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Don't update animation states in skipAnim mode (Fixes #2782)

This commit is contained in:
scrawl 2015-07-17 03:28:17 +02:00
parent cc59493cb2
commit 660e7f5d89

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@ -1788,14 +1788,17 @@ void CharacterController::update(float duration)
}
}
// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
forcestateupdate = updateWeaponState() || forcestateupdate;
else
forcestateupdate = updateCreatureState() || forcestateupdate;
if (!mSkipAnim)
{
// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
forcestateupdate = updateWeaponState() || forcestateupdate;
else
forcestateupdate = updateCreatureState() || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
}
if (inJump)
mMovementAnimationControlled = false;