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@ -395,22 +395,35 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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CharacterState walkState = runStateToWalkState(mMovementState);
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const StateInfo *stateinfo = std::find_if(sMovementList, sMovementListEnd, FindCharState(walkState));
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anim = stateinfo->groupname;
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}
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if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
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{
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speedmult = mMovementSpeed / vel;
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if (mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
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speedmult = mMovementSpeed / vel;
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else
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// Another bug: when using a fallback animation (e.g. RunForward as fallback to SwimRunForward),
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// then the equivalent Walk animation will not use a fallback, and if that animation doesn't exist
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// we will play without any scaling.
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// Makes the speed attribute of most water creatures totally useless.
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// And again, this can not be fixed without patching game data.
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speedmult = 1.f;
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}
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else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
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speedmult = 1.f; // TODO: should get a speed mult depending on the current turning speed
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else if (mMovementSpeed > 0.0f)
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else
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{
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// The first person anims don't have any velocity to calculate a speed multiplier from.
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// We use the third person velocities instead.
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// FIXME: should be pulled from the actual animation, but it is not presently loaded.
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speedmult = mMovementSpeed / (isrunning ? 222.857f : 154.064f);
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mMovementAnimationControlled = false;
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if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
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{
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speedmult = mMovementSpeed / vel;
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}
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else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
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speedmult = 1.f; // TODO: should get a speed mult depending on the current turning speed
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else if (mMovementSpeed > 0.0f)
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{
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// The first person anims don't have any velocity to calculate a speed multiplier from.
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// We use the third person velocities instead.
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// FIXME: should be pulled from the actual animation, but it is not presently loaded.
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speedmult = mMovementSpeed / (isrunning ? 222.857f : 154.064f);
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mMovementAnimationControlled = false;
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}
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}
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mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
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speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
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}
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