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@ -538,25 +538,26 @@ void CharacterController::update(float duration, Movement &movement)
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}
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}
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if(weaptype != WeapType_PickProbe && weaptype != WeapType_BowAndArrow
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&& weaptype != WeapType_Crossbow && weaptype != WeapType_ThowWeapon)
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if(1)
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{
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bool isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
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float weapSpeed = 1.0f;
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if(isWeapon)
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weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
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std::string weapgroup;
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getWeaponGroup(mWeaponType, weapgroup);
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float weapSpeed = 1;
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if(weapon != inv.end()) weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
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std::string start;
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std::string stop;
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float complete;
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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);
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if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
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{
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if(mUpperBodyState == UpperCharState_WeapEquiped)
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if(mUpperBodyState == UpperCharState_WeapEquiped && mWeaponType != WeapType_Crossbow &&
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mWeaponType != WeapType_BowAndArrow && mWeaponType != WeapType_ThowWeapon &&
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mWeaponType != WeapType_PickProbe)
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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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if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
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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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@ -590,11 +591,13 @@ void CharacterController::update(float duration, Movement &movement)
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mUpperBodyState = UpperCharState_MaxAttackToMinHit;
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}
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if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
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if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
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if(animPlaying)
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if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying)
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mUpperBodyState = UpperCharState_WeapEquiped;
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying)
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mUpperBodyState = UpperCharState_Nothing;
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else if(animPlaying)
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{
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if(mUpperBodyState == UpperCharState_StartToMinAttack && complete == 1)
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if(mUpperBodyState == UpperCharState_StartToMinAttack && complete == 1.0f)
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{
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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@ -602,7 +605,7 @@ void CharacterController::update(float duration, Movement &movement)
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weapSpeed, mAttackType+" min attack", mAttackType+" max attack",0, 0);
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mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
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}
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else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit && complete == 1)
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else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit && complete == 1.0f)
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{
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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@ -610,7 +613,7 @@ void CharacterController::update(float duration, Movement &movement)
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weapSpeed, mAttackType+" min hit", mAttackType+" hit",0, 0);
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mUpperBodyState = UpperCharState_MinHitToHit;
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}
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else if(mUpperBodyState == UpperCharState_MinHitToHit && complete == 1)
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else if(mUpperBodyState == UpperCharState_MinHitToHit && complete == 1.0f)
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{
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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@ -618,8 +621,9 @@ void CharacterController::update(float duration, Movement &movement)
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",0, 0);
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mUpperBodyState = UpperCharState_LargeFollowStartToLargeFollowStop;
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}
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else if(mUpperBodyState == UpperCharState_LargeFollowStartToLargeFollowStop && complete == 1)
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else if(mUpperBodyState == UpperCharState_LargeFollowStartToLargeFollowStop && complete == 1.0f)
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{
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mAnimation->disable(weapgroup);
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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}
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