Andrei Kortunov
|
dea7d0beff
|
Do not interrupt swim and sneak idle animations during attack (bug #4122)
|
2017-11-26 09:54:12 +04:00 |
|
scrawl
|
87c79d7102
|
Merge pull request #1536 from rexelion/knockoutfix
Wait a few seconds before getting up (fixes #3884)
|
2017-11-05 20:27:54 +00:00 |
|
Miloslav Číž
|
430d01a39a
|
additional animation refactor
|
2017-11-05 20:19:47 +01:00 |
|
rexelion
|
de7a7d842b
|
mTimeUntilWake is initialised in the constructor
|
2017-11-05 18:30:34 +00:00 |
|
rexelion
|
48ec680f23
|
use game time instead of real time
|
2017-11-04 19:37:20 +00:00 |
|
rexelion
|
ab66034ed1
|
use uniform_int_distribution instead of rand()
|
2017-11-04 02:15:56 +00:00 |
|
rexelion
|
ee2f3db9a8
|
fixed randomness
|
2017-11-04 01:31:15 +00:00 |
|
rexelion
|
de83ad0116
|
use real time; wait random number of seconds
|
2017-11-04 00:24:09 +00:00 |
|
rexelion
|
5b8610b34b
|
knocked out characters wait some time before getting up
|
2017-11-01 23:44:50 +00:00 |
|
Miloslav Číž
|
ff1265c0e7
|
refactor jump animation
|
2017-10-31 14:22:24 +01:00 |
|
Miloslav Číž
|
7bc512974f
|
use mcurrentjump instead of custom attrib
|
2017-10-30 15:26:38 +01:00 |
|
Miloslav Číž
|
5c8f491441
|
move animation disabling code to a better place
|
2017-10-28 18:46:52 +02:00 |
|
Miloslav Číž
|
f9c396e0ea
|
stop landing animation when turning
|
2017-10-28 15:48:07 +02:00 |
|
Andrei Kortunov
|
4d4d247565
|
Use SwimTurnLeft/Right animations correctly
|
2017-10-17 23:26:55 +04:00 |
|
Andrei Kortunov
|
9b04a7c1e6
|
Fix idle animations playing
|
2017-09-24 16:26:41 +04:00 |
|
Andrei Kortunov
|
a57f6ac2af
|
Fix a typo in attack animation name
|
2017-09-23 08:25:58 +04:00 |
|
Andrei Kortunov
|
bcad431cc5
|
Implement SwimTurnLeft/Right animations
|
2017-09-22 16:07:00 +04:00 |
|
Andrei Kortunov
|
1c6cfad3cc
|
Implement SwimHit animation
|
2017-09-22 15:49:42 +04:00 |
|
Andrei Kortunov
|
3eb1308c0d
|
Implement SwimKnockdown/out animations
|
2017-09-22 15:26:35 +04:00 |
|
Andrei Kortunov
|
6260bb1366
|
Implement SwimAttack1-3 and SwimDeathKnockDown/Out animations
|
2017-09-22 14:51:06 +04:00 |
|
scrawl
|
75c047a6e0
|
Merge pull request #1472 from akortunov/equipfix
Do not play draw weapon animation when equip a new weapon
|
2017-09-21 13:05:14 +00:00 |
|
Andrei Kortunov
|
5da532a36c
|
Do not play draw weapon animation when equip a new weapon (bug #4056)
|
2017-09-21 10:48:52 +04:00 |
|
Chris Robinson
|
b770c1493f
|
Don't spam about missing animations
|
2017-09-18 01:28:40 -07:00 |
|
scrawl
|
d294d7e284
|
Fix possible fall damage when switching from falling to flying
|
2017-09-17 23:16:49 +00:00 |
|
scrawl
|
fcb815f2c7
|
Move fall height reset into PhysicsSystem (Fixes #4049)
To avoid using onGround before it's actually set.
