diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 03acfdaf2..107ccf09b 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -372,21 +372,29 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState } } - if(mJumpState == JumpState_InAir) + if (!mCurrentJump.empty()) { mAnimation->disable(mCurrentJump); - mCurrentJump = jumpAnimName; - if (mAnimation->hasAnimation("jump")) - mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false, + mCurrentJump.clear(); + } + + if(mJumpState == JumpState_InAir) + { + if (mAnimation->hasAnimation(jumpAnimName)) + { + mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false, 1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul); + mCurrentJump = jumpAnimName; + } } - else + else if (mJumpState == JumpState_Landing) { - mAnimation->disable(mCurrentJump); - mCurrentJump.clear(); - if (mAnimation->hasAnimation("jump")) + if (mAnimation->hasAnimation(jumpAnimName)) + { mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true, 1.0f, "loop stop", "stop", 0.0f, 0); + mCurrentJump = jumpAnimName; + } } } } @@ -1692,7 +1700,6 @@ void CharacterController::update(float duration) mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f; isrunning = isrunning && mHasMovedInXY; - // advance athletics if(mHasMovedInXY && mPtr == getPlayer()) { @@ -1847,7 +1854,8 @@ void CharacterController::update(float duration) } else { - jumpstate = JumpState_None; + jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None; + vec.z() = 0.0f; inJump = false; @@ -1877,9 +1885,15 @@ void CharacterController::update(float duration) else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())) { if(rot.z() > 0.0f) + { movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight; + mAnimation->disable(mCurrentJump); + } else if(rot.z() < 0.0f) + { movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft; + mAnimation->disable(mCurrentJump); + } } }