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https://github.com/TES3MP/openmw-tes3mp.git
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post-merge fix
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parent
ee47e99dad
commit
8fc6e73649
1 changed files with 7 additions and 7 deletions
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@ -549,8 +549,9 @@ void CharacterController::update(float duration, Movement &movement)
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std::string start;
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std::string stop;
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float complete;
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float speedMult;
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//mAnimation->
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if(mAnimation->getInfo(weapgroup,&complete,&start,&stop))
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if(mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop))
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{
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std::cout << "BLABLABLA";
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mAnimation->disable(weapgroup);
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@ -572,9 +573,8 @@ void CharacterController::update(float duration, Movement &movement)
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std::string start;
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std::string stop;
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float complete;
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bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&start,&stop);
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std::cout << "update";
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if(animPlaying) std::cout << "playing\n";
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float speedMult;
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bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&speedMult,&start,&stop);
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if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
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if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
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if(animPlaying)
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@ -584,7 +584,7 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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"chop min attack", "chop max attack",0, 0);
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1.0f,"chop min attack", "chop max attack",0, 0);
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mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
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}
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else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
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@ -592,7 +592,7 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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"chop min hit", "chop hit",0, 0);
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1.0f,"chop min hit", "chop hit",0, 0);
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mUpperBodyState = UpperCharState_ChopMinHitToHit;
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}
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else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
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@ -600,7 +600,7 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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"chop large follow start", "chop large follow stop",0, 0);
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1.0f,"chop large follow start", "chop large follow stop",0, 0);
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mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
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}
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else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)
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