From dbe30e31b935dbdf60136e3121b7b67cd17d93fb Mon Sep 17 00:00:00 2001 From: scrawl Date: Sat, 25 Oct 2014 00:56:43 +0200 Subject: [PATCH] Make creature's model take priority over base_anim.nif (Fixes #2055) --- apps/openmw/mwrender/creatureanimation.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/apps/openmw/mwrender/creatureanimation.cpp b/apps/openmw/mwrender/creatureanimation.cpp index 247a0ba14..fef9fa644 100644 --- a/apps/openmw/mwrender/creatureanimation.cpp +++ b/apps/openmw/mwrender/creatureanimation.cpp @@ -27,9 +27,9 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr) setObjectRoot(model, false); setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha); - addAnimSource(model); if((ref->mBase->mFlags&ESM::Creature::Bipedal)) addAnimSource("meshes\\base_anim.nif"); + addAnimSource(model); } } @@ -47,9 +47,9 @@ CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr) setObjectRoot(model, false); setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha); - addAnimSource(model); if((ref->mBase->mFlags&ESM::Creature::Bipedal)) addAnimSource("meshes\\base_anim.nif"); + addAnimSource(model); mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);