Make sure to update parts when the weapon changes

actorid
Chris Robinson 12 years ago
parent a15758ac85
commit 0cf531ba12

@ -178,7 +178,8 @@ void NpcAnimation::updateParts(bool forceupdate)
{ &NpcAnimation::mGloveR, MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
{ &NpcAnimation::mShirt, MWWorld::InventoryStore::Slot_Shirt, 0 },
{ &NpcAnimation::mPants, MWWorld::InventoryStore::Slot_Pants, 0 },
{ &NpcAnimation::mShield, MWWorld::InventoryStore::Slot_CarriedLeft, 0 }
{ &NpcAnimation::mShield, MWWorld::InventoryStore::Slot_CarriedLeft, 0 },
{ &NpcAnimation::mWeapon, MWWorld::InventoryStore::Slot_CarriedRight, 0 }
};
static const size_t slotlistsize = sizeof(slotlist)/sizeof(slotlist[0]);
@ -239,7 +240,7 @@ void NpcAnimation::updateParts(bool forceupdate)
ESM::PRT_RForearm, ESM::PRT_LForearm, ESM::PRT_RPauldron, ESM::PRT_LPauldron
};
size_t parts_size = sizeof(parts)/sizeof(parts[0]);
for(int p = 0;p < static_cast<int> (parts_size);++p)
for(size_t p = 0;p < parts_size;++p)
reserveIndividualPart(parts[p], slotlist[i].mSlot, prio);
}
else if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Skirt)
@ -260,6 +261,8 @@ void NpcAnimation::updateParts(bool forceupdate)
if(mViewMode == VM_HeadOnly)
return;
showWeapons(mShowWeapons);
std::map<int, int> bodypartMap;
bodypartMap[ESM::PRT_Neck] = ESM::BodyPart::MP_Neck;
bodypartMap[ESM::PRT_Cuirass] = ESM::BodyPart::MP_Chest;

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