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@ -311,12 +311,15 @@ void CharacterController::refreshHitRecoilAnims()
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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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mIdleState = CharState_None;
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}
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void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, bool force)
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{
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if(force || jump != mJumpState)
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{
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mIdleState = CharState_None;
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bool startAtLoop = (jump == mJumpState);
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mJumpState = jump;
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@ -359,6 +362,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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{
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if(force || movement != mMovementState)
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{
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mIdleState = CharState_None;
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mMovementState = movement;
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std::string movementAnimName;
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@ -468,9 +472,11 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force)
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{
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if(force || idle != mIdleState)
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if(force || idle != mIdleState ||
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((idle == mIdleState) && !mAnimation->isPlaying(mCurrentIdle) && mAnimQueue.empty()))
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{
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mIdleState = idle;
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size_t numLoops = ~0ul;
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std::string idle;
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MWRender::Animation::AnimPriority idlePriority (Priority_Default);
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@ -494,6 +500,10 @@ void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterStat
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idle += weap->shortgroup;
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if(!mAnimation->hasAnimation(idle))
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idle = "idle";
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// play until the Loop Stop key 2 to 5 times, then play until the Stop key
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// this replicates original engine behavior for the "Idle1h" 1st-person animation
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numLoops = 1 + Misc::Rng::rollDice(4);
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}
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}
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@ -501,7 +511,7 @@ void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterStat
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mCurrentIdle = idle;
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if(!mCurrentIdle.empty())
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mAnimation->play(mCurrentIdle, idlePriority, MWRender::Animation::BlendMask_All, false,
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1.0f, "start", "stop", 0.0f, ~0ul, true);
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1.0f, "start", "stop", 0.0f, numLoops, true);
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}
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}
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@ -1194,6 +1204,7 @@ bool CharacterController::updateWeaponState()
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bool animPlaying;
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if(mAttackingOrSpell)
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{
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mIdleState = CharState_None;
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if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
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