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@ -1212,10 +1212,11 @@ bool CharacterController::updateWeaponState()
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mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
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mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
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}
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}
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// Apply 1st-person weapon animations only for upper body
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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if (mPtr != MWMechanics::getPlayer() || !MWBase::Environment::get().getWorld()->isFirstPerson())
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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bool forcestateupdate = false;
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// We should not play equipping animation and sound during weapon->weapon transition
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// We should not play equipping animation and sound during weapon->weapon transition
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