class CharacterController
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float mSecondsOfSwimming;
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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float mSecondsOfRunning;
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std::string mAttackType; // slash, chop or thrust
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false);
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false);
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static void getWeaponGroup(WeaponType weaptype, std::string &group);
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static void getWeaponGroup(WeaponType weaptype, std::string &group);
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@ -36,6 +36,8 @@ namespace MWMechanics
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bool mHostile;
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bool mHostile;
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bool mAttackingOrSpell;//for the player, this is true if the left mouse button is pressed, false if not.
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bool mAttackingOrSpell;//for the player, this is true if the left mouse button is pressed, false if not.
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int mAttackType;
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public:
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public:
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CreatureStats();
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CreatureStats();
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@ -88,6 +90,15 @@ namespace MWMechanics
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void setAttackingOrSpell(const bool &attackingOrSpell);
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void setAttackingOrSpell(const bool &attackingOrSpell);
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enum AttackType
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{
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AT_Slash,
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AT_Thrust,
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AT_Chop
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};
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void setAttackType(int attackType) { mAttackType = attackType; }
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int getAttackType() { return mAttackType; }
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void setLevel(int level);
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void setLevel(int level);
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void setAiSetting (int index, int value);
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void setAiSetting (int index, int value);
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@ -654,7 +654,7 @@ void Animation::resetActiveGroups()
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return;
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return;
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const Ogre::SharedPtr<AnimSource> &animsrc = state->second.mSource;
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const Ogre::SharedPtr<AnimSource> &animsrc = state->second.mSource;
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const NifOgre::TextKeyMap &keys = animsrc->mTextKeys;
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//const NifOgre::TextKeyMap &keys = animsrc->mTextKeys;
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const std::vector<Ogre::Controller<Ogre::Real> >&ctrls = animsrc->mControllers[0];
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const std::vector<Ogre::Controller<Ogre::Real> >&ctrls = animsrc->mControllers[0];
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for(size_t i = 0;i < ctrls.size();i++)
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for(size_t i = 0;i < ctrls.size();i++)
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{
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{
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<Property key="TextAlign" value="Right"/>
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<Property key="TextAlign" value="Right"/>
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</Widget>
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</Widget>
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<Widget type="HBox" skin="" position="4 170 260 24">
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<Widget type="AutoSizedButton" skin="MW_Button" align="Left Top" name="BestAttackButton"/>
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<Widget type="AutoSizedTextBox" skin="SandText" align="Left Top">
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<Property key="Caption" value="#{sBestAttack}"/>
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</Widget>
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</Widget>
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<Widget type="HBox" skin="" position="4 200 260 24">
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<Widget type="HBox" skin="" position="4 200 260 24">
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<Widget type="AutoSizedButton" skin="MW_Button" align="Left Top" name="SubtitlesButton"/>
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<Widget type="AutoSizedButton" skin="MW_Button" align="Left Top" name="SubtitlesButton"/>
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@ -163,3 +163,7 @@ ui sensitivity = 1.0
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camera y multiplier = 1.0
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camera y multiplier = 1.0
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ui y multiplier = 1.0
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ui y multiplier = 1.0
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[Game]
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# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
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best attack = false
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