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Keep playing IdleSneak on the lower body when casting spells / using weapons
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parent
5692ef1eae
commit
126960261f
4 changed files with 7 additions and 3 deletions
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@ -483,7 +483,10 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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idlePriority = Priority_SwimIdle;
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}
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else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
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{
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idle = "idlesneak";
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idlePriority[MWRender::Animation::BoneGroup_LowerBody] = Priority_SneakIdleLowerBody;
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}
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else if(mIdleState != CharState_None)
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{
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idle = "idle";
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@ -29,6 +29,7 @@ class CreatureStats;
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enum Priority {
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Priority_Default,
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Priority_WeaponLowerBody,
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Priority_SneakIdleLowerBody,
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Priority_SwimIdle,
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Priority_Jump,
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Priority_Movement,
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@ -680,7 +680,7 @@ namespace MWRender
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if(!(state->second.mBlendMask&(1<<blendMask)))
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continue;
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if(active == mStates.end() || active->second.mPriority[blendMask] < state->second.mPriority[blendMask])
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if(active == mStates.end() || active->second.mPriority[(BoneGroup)blendMask] < state->second.mPriority[(BoneGroup)blendMask])
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active = state;
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}
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@ -105,12 +105,12 @@ public:
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return true;
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}
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int& operator[] (int n)
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int& operator[] (BoneGroup n)
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{
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return mPriority[n];
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}
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const int& operator[] (int n) const
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const int& operator[] (BoneGroup n) const
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{
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return mPriority[n];
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}
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