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https://github.com/TES3MP/openmw-tes3mp.git
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Handle marksmen weapon attack sequences
This commit is contained in:
parent
fecb8c1cc4
commit
4d157cb19a
1 changed files with 36 additions and 20 deletions
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@ -413,20 +413,24 @@ bool CharacterController::updateNpcState()
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if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
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{
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if(mUpperBodyState == UpperCharState_WeapEquiped && mWeaponType != WeapType_Crossbow &&
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mWeaponType != WeapType_BowAndArrow && mWeaponType != WeapType_ThowWeapon &&
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mWeaponType != WeapType_PickProbe)
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if(mUpperBodyState == UpperCharState_WeapEquiped && mWeaponType != WeapType_PickProbe)
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{
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int attackType = cls.getCreatureStats(mPtr).getAttackType();
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if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
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attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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if (attackType == MWMechanics::CreatureStats::AT_Chop)
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mAttackType = "chop";
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else if (attackType == MWMechanics::CreatureStats::AT_Slash)
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mAttackType = "slash";
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if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
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mWeaponType == WeapType_ThowWeapon)
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mAttackType = "shoot";
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else
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mAttackType = "thrust";
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{
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int attackType = cls.getCreatureStats(mPtr).getAttackType();
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if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
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attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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if (attackType == MWMechanics::CreatureStats::AT_Chop)
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mAttackType = "chop";
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else if (attackType == MWMechanics::CreatureStats::AT_Slash)
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mAttackType = "slash";
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else
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mAttackType = "thrust";
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}
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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@ -467,19 +471,31 @@ bool CharacterController::updateNpcState()
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else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit)
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{
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mAnimation->disable(mCurrentWeapon);
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" min hit", mAttackType+" hit",
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0.0f, 0);
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if(mAttackType == "shoot")
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" min hit", mAttackType+" follow start",
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0.0f, 0);
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else
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" min hit", mAttackType+" hit",
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0.0f, 0);
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mUpperBodyState = UpperCharState_MinHitToHit;
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}
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else if(mUpperBodyState == UpperCharState_MinHitToHit)
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{
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mAnimation->disable(mCurrentWeapon);
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
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0.0f, 0);
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if(mAttackType == "shoot")
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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weapSpeed, mAttackType+" follow start", mAttackType+" follow stop",
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0.0f, 0);
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else
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
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0.0f, 0);
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mUpperBodyState = UpperCharState_FollowStartToFollowStop;
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}
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}
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