Crash fix for creatures with no skeleton base (Fixes #2419)

celladd
scrawl 10 years ago
parent 0ad514b29b
commit 191c0104f6

@ -1271,7 +1271,11 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
if (bonename.empty())
params.mObjects = NifOgre::Loader::createObjects(mInsert, model);
else
{
if (!mSkelBase)
return;
params.mObjects = NifOgre::Loader::createObjects(mSkelBase, bonename, "", mInsert, model);
}
setRenderProperties(params.mObjects, RV_Effects,
RQG_Main, RQG_Alpha, 0.f, false, NULL);

@ -88,6 +88,9 @@ void CreatureWeaponAnimation::updateParts()
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
if (!mSkelBase)
return;
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator it = inv.getSlot(slot);
@ -181,6 +184,8 @@ void CreatureWeaponAnimation::releaseArrow()
Ogre::Vector3 CreatureWeaponAnimation::runAnimation(float duration)
{
Ogre::Vector3 ret = Animation::runAnimation(duration);
if (mSkelBase)
pitchSkeleton(mPtr.getRefData().getPosition().rot[0], mSkelBase->getSkeleton());
if (!mWeapon.isNull())

@ -336,6 +336,9 @@ void NpcAnimation::updateNpcBase()
void NpcAnimation::updateParts()
{
if (!mSkelBase)
return;
mAlpha = 1.f;
const MWWorld::Class &cls = mPtr.getClass();
@ -626,6 +629,8 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
mHeadAnimationTime->update(timepassed);
if (mSkelBase)
{
Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
if(mViewMode == VM_FirstPerson)
{
@ -646,6 +651,7 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
if (node)
node->rotate(Ogre::Quaternion(mHeadYaw, Ogre::Vector3::UNIT_Z) * Ogre::Quaternion(mHeadPitch, Ogre::Vector3::UNIT_X), Ogre::Node::TS_WORLD);
}
}
mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame.
for(size_t i = 0;i < ESM::PRT_Count;i++)
@ -659,7 +665,9 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
if (!isSkinned(mObjectParts[i]))
continue;
updateSkeletonInstance(baseinst, mObjectParts[i]->mSkelBase->getSkeleton());
if (mSkelBase)
updateSkeletonInstance(mSkelBase->getSkeleton(), mObjectParts[i]->mSkelBase->getSkeleton());
mObjectParts[i]->mSkelBase->getAllAnimationStates()->_notifyDirty();
}

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