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Merge pull request #2538 from Capostrophic/animation
Use random attack strength if there's no wind up animation (bug #5059)
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commit
2b2f63c919
2 changed files with 5 additions and 2 deletions
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@ -116,6 +116,7 @@
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Bug #5050: Invalid spell effects are not handled gracefully
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Bug #5055: Mark, Recall, Intervention magic effect abilities have no effect when added and removed in the same frame
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Bug #5059: Modded animation with combined attack keys always does max damage and can double damage
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
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Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
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@ -1629,7 +1629,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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{
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float attackStrength = complete;
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if (!mPtr.getClass().isNpc())
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
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if (minAttackTime == maxAttackTime)
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{
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// most creatures don't actually have an attack wind-up animation, so use a uniform random value
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// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
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@ -1735,7 +1737,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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{
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// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
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// Happens if the player did not hold the attack button.
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// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
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// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be random.
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
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if (mAttackingOrSpell || minAttackTime == maxAttackTime)
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