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@ -278,7 +278,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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mHitState = CharState_Block;
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mCurrentHit = "shield";
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MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
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priorityBlock.mPriority[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
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priorityBlock[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
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mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
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}
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@ -1063,7 +1063,7 @@ bool CharacterController::updateWeaponState()
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}
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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priorityWeapon.mPriority[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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