Fix regressions in the animation system (bug #4729)

pull/541/head
Andrei Kortunov 6 years ago
parent 4098a7be1d
commit 671f2811d5

@ -446,11 +446,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
if(!mAnimation->hasAnimation(movementAnimName))
{
movemask = MWRender::Animation::BlendMask_LowerBody;
movementAnimName = movestate->groupname;
if (swimpos == std::string::npos)
{
movemask = MWRender::Animation::BlendMask_LowerBody;
// Since we apply movement only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (idle == CharState_None)
@ -462,7 +461,11 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
}
else if (idle == CharState_None)
{
idle = CharState_IdleSwim;
// In the 1st-person mode use ground idle animations as fallback
if (mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())
idle = CharState_Idle;
else
idle = CharState_IdleSwim;
}
}
}
@ -1247,6 +1250,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
std::string upSoundId;
std::string downSoundId;
bool weaponChanged = false;
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
@ -1264,7 +1268,13 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
if(weapon == inv.end() && !mWeapon.isEmpty() && weaptype == WeapType_HandToHand && mWeaponType != WeapType_Spell)
downSoundId = mWeapon.getClass().getDownSoundId(mWeapon);
mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
MWWorld::Ptr newWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
if (mWeapon != newWeapon)
{
mWeapon = newWeapon;
weaponChanged = true;
}
}
// Use blending only with 3d-person movement animations for bipedal actors
@ -1299,9 +1309,8 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
&& mUpperBodyState != UpperCharState_UnEquipingWeap
&& !isStillWeapon)
{
// We can not play un-equip animation when we switch to HtH
// because we already un-equipped weapon
if (weaptype != WeapType_HandToHand || mWeaponType == WeapType_Spell)
// We can not play un-equip animation if weapon changed since last update
if (!weaponChanged)
{
// Note: we do not disable unequipping animation automatically to avoid body desync
getWeaponGroup(mWeaponType, weapgroup);
@ -1618,8 +1627,12 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
idle = CharState_None;
// In other cases we should not break swim and sneak animations
if (resetIdle && mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
if (resetIdle &&
idle != CharState_IdleSneak && idle != CharState_IdleSwim &&
mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
{
idle = CharState_None;
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
@ -1993,6 +2006,7 @@ void CharacterController::update(float duration, bool animationOnly)
vec.z() = 0.0f;
bool inJump = true;
bool playLandingSound = false;
if(!onground && !flying && !inwater)
{
// In the air (either getting up —ascending part of jump— or falling).
@ -2080,20 +2094,14 @@ void CharacterController::update(float duration, bool animationOnly)
}
}
// Play landing sound for NPCs
if (mPtr.getClass().isNpc())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
std::string sound = "DefaultLand";
osg::Vec3f pos(mPtr.getRefData().getPosition().asVec3());
if (world->isUnderwater(mPtr.getCell(), pos) || world->isWalkingOnWater(mPtr))
sound = "DefaultLandWater";
sndMgr->playSound3D(mPtr, sound, 1.f, 1.f, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal);
}
playLandingSound = true;
}
else
{
if(mPtr.getClass().isNpc() && mJumpState == JumpState_InAir && !flying)
playLandingSound = true;
jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
vec.z() = 0.0f;
@ -2143,6 +2151,17 @@ void CharacterController::update(float duration, bool animationOnly)
}
}
if (playLandingSound)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
std::string sound = "DefaultLand";
osg::Vec3f pos(mPtr.getRefData().getPosition().asVec3());
if (world->isUnderwater(mPtr.getCell(), pos) || world->isWalkingOnWater(mPtr))
sound = "DefaultLandWater";
sndMgr->playSound3D(mPtr, sound, 1.f, 1.f, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal);
}
// Player can not use smooth turning as NPCs, so we play turning animation a bit to avoid jittering
if (isPlayer)
{

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