Merge pull request #1926 from akortunov/warnfix

Fix MSVC warning about possibly uninitialized movestate variable
pull/541/head
Bret Curtis 6 years ago committed by GitHub
commit 07be9ae8ac
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GPG Key ID: 4AEE18F83AFDEB23

@ -415,37 +415,38 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
void CharacterController::refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, CharacterState& idle, bool force)
{
if (movement == mMovementState && idle == mIdleState && !force)
return;
std::string movementAnimName;
MWRender::Animation::BlendMask movemask;
const StateInfo *movestate;
if(force || movement != mMovementState || idle != mIdleState)
movemask = MWRender::Animation::BlendMask_All;
movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(movement));
if(movestate != sMovementListEnd)
{
movemask = MWRender::Animation::BlendMask_All;
movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(movement));
if(movestate != sMovementListEnd)
movementAnimName = movestate->groupname;
if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos)
{
movementAnimName = movestate->groupname;
if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos)
{
if (mWeaponType == WeapType_Spell && (movement == CharState_TurnLeft || movement == CharState_TurnRight)) // Spellcasting stance turning is a special case
movementAnimName = weap->shortgroup + movementAnimName;
else
movementAnimName += weap->shortgroup;
if (mWeaponType == WeapType_Spell && (movement == CharState_TurnLeft || movement == CharState_TurnRight)) // Spellcasting stance turning is a special case
movementAnimName = weap->shortgroup + movementAnimName;
else
movementAnimName += weap->shortgroup;
if(!mAnimation->hasAnimation(movementAnimName))
{
movemask = MWRender::Animation::BlendMask_LowerBody;
movementAnimName = movestate->groupname;
if(!mAnimation->hasAnimation(movementAnimName))
{
movemask = MWRender::Animation::BlendMask_LowerBody;
movementAnimName = movestate->groupname;
// Since we apply movement only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (idle == CharState_None)
idle = CharState_Idle;
// Since we apply movement only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (idle == CharState_None)
idle = CharState_Idle;
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
movementAnimName += "1h";
}
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
movementAnimName += "1h";
}
}
}

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