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[Client] Remove jump check from LocalActor that is irrelevant for NPCs

This commit is contained in:
David Cernat 2017-04-24 10:58:39 +03:00
parent e70faf1016
commit 1f6ba9d9ee
2 changed files with 10 additions and 18 deletions

View file

@ -27,8 +27,6 @@ LocalActor::LocalActor()
wasSneaking = false;
wasForceJumping = false;
wasForceMoveJumping = false;
wasJumping = false;
wasFlying = false;
statTimer = 0;
@ -94,15 +92,14 @@ void LocalActor::updateAnimFlags(bool forceUpdate)
bool isForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
isFlying = world->isFlying(ptr);
bool isJumping = !world->isOnGround(ptr) && !isFlying;
MWMechanics::DrawState_ currentDrawState = ptr.getClass().getNpcStats(ptr).getDrawState();
if (wasRunning != isRunning
|| wasSneaking != isSneaking || wasForceJumping != isForceJumping
|| wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState
|| wasJumping || isJumping || wasFlying || isFlying
|| forceUpdate)
if (wasRunning != isRunning ||
wasSneaking != isSneaking || wasForceJumping != isForceJumping ||
wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState ||
wasFlying || isFlying ||
forceUpdate)
{
wasRunning = isRunning;
wasSneaking = isSneaking;
@ -111,7 +108,6 @@ void LocalActor::updateAnimFlags(bool forceUpdate)
lastDrawState = currentDrawState;
wasFlying = isFlying;
wasJumping = isJumping;
movementFlags = 0;
@ -120,7 +116,6 @@ void LocalActor::updateAnimFlags(bool forceUpdate)
movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, isSneaking);
movementFlags = __SETFLAG(CreatureStats::Flag_Run, isRunning);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isForceJumping);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isJumping);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, isForceMoveJumping);
#undef __SETFLAG
@ -132,9 +127,6 @@ void LocalActor::updateAnimFlags(bool forceUpdate)
else if (currentDrawState == MWMechanics::DrawState_Spell)
drawState = 2;
if (isJumping)
updatePosition(true); // fix position after jump;
mwmp::Main::get().getNetworking()->getActorList()->addAnimFlagsActor(*this);
}
}

View file

@ -558,11 +558,11 @@ void LocalPlayer::updateAnimFlags(bool forceUpdate)
MWMechanics::DrawState_ currentDrawState = player.getClass().getNpcStats(player).getDrawState();
static MWMechanics::DrawState_ lastDrawState = player.getClass().getNpcStats(player).getDrawState();
if (wasRunning != isRunning
|| wasSneaking != isSneaking || wasForceJumping != isForceJumping
|| wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState
|| wasJumping || isJumping || wasFlying || isFlying
|| forceUpdate)
if (wasRunning != isRunning ||
wasSneaking != isSneaking || wasForceJumping != isForceJumping ||
wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState ||
wasJumping || isJumping || wasFlying || isFlying ||
forceUpdate)
{
wasSneaking = isSneaking;
wasRunning = isRunning;