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Give scripted animations highest priority (bug #4286)
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0c92655250
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2 changed files with 6 additions and 2 deletions
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@ -1308,6 +1308,10 @@ bool CharacterController::updateWeaponState()
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}
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}
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}
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}
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// Combat for actors with persistent animations obviously will be buggy
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if (isPersistentAnimPlaying())
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return forcestateupdate;
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float complete;
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float complete;
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bool animPlaying;
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bool animPlaying;
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if(mAttackingOrSpell)
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if(mAttackingOrSpell)
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@ -2186,7 +2190,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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mIdleState = CharState_SpecialIdle;
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mIdleState = CharState_SpecialIdle;
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bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
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bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(groupname, Priority_Default,
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mAnimation->play(groupname, persist ? Priority_Persistent : Priority_Default,
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MWRender::Animation::BlendMask_All, false, 1.0f,
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MWRender::Animation::BlendMask_All, false, 1.0f,
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
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}
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}
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@ -39,8 +39,8 @@ enum Priority {
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Priority_Knockdown,
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Priority_Knockdown,
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Priority_Torch,
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Priority_Torch,
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Priority_Storm,
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Priority_Storm,
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Priority_Death,
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Priority_Death,
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Priority_Persistent,
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Num_Priorities
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Num_Priorities
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};
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};
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