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Use loopfallback for idle animation groups

This commit is contained in:
Allofich 2016-08-16 01:15:26 +09:00
parent 71f786ff84
commit 6163c7bb03

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@ -2023,9 +2023,10 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
mCurrentIdle.clear(); mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle; mIdleState = CharState_SpecialIdle;
bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
mAnimation->play(groupname, Priority_Default, mAnimation->play(groupname, Priority_Default,
MWRender::Animation::BlendMask_All, false, 1.0f, MWRender::Animation::BlendMask_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1); ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
} }
else if(mode == 0) else if(mode == 0)
{ {