simplification + taking into account weapon speed. Seems too fast, but i'm not sure

actorid
gus 12 years ago
parent 8fc6e73649
commit 20341ae8b7

@ -528,53 +528,43 @@ void CharacterController::update(float duration, Movement &movement)
}
}
std::string weapgroup;
getWeaponGroup(mWeaponType, weapgroup);
float weapSpeed = 1;
if(weapon != inv.end()) {weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;std::cout << "setspeed "<< weapSpeed<< "\n";}
std::string start;
std::string stop;
float complete;
float speedMult;
bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop);
if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_WeapEquiped)
{
std::cout << "ATTaquiomg \n";
std::string weapgroup;
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
1.0f,"chop start", "chop min attack", 0.0f, 0);
weapSpeed,"chop start", "chop min attack", 0.0f, 0);
mUpperBodyState = UpperCharState_ChopStartToMinAttack;
}
}
else if(mUpperBodyState == UpperCharState_ChopMinAttackToMaxAttack)
{
std::cout << "OMG \n";
std::string weapgroup;
getWeaponGroup(mWeaponType, weapgroup);
std::string start;
std::string stop;
float complete;
float speedMult;
//mAnimation->
if(mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop))
if(animPlaying)
{
std::cout << "BLABLABLA";
mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
1.0f,"chop max attack", "chop min hit", 1-complete, 0);
weapSpeed,"chop max attack", "chop min hit", 1-complete, 0);
}
else
{
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
1.0f,"chop max attack", "chop min hit", 0, 0);
weapSpeed,"chop max attack", "chop min hit", 0, 0);
}
mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
}
std::string weapgroup;
getWeaponGroup(mWeaponType, weapgroup);
std::string start;
std::string stop;
float complete;
float speedMult;
bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop);
if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
if(animPlaying)
@ -584,7 +574,7 @@ void CharacterController::update(float duration, Movement &movement)
mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
1.0f,"chop min attack", "chop max attack",0, 0);
weapSpeed,"chop min attack", "chop max attack",0, 0);
mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
}
else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
@ -592,7 +582,7 @@ void CharacterController::update(float duration, Movement &movement)
mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
1.0f,"chop min hit", "chop hit",0, 0);
weapSpeed,"chop min hit", "chop hit",0, 0);
mUpperBodyState = UpperCharState_ChopMinHitToHit;
}
else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
@ -600,7 +590,7 @@ void CharacterController::update(float duration, Movement &movement)
mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
1.0f,"chop large follow start", "chop large follow stop",0, 0);
weapSpeed,"chop large follow start", "chop large follow stop",0, 0);
mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
}
else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)

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