move animation disabling code to a better place

pull/331/head
Miloslav Číž 7 years ago
parent f9c396e0ea
commit 5c8f491441

@ -558,9 +558,6 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
if (mPtr.getClass().isActor()) if (mPtr.getClass().isActor())
refreshHitRecoilAnims(); refreshHitRecoilAnims();
if (isTurning() && mJumpState != JumpState_InAir)
mAnimation->disable(mJumpAnimName);
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType)); const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if (!mPtr.getClass().isBipedal(mPtr)) if (!mPtr.getClass().isBipedal(mPtr))
weap = sWeaponTypeListEnd; weap = sWeaponTypeListEnd;
@ -1883,9 +1880,15 @@ void CharacterController::update(float duration)
else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())) else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
{ {
if(rot.z() > 0.0f) if(rot.z() > 0.0f)
{
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight; movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
mAnimation->disable(mJumpAnimName);
}
else if(rot.z() < 0.0f) else if(rot.z() < 0.0f)
{
movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft; movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
mAnimation->disable(mJumpAnimName);
}
} }
} }

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