|
|
|
@ -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)
|
|
|
|
|
{
|
|
|
|
|
if (mAnimation->hasAnimation(jumpAnimName))
|
|
|
|
|
{
|
|
|
|
|
mAnimation->disable(mCurrentJump);
|
|
|
|
|
mCurrentJump.clear();
|
|
|
|
|
if (mAnimation->hasAnimation("jump"))
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|