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Merge pull request #2482 from akortunov/arrows
Update weapon state when we cancel attack animation
This commit is contained in:
commit
25dc06db73
2 changed files with 8 additions and 0 deletions
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@ -121,6 +121,7 @@
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Bug #5105: NPCs start combat with werewolves from any distance
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Bug #5105: NPCs start combat with werewolves from any distance
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Bug #5110: ModRegion with a redundant numerical argument breaks script execution
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Bug #5110: ModRegion with a redundant numerical argument breaks script execution
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Bug #5123: Script won't run on respawn
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Bug #5123: Script won't run on respawn
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Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
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Feature #1774: Handle AvoidNode
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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Feature #3025: Analogue gamepad movement controls
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@ -315,6 +315,8 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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{
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{
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mAnimation->disable(mCurrentWeapon);
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_WeapEquiped;
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if (mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell)
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mAnimation->showWeapons(true);
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}
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}
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else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
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else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
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{
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{
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@ -1321,6 +1323,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_WeapEquiped;
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mAttackingOrSpell = false;
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mAttackingOrSpell = false;
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mAnimation->disable(mCurrentWeapon);
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mAnimation->disable(mCurrentWeapon);
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mAnimation->showWeapons(true);
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if (mPtr == getPlayer())
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if (mPtr == getPlayer())
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MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
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MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
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}
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}
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@ -1726,7 +1729,11 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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else if (isKnockedDown())
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else if (isKnockedDown())
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{
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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{
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_WeapEquiped;
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if (mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell)
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mAnimation->showWeapons(true);
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}
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mAnimation->disable(mCurrentWeapon);
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mAnimation->disable(mCurrentWeapon);
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}
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}
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}
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}
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