Use xbase_anim_female as the base skeleton for female NPCs (Fixes #3258)

move
scrawl 9 years ago
parent 2b38d10449
commit 30402f75e3

@ -461,13 +461,32 @@ void NpcAnimation::updateNpcBase()
}
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
std::string smodel = (mViewMode != VM_FirstPerson) ?
(!isWerewolf ? !isBeast ? "meshes\\base_anim.nif"
: "meshes\\base_animkna.nif"
: "meshes\\wolf\\skin.nif") :
(!isWerewolf ? !isBeast ? "meshes\\base_anim.1st.nif"
: "meshes\\base_animkna.1st.nif"
: "meshes\\wolf\\skin.1st.nif");
bool isFemale = !mNpc->isMale();
std::string smodel;
if (mViewMode != VM_FirstPerson)
{
if (isWerewolf)
smodel = "meshes\\wolf\\skin.nif";
else if (isBeast)
smodel = "meshes\\base_animkna.nif";
else if (isFemale)
smodel = "meshes\\base_anim_female.nif";
else
smodel = "meshes\\base_anim.nif";
}
else
{
if (isWerewolf)
smodel = "meshes\\wolf\\skin.1st.nif";
else if (isBeast)
smodel = "meshes\\base_animkna.1st.nif";
else if (isFemale)
smodel = "meshes\\base_anim_female.1st.nif";
else
smodel = "meshes\\base_anim.1st.nif";
}
smodel = Misc::ResourceHelpers::correctActorModelPath(smodel, mResourceSystem->getVFS());
setObjectRoot(smodel, true, true, false);
@ -484,28 +503,20 @@ void NpcAnimation::updateNpcBase()
{
if(Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
addAnimSource("meshes\\xargonian_swimkna.nif");
else if(!mNpc->isMale() && !isBeast)
addAnimSource("meshes\\xbase_anim_female.nif");
if(mNpc->mModel.length() > 0)
addAnimSource(Misc::ResourceHelpers::correctActorModelPath("meshes\\" + mNpc->mModel, mResourceSystem->getVFS()));
}
}
else
{
const std::string base = "meshes\\xbase_anim.1st.nif";
if (smodel != base)
addAnimSource(base);
addAnimSource(smodel);
mObjectRoot->setNodeMask(Mask_FirstPerson);
mObjectRoot->addCullCallback(new OverrideFieldOfViewCallback(mFirstPersonFieldOfView));
if(isWerewolf)
addAnimSource(smodel);
else
{
// A bit counter-intuitive, but unlike third-person anims, it seems
// beast races get both base_anim.1st.nif and base_animkna.1st.nif.
addAnimSource("meshes\\xbase_anim.1st.nif");
if(isBeast)
addAnimSource("meshes\\xbase_animkna.1st.nif");
if(!mNpc->isMale() && !isBeast)
addAnimSource("meshes\\xbase_anim_female.1st.nif");
}
}
updateParts();

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