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Add an option to restore MCP-like movement behavior
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parent
c7ac06b960
commit
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4 changed files with 16 additions and 1 deletions
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@ -81,6 +81,7 @@ bool Launcher::AdvancedPage::loadSettings()
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unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
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unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
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loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
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loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
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loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
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loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
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loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
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// Input Settings
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// Input Settings
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loadSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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loadSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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@ -141,6 +142,7 @@ void Launcher::AdvancedPage::saveSettings()
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mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
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mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
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saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
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saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
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saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
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saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
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saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
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// Input Settings
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// Input Settings
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saveSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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saveSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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@ -2372,7 +2372,7 @@ void CharacterController::update(float duration, bool animationOnly)
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moved.x() *= scale;
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moved.x() *= scale;
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moved.y() *= scale;
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moved.y() *= scale;
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if(mPtr.getClass().isNpc())
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if (mPtr.getClass().isNpc() && !Settings::Manager::getBool("normalise race speed", "Game"))
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{
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{
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const ESM::NPC* npc = mPtr.get<ESM::NPC>()->mBase;
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const ESM::NPC* npc = mPtr.get<ESM::NPC>()->mBase;
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const ESM::Race* race = world->getStore().get<ESM::Race>().find(npc->mRace);
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const ESM::Race* race = world->getStore().get<ESM::Race>().find(npc->mRace);
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@ -261,6 +261,9 @@ only appropriate ammunition bypasses resistance = false
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# Use casting animations for magic items, just as for spells
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# Use casting animations for magic items, just as for spells
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use magic item animations = false
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use magic item animations = false
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# Don't use race weight in NPC movement speed calculations
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normalise race speed = false
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[General]
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[General]
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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@ -159,6 +159,16 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html></string>
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</property>
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<property name="text">
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<string>Normalise race speed</string>
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</property>
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</widget>
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</item>
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</layout>
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</layout>
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</widget>
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</widget>
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</item>
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</item>
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