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Reenable weapon animation lower body animation blending in FPV (#5441)

Disabling it is a non-vanilla behavior that breaks things that aren't broken in vanilla
This commit is contained in:
Capostrophic 2020-05-26 17:01:45 +03:00
parent a6351dd887
commit 95cd473352
2 changed files with 3 additions and 3 deletions

View file

@ -18,6 +18,7 @@
Bug #5416: Junk non-node records before the root node are not handled gracefully
Bug #5424: Creatures do not headtrack player
Bug #5427: GetDistance unknown ID error is misleading
Bug #5441: Enemies can't push a player character when in critical strike stance
Feature #5362: Show the soul gems' trapped soul in count dialog
0.46.0

View file

@ -1260,10 +1260,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
}
}
// Use blending only with 3d-person movement animations for bipedal actors
bool firstPersonPlayer = (mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson());
// For biped actors, blend weapon animations with lower body animations with higher priority
MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
if (!firstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
if (mPtr.getClass().isBipedal(mPtr))
priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
bool forcestateupdate = false;