use mcurrentjump instead of custom attrib

pull/331/head
Miloslav Číž 7 years ago
parent 5c8f491441
commit 7bc512974f

@ -372,9 +372,6 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
}
}
if (jumpAnimName.length() > 0)
mJumpAnimName = jumpAnimName;
if(mJumpState == JumpState_InAir)
{
mAnimation->disable(mCurrentJump);
@ -385,8 +382,9 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
}
else
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
if (startAtLoop)
mAnimation->disable(mCurrentJump);
if (mAnimation->hasAnimation("jump"))
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
@ -1882,12 +1880,12 @@ void CharacterController::update(float duration)
if(rot.z() > 0.0f)
{
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
mAnimation->disable(mJumpAnimName);
mAnimation->disable(mCurrentJump);
}
else if(rot.z() < 0.0f)
{
movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
mAnimation->disable(mJumpAnimName);
mAnimation->disable(mCurrentJump);
}
}
}

@ -184,7 +184,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
JumpingState mJumpState;
std::string mCurrentJump;
std::string mJumpAnimName;
WeaponType mWeaponType;
std::string mCurrentWeapon;

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