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@ -1886,6 +1886,7 @@ void CharacterController::update(float duration, bool animationOnly)
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bool incapacitated = (cls.getCreatureStats(mPtr).isParalyzed() || cls.getCreatureStats(mPtr).getKnockedDown());
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bool inwater = world->isSwimming(mPtr);
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bool flying = world->isFlying(mPtr);
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bool solid = world->isActorCollisionEnabled(mPtr);
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// Can't run and sneak while flying (see speed formula in Npc/Creature::getSpeed)
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bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak) && !flying;
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bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying;
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@ -1894,7 +1895,7 @@ void CharacterController::update(float duration, bool animationOnly)
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//Force Jump Logic
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bool isMoving = (std::abs(cls.getMovementSettings(mPtr).mPosition[0]) > .5 || std::abs(cls.getMovementSettings(mPtr).mPosition[1]) > .5);
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if(!inwater && !flying)
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if(!inwater && !flying && solid)
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{
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//Force Jump
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if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump))
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@ -2002,12 +2003,12 @@ void CharacterController::update(float duration, bool animationOnly)
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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}
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if(sneak || inwater || flying || incapacitated)
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if(sneak || inwater || flying || incapacitated || !solid)
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vec.z() = 0.0f;
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bool inJump = true;
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bool playLandingSound = false;
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if(!onground && !flying && !inwater)
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if(!onground && !flying && !inwater && solid)
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{
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// In the air (either getting up —ascending part of jump— or falling).
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@ -2060,7 +2061,7 @@ void CharacterController::update(float duration, bool animationOnly)
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}
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}
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}
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else if(mJumpState == JumpState_InAir && !inwater && !flying)
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else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
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{
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forcestateupdate = true;
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jumpstate = JumpState_Landing;
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@ -2099,7 +2100,7 @@ void CharacterController::update(float duration, bool animationOnly)
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}
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else
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{
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if(mPtr.getClass().isNpc() && mJumpState == JumpState_InAir && !flying)
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if(mPtr.getClass().isNpc() && mJumpState == JumpState_InAir && !flying && solid)
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playLandingSound = true;
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jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
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