From 17ada63fcb87d45b5da89d1efa33d24e229236e8 Mon Sep 17 00:00:00 2001 From: scrawl Date: Wed, 15 Jul 2015 15:46:31 +0200 Subject: [PATCH] Don't play turning animations on the upperbody when in first person mode (Fixes #2287) --- apps/openmw/mwmechanics/character.cpp | 50 ++++++++++++++++----------- 1 file changed, 30 insertions(+), 20 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index a71f8d160..95546dca9 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -355,55 +355,55 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat { mMovementState = movement; - std::string movement; + std::string movementAnimName; MWRender::Animation::BlendMask movemask = MWRender::Animation::BlendMask_All; const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState)); if(movestate != sMovementListEnd) { - movement = movestate->groupname; - if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos) + movementAnimName = movestate->groupname; + if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos) { - movement += weap->shortgroup; - if(!mAnimation->hasAnimation(movement)) + movementAnimName += weap->shortgroup; + if(!mAnimation->hasAnimation(movementAnimName)) { movemask = MWRender::Animation::BlendMask_LowerBody; - movement = movestate->groupname; + movementAnimName = movestate->groupname; } } - if(!mAnimation->hasAnimation(movement)) + if(!mAnimation->hasAnimation(movementAnimName)) { - std::string::size_type swimpos = movement.find("swim"); + std::string::size_type swimpos = movementAnimName.find("swim"); if(swimpos == std::string::npos) { - std::string::size_type runpos = movement.find("run"); + std::string::size_type runpos = movementAnimName.find("run"); if (runpos != std::string::npos) { - movement.replace(runpos, runpos+3, "walk"); - if (!mAnimation->hasAnimation(movement)) - movement.clear(); + movementAnimName.replace(runpos, runpos+3, "walk"); + if (!mAnimation->hasAnimation(movementAnimName)) + movementAnimName.clear(); } else - movement.clear(); + movementAnimName.clear(); } else { movemask = MWRender::Animation::BlendMask_LowerBody; - movement.erase(swimpos, 4); - if(!mAnimation->hasAnimation(movement)) - movement.clear(); + movementAnimName.erase(swimpos, 4); + if(!mAnimation->hasAnimation(movementAnimName)) + movementAnimName.clear(); } } } /* If we're playing the same animation, restart from the loop start instead of the * beginning. */ - int mode = ((movement == mCurrentMovement) ? 2 : 1); + int mode = ((movementAnimName == mCurrentMovement) ? 2 : 1); mMovementAnimationControlled = true; mAnimation->disable(mCurrentMovement); - mCurrentMovement = movement; + mCurrentMovement = movementAnimName; if(!mCurrentMovement.empty()) { float vel, speedmult = 1.0f; @@ -449,7 +449,17 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat } } - mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false, + MWRender::Animation::AnimPriority priorityMovement (Priority_Movement); + if ((movement == CharState_TurnLeft || movement == CharState_TurnRight) + && mPtr == MWBase::Environment::get().getWorld()->getPlayerPtr() + && MWBase::Environment::get().getWorld()->isFirstPerson()) + { + priorityMovement.mPriority[MWRender::Animation::BoneGroup_Torso] = 0; + priorityMovement.mPriority[MWRender::Animation::BoneGroup_LeftArm] = 0; + priorityMovement.mPriority[MWRender::Animation::BoneGroup_RightArm] = 0; + } + + mAnimation->play(mCurrentMovement, priorityMovement, movemask, false, speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul); } } @@ -458,7 +468,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat // FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update), // the idle animation should be displayed if ((mUpperBodyState != UpperCharState_Nothing - || mMovementState != CharState_None + || (mMovementState != CharState_None && mMovementState != CharState_TurnLeft && mMovementState != CharState_TurnRight) || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr)) idle = CharState_None;