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@ -270,6 +270,7 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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mCurrentHit = "shield";
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MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
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priorityBlock[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
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priorityBlock[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
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}
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@ -289,6 +290,8 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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mUpperBodyState = UpperCharState_Nothing;
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}
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}
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if (mHitState != CharState_None)
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idle = CharState_None;
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}
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else if(!mAnimation->isPlaying(mCurrentHit))
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{
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@ -308,8 +311,6 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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mAnimation->disable(mCurrentHit);
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "loop stop", "stop", 0.0f, 0);
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}
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if (mHitState != CharState_None)
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idle = CharState_None;
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}
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void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, JumpingState jump, CharacterState& idle, bool force)
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