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@ -1215,6 +1215,7 @@ bool CharacterController::updateWeaponState()
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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bool forcestateupdate = false;
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// We should not play equipping animation and sound during weapon->weapon transition
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// We should not play equipping animation and sound during weapon->weapon transition
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@ -1663,18 +1664,22 @@ bool CharacterController::updateWeaponState()
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break;
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break;
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}
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}
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// Note: apply reload animations only for upper body since blending with movement animations can give weird result.
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// Note: apply crossbow reload animation only for upper body
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// Especially noticable with crossbow reload animation.
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// since blending with movement animations can give weird result.
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if(!start.empty())
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if(!start.empty())
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{
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{
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int mask = MWRender::Animation::BlendMask_All;
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if (mWeaponType == WeapType_Crossbow)
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mask = MWRender::Animation::BlendMask_UpperBody;
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mAnimation->disable(mCurrentWeapon);
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mAnimation->disable(mCurrentWeapon);
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if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
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if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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MWRender::Animation::BlendMask_UpperBody, true,
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mask, true,
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weapSpeed, start, stop, 0.0f, 0);
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weapSpeed, start, stop, 0.0f, 0);
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else
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else
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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MWRender::Animation::BlendMask_UpperBody, false,
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mask, false,
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weapSpeed, start, stop, 0.0f, 0);
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weapSpeed, start, stop, 0.0f, 0);
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}
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}
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}
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}
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