|
|
|
@ -1629,7 +1629,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
|
|
|
|
|
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
|
|
|
|
|
{
|
|
|
|
|
float attackStrength = complete;
|
|
|
|
|
if (!mPtr.getClass().isNpc())
|
|
|
|
|
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
|
|
|
|
|
float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
|
|
|
|
|
if (minAttackTime == maxAttackTime)
|
|
|
|
|
{
|
|
|
|
|
// most creatures don't actually have an attack wind-up animation, so use a uniform random value
|
|
|
|
|
// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
|
|
|
|
@ -1735,7 +1737,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
|
|
|
|
|
{
|
|
|
|
|
// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
|
|
|
|
|
// Happens if the player did not hold the attack button.
|
|
|
|
|
// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
|
|
|
|
|
// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be random.
|
|
|
|
|
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
|
|
|
|
|
float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
|
|
|
|
|
if (mAttackingOrSpell || minAttackTime == maxAttackTime)
|
|
|
|
|