diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 03acfdaf2..c3ca8f512 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -248,12 +248,15 @@ void CharacterController::refreshHitRecoilAnims() bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown(); bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock(); bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr); + MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp(); + float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor(); if(mHitState == CharState_None) { if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0 || mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0) && mAnimation->hasAnimation("knockout")) { + mKnockoutTime = MWBase::Environment::get().getWorld()->getTimeStamp(); if (isSwimming && mAnimation->hasAnimation("swimknockout")) { mHitState = CharState_SwimKnockOut; @@ -338,7 +341,8 @@ void CharacterController::refreshHitRecoilAnims() mPtr.getClass().getCreatureStats(mPtr).setBlock(false); mHitState = CharState_None; } - else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0) + else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0 + && (currentTime - mKnockoutTime) > 3*timeScale/3600) //Wait 3 seconds before getting up { mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown; mAnimation->disable(mCurrentHit); diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index af90c18b8..0654b8534 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -7,6 +7,7 @@ #include "../mwworld/ptr.hpp" #include "../mwworld/containerstore.hpp" +#include "../mwworld/timestamp.hpp" #include "../mwrender/animation.hpp" @@ -196,6 +197,8 @@ class CharacterController : public MWRender::Animation::TextKeyListener float mSecondsOfSwimming; float mSecondsOfRunning; + MWWorld::TimeStamp mKnockoutTime; + MWWorld::ConstPtr mHeadTrackTarget; float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning