forked from teamnwah/openmw-tes3coop
Allow to interrupt an attack, if attack button is held
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parent
0d7279ea2a
commit
a5b01fefec
8 changed files with 31 additions and 1 deletions
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@ -247,6 +247,7 @@ namespace MWBase
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0;
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0;
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virtual bool isRunning(const MWWorld::Ptr& ptr) = 0;
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virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
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};
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@ -948,7 +948,11 @@ namespace MWInput
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if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
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return;
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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// We want to interrupt animation only if attack is prepairing, but still is not triggered
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// Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
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if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer()))
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mPlayer->setAttackingOrSpell(false);
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else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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return;
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MWMechanics::DrawState_ state = mPlayer->getDrawState();
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@ -802,6 +802,16 @@ namespace MWMechanics
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}
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}
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bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr)
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{
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PtrActorMap::iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return false;
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CharacterController* ctrl = it->second->getCharacterController();
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return ctrl->isAttackPrepairing();
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}
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bool Actors::isRunning(const MWWorld::Ptr& ptr)
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{
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PtrActorMap::iterator it = mActors.find(ptr);
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@ -107,6 +107,7 @@ namespace MWMechanics
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int countDeaths (const std::string& id) const;
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///< Return the number of deaths for actors with the given ID.
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bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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bool isRunning(const MWWorld::Ptr& ptr);
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bool isSneaking(const MWWorld::Ptr& ptr);
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@ -2218,6 +2218,12 @@ void CharacterController::setAttackTypeBasedOnMovement()
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mAttackType = "chop";
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}
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bool CharacterController::isAttackPrepairing() const
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{
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return mUpperBodyState == UpperCharState_StartToMinAttack ||
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mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
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}
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bool CharacterController::isReadyToBlock() const
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{
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return updateCarriedLeftVisible(mWeaponType);
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@ -263,6 +263,7 @@ public:
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void forceStateUpdate();
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bool isAttackPrepairing() const;
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bool isReadyToBlock() const;
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bool isKnockedOut() const;
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bool isSneaking() const;
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@ -423,6 +423,11 @@ namespace MWMechanics
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mObjects.update(duration, paused);
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}
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bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr)
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{
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return mActors.isAttackPrepairing(ptr);
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}
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bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
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{
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return mActors.isRunning(ptr);
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@ -210,8 +210,10 @@ namespace MWMechanics
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count);
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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virtual bool isRunning(const MWWorld::Ptr& ptr);
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virtual bool isSneaking(const MWWorld::Ptr& ptr);
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private:
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void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
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OffenseType type, int arg=0);
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