Use the skeleton from the NPC's set model (bug #4747)

pull/541/head
Capostrophic 6 years ago
parent c5176321ee
commit 6660f2f8e6

@ -14,6 +14,7 @@
Bug #4723: ResetActors command works incorrectly
Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
Bug #4746: Non-solid player can't run or sneak
Bug #4747: Bones are not read from X.NIF file for NPC animation
Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
Bug #4768: Fallback numerical value recovery chokes on invalid arguments
Bug #4775: Slowfall effect resets player jumping flag

@ -465,8 +465,12 @@ void NpcAnimation::updateNpcBase()
bool is1stPerson = mViewMode == VM_FirstPerson;
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
std::string smodel = SceneUtil::getActorSkeleton(is1stPerson, isFemale, isBeast, isWerewolf);
smodel = Misc::ResourceHelpers::correctActorModelPath(smodel, mResourceSystem->getVFS());
std::string defaultSkeleton = SceneUtil::getActorSkeleton(is1stPerson, isFemale, isBeast, isWerewolf);
defaultSkeleton = Misc::ResourceHelpers::correctActorModelPath(defaultSkeleton, mResourceSystem->getVFS());
std::string smodel = defaultSkeleton;
if (!is1stPerson && !isWerewolf & !mNpc->mModel.empty())
smodel = Misc::ResourceHelpers::correctActorModelPath("meshes\\" + mNpc->mModel, mResourceSystem->getVFS());
setObjectRoot(smodel, true, true, false);
@ -481,15 +485,13 @@ void NpcAnimation::updateNpcBase()
if (smodel != base)
addAnimSource(base, smodel);
if (smodel != defaultSkeleton && base != defaultSkeleton)
addAnimSource(defaultSkeleton, smodel);
addAnimSource(smodel, smodel);
if(!isWerewolf)
{
if(mNpc->mModel.length() > 0)
addAnimSource(Misc::ResourceHelpers::correctActorModelPath("meshes\\" + mNpc->mModel, mResourceSystem->getVFS()), smodel);
if(Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
addAnimSource("meshes\\xargonian_swimkna.nif", smodel);
}
if(!isWerewolf && Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
addAnimSource("meshes\\xargonian_swimkna.nif", smodel);
}
else
{

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