Reset idle animation only when play movement animation (bug #5196)

pull/556/head
Andrei Kortunov 6 years ago
parent 1f616c5613
commit 15cd305253

@ -167,6 +167,7 @@
Bug #5182: OnPCEquip doesn't trigger on skipped beast race attempts to equip something not equippable by beasts
Bug #5186: Equipped item enchantments don't affect creatures
Bug #5190: On-strike enchantments can be applied to and used with non-projectile ranged weapons
Bug #5196: Dwarven ghosts do not use idle animations
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

@ -477,6 +477,11 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
if (movement == mMovementState && idle == mIdleState && !force)
return;
// Reset idle if we actually play movement animations excepts of these cases:
// 1. When we play turning animations
// 2. When we use a fallback animation for lower body since movement animation for given weapon is missing (e.g. for crossbows and spellcasting)
bool resetIdle = (movement != CharState_None && !isTurning());
std::string movementAnimName;
MWRender::Animation::BlendMask movemask;
const StateInfo *movestate;
@ -508,14 +513,9 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
// For upper body there will be idle animation.
if (movemask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None)
idle = CharState_Idle;
}
else if (idle == CharState_None)
{
// In the 1st-person mode use ground idle animations as fallback
if (mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())
idle = CharState_Idle;
else
idle = CharState_IdleSwim;
if (movemask == MWRender::Animation::BlendMask_LowerBody)
resetIdle = false;
}
}
}
@ -538,7 +538,11 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
if(mAnimation->hasAnimation(weapMovementAnimName))
movementAnimName = weapMovementAnimName;
else
{
movementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask);
if (movemask == MWRender::Animation::BlendMask_LowerBody)
resetIdle = false;
}
}
}
@ -565,6 +569,10 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
mMovementAnimationControlled = true;
mAnimation->disable(mCurrentMovement);
if (!mAnimation->hasAnimation(movementAnimName))
movementAnimName.clear();
mCurrentMovement = movementAnimName;
if(!mCurrentMovement.empty())
{
@ -607,7 +615,12 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
1.f, "start", "stop", startpoint, ~0ul, true);
if (resetIdle)
mAnimation->disable(mCurrentIdle);
}
else
mMovementState = CharState_None;
}
}
@ -2217,10 +2230,7 @@ void CharacterController::update(float duration, bool animationOnly)
if(mAnimQueue.empty() || inwater || sneak)
{
// Note: turning animations should not interrupt idle ones
if (movestate != CharState_None && !isTurning())
idlestate = CharState_None;
else if (inwater)
if (inwater)
idlestate = CharState_IdleSwim;
else if (sneak && !inJump)
idlestate = CharState_IdleSneak;

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