mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-30 22:15:32 +00:00
Don't update animation states in skipAnim mode (Fixes #2782)
This commit is contained in:
parent
cc59493cb2
commit
660e7f5d89
1 changed files with 9 additions and 6 deletions
|
@ -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)
|
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);
|
refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
|
||||||
|
}
|
||||||
|
|
||||||
if (inJump)
|
if (inJump)
|
||||||
mMovementAnimationControlled = false;
|
mMovementAnimationControlled = false;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue