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@ -583,15 +583,15 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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MWMechanics::NpcStats ptrNpcStats = player.getClass().getNpcStats(player);
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using namespace MWMechanics;
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static bool oldRun = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
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static bool oldSneak = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
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static bool oldForceJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
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static bool oldForceMoveJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
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bool run = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
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bool sneak = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
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bool forceJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
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bool forceMoveJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
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static bool wasRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
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static bool wasSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
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static bool wasForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
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static bool wasForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
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bool isRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
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bool isSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
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bool isForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
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bool isForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
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isFlying = world->isFlying(player);
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bool isJumping = !world->isOnGround(player) && !isFlying;
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@ -601,44 +601,45 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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static bool wasJumping = false;
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static bool wasFlying = false;
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MWMechanics::DrawState_ state = player.getClass().getNpcStats(player).getDrawState();
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static MWMechanics::DrawState_ oldState = player.getClass().getNpcStats(player).getDrawState();
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MWMechanics::DrawState_ currentDrawState = player.getClass().getNpcStats(player).getDrawState();
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static MWMechanics::DrawState_ lastDrawState = player.getClass().getNpcStats(player).getDrawState();
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if (oldRun != run
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|| oldSneak != sneak || oldForceJump != forceJump
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|| oldForceMoveJump != forceMoveJump || oldState != state
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if (wasRunning != isRunning
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|| wasSneaking != isSneaking || wasForceJumping != isForceJumping
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|| wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState
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|| wasJumping || isJumping || wasFlying || isFlying
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|| forceUpdate)
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{
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oldSneak = sneak;
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oldRun = run;
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oldForceJump = forceJump;
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oldForceMoveJump = forceMoveJump;
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oldState = state;
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wasSneaking = isSneaking;
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wasRunning = isRunning;
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wasForceJumping = isForceJumping;
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wasForceMoveJumping = isForceMoveJumping;
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lastDrawState