From 41996b0aad06bd402b69f40b1855bec927c87ba4 Mon Sep 17 00:00:00 2001 From: scrawl Date: Sat, 25 Jul 2015 18:59:16 +0200 Subject: [PATCH] Don't play turning animations in first person mode --- apps/openmw/mwmechanics/character.cpp | 17 ++--------------- 1 file changed, 2 insertions(+), 15 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 066489e8e..cf8b0284e 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -448,17 +448,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat } } - MWRender::Animation::AnimPriority priorityMovement (Priority_Movement); - if ((movement == CharState_TurnLeft || movement == CharState_TurnRight) - && mPtr == MWBase::Environment::get().getWorld()->getPlayerPtr() - && MWBase::Environment::get().getWorld()->isFirstPerson()) - { - priorityMovement.mPriority[MWRender::Animation::BoneGroup_Torso] = 0; - priorityMovement.mPriority[MWRender::Animation::BoneGroup_LeftArm] = 0; - priorityMovement.mPriority[MWRender::Animation::BoneGroup_RightArm] = 0; - } - - mAnimation->play(mCurrentMovement, priorityMovement, movemask, false, + mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false, 1.f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul); } } @@ -1741,10 +1731,7 @@ void CharacterController::update(float duration) : (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack))); } - // Don't play turning animations during attack. It would break positioning of the arrow bone when releasing a shot. - // Actually, in vanilla the turning animation is not even played when merely having equipped the weapon, - // but I don't think we need to go as far as that. - else if(rot.z() != 0.0f && !inwater && !sneak && mUpperBodyState < UpperCharState_StartToMinAttack) + else if(rot.z() != 0.0f && !inwater && !sneak && !MWBase::Environment::get().getWorld()->isFirstPerson()) { if(rot.z() > 0.0f) movestate = CharState_TurnRight;