Use the PickProbe animation group as appropriate

actorid
Chris Robinson 12 years ago
parent 6201cb0093
commit 4b9a888d74

@ -119,6 +119,7 @@ static const struct WeaponInfo {
{ WeapType_BowAndArrow, "1h", "1h", "bowandarrow" },
{ WeapType_Crossbow, "crossbow", "1h", "crossbow" },
{ WeapType_ThowWeapon, "1h", "1h", "throwweapon" },
{ WeapType_PickProbe, "1h", "1h", "pickprobe" },
{ WeapType_Spell, "spell", "", "spellcast" },
};
static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
@ -366,7 +367,7 @@ void CharacterController::update(float duration, Movement &movement)
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
weaptype = WeapType_OneHand;
weaptype = WeapType_PickProbe;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();

@ -86,6 +86,7 @@ enum WeaponType {
WeapType_BowAndArrow,
WeapType_Crossbow,
WeapType_ThowWeapon,
WeapType_PickProbe,
WeapType_Spell
};

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