|
2017-09-17 23:06:51 +00:00 |
|
scrawl
|
f594eda574
|
Reset attackStrength when starting a new attack (Fixes #3935)
|
2017-09-16 23:04:54 +00:00 |
|
Chris Robinson
|
780e82480d
|
Make the PlayMode and PlayType enums scoped
Also shorten them by putting them in the MWSound namespace
|
2017-09-15 02:36:59 -07:00 |
|
Andrei Kortunov
|
a5b01fefec
|
Allow to interrupt an attack, if attack button is held
|
2017-09-01 14:28:21 +04:00 |
|
Andrei Kortunov
|
fb45995a41
|
Do not allow player to change weapon/spell during attack or spellcasting (bug #2445)
|
2017-08-29 15:53:23 +04:00 |
|
Andrei Kortunov
|
bc7353f100
|
Check animation state for GetPCRunning and GetPCSneaking
|
2017-08-16 20:30:47 +04:00 |
|
Allofich
|
dae19412f2
|
Fix problem with animations not looping
Fixes #3804
|
2017-07-29 20:54:11 +09:00 |
|
Andrei Kortunov
|
325ea10594
|
Fixed encumberance check (bug #3963)
|
2017-07-25 10:28:33 +04:00 |
|
Andrei Kortunov
|
f484ef8ffb
|
Fixed jump fatigue loss formula (fixes #3843)
|
2017-04-26 18:28:59 +04:00 |
|
Allofich
|
ff3e307059
|
Pass parameters by const reference
|
2017-04-20 23:47:03 +09:00 |
|
Allofich
|
5020d03c78
|
Remove unnecessary line
|
2017-04-12 22:59:28 +09:00 |
|
Andrei Kortunov
|
14b59e0e4b
|
Vanilla-like tgm (fixes #3798)
|
2017-03-25 22:40:11 +04:00 |
|
scrawl
|
338592b99b
|
Don't clear the animation queue when turning (Bug #3581)
Otherwise, the turnAnimationThreshold would make it difficult to estimate when we can start playing the animation.
|
2017-03-23 20:05:06 +01:00 |
|
scrawl
|
a5d7b36c28
|
Don't clear idle animation when movement ends (Bug #3581)
This caused problems when AiWander tried to start an idle animation in the frame after movement stops.
|
2017-03-23 20:05:05 +01:00 |
|
Rafael Moura
|
7fa2703715
|
Porting more ContainerStoreIterator usage to const version #3
|
2017-02-28 14:31:51 +00:00 |
|
Rafael Moura
|
18a4b64f1a
|
Porting more ContainerStoreIterator usage to const version #2
|
2017-02-27 21:50:10 +00:00 |
|
scrawl
|
1eb3384043
|
Avoid rotating by zero in CharacterController
|
2017-02-05 02:26:28 +01:00 |
|
Allofich
|
c10585fb07
|
Match best attack selection to original MW
(Fixes #3721)
|
2017-01-11 22:22:46 +09:00 |
|
MiroslavR
|
76ee5845ac
|
Fix swish sound ID and play swish sound effects for all creatures (Fixes #3653)
|
2016-12-11 19:35:53 +01:00 |
|
scrawl
|
73b6c34a23
|
Merge pull request #1092 from Allofich/warnings
Fix shadowing warnings
|
2016-10-06 17:50:26 +02:00 |
|
Allofich
|
53e94b7c3f
|
Fix shadowing warnings
|
2016-10-06 23:33:52 +09:00 |
|
Allofich
|
df03b32205
|
Coverity fixes
|
2016-10-05 23:32:26 +09:00 |
|
MiroslavR
|
a05649e1d5
|
Use loop fallback for movement animations (Fixes #3578)
|
2016-10-03 22:36:56 +02:00 |
|
Allofich
|
6ec37b5cfb
|
Fix shadowing warnings
|
2016-10-02 17:48:54 +09:00 |
|
Allofich
|
04c13ffab3
|
Add unarmed attack selection to chooseBestAttack()
|
2016-09-22 00:45:54 +09:00 |
|
MiroslavR
|
744667e163
|
Don't use base invisibility magnitude for setting alpha (Fixes #3555)
|
2016-09-19 00:05:50 +02:00 |
|