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@ -99,6 +99,8 @@ static const StateInfo sMovementList[] = {
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{ CharState_SneakLeft, "sneakleft" },
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{ CharState_SneakRight, "sneakright" },
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{ CharState_Jump, "jump" },
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{ CharState_TurnLeft, "turnleft" },
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{ CharState_TurnRight, "turnright" },
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};
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@ -214,7 +216,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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/* If we're playing the same animation, restart from the loop start instead of the
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* beginning. */
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int mode = ((movement != mCurrentMovement) ? 1 : 2);
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int mode = ((movement == mCurrentMovement) ? 2 : 1);
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mAnimation->disable(mCurrentMovement);
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mCurrentMovement = movement;
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@ -224,7 +226,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(mCurrentMovement)) > 1.0f)
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speedmult = mMovementSpeed / vel;
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mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
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speedmult, ((mode==2)?"loop start":"start"), "stop", 0.0f, ~0ul);
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speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
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}
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}
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}
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@ -307,6 +309,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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, mMovementSpeed(0.0f)
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, mDeathState(CharState_None)
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, mUpperBodyState(UpperCharState_Nothing)
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, mJumpState(JumpState_None)
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, mWeaponType(WeapType_None)
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, mSkipAnim(false)
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, mSecondsOfRunning(0)
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@ -734,6 +737,8 @@ void CharacterController::update(float duration)
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{
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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mJumpState = JumpState_Falling;
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// This is a guess. All that seems to be known is that "While the player is in the
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// air, fJumpMoveBase and fJumpMoveMult governs air control." Assuming Acrobatics
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// plays a role, this makes the most sense.
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@ -750,10 +755,11 @@ void CharacterController::update(float duration)
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vec.y *= mult;
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vec.z = 0.0f;
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}
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else if(vec.z > 0.0f)
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else if(vec.z > 0.0f && mJumpState == JumpState_None)
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{
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float z = cls.getJump(mPtr);
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mJumpState = JumpState_Falling;
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float z = cls.getJump(mPtr);
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if(vec.x == 0 && vec.y == 0)
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vec = Ogre::Vector3(0.0f, 0.0f, z);
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else
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@ -764,34 +770,46 @@ void CharacterController::update(float duration)
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//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
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}
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else if(std::abs(vec.x/2.0f) > std::abs(vec.y))
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else if(mJumpState == JumpState_Falling)
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{
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if(vec.x > 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
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: (sneak ? CharState_SneakRight
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: (isrunning ? CharState_RunRight : CharState_WalkRight)));
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else if(vec.x < 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
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: (sneak ? CharState_SneakLeft
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: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
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}
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else if(vec.y != 0.0f)
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{
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if(vec.y > 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
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: (sneak ? CharState_SneakForward
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: (isrunning ? CharState_RunForward : CharState_WalkForward)));
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else if(vec.y < 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
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: (sneak ? CharState_SneakBack
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: (isrunning ? CharState_RunBack : CharState_WalkBack)));
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mJumpState = JumpState_Landing;
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vec.z = 0.0f;
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}
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else if(rot.z != 0.0f && !inwater && !sneak)
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else
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{
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if(rot.z > 0.0f)
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movestate = CharState_TurnRight;
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else if(rot.z < 0.0f)
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movestate = CharState_TurnLeft;
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if(!(vec.z > 0.0f))
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mJumpState = JumpState_None;
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vec.z = 0.0f;
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if(std::abs(vec.x/2.0f) > std::abs(vec.y))
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{
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if(vec.x > 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
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: (sneak ? CharState_SneakRight
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: (isrunning ? CharState_RunRight : CharState_WalkRight)));
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else if(vec.x < 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
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: (sneak ? CharState_SneakLeft
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: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
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}
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else if(vec.y != 0.0f)
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{
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if(vec.y > 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
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: (sneak ? CharState_SneakForward
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: (isrunning ? CharState_RunForward : CharState_WalkForward)));
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else if(vec.y < 0.0f)
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movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
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: (sneak ? CharState_SneakBack
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: (isrunning ? CharState_RunBack : CharState_WalkBack)));
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}
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else if(rot.z != 0.0f && !inwater && !sneak)
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{
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if(rot.z > 0.0f)
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movestate = CharState_TurnRight;
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else if(rot.z < 0.0f)
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movestate = CharState_TurnLeft;
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}
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}
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if(movestate != CharState_None)
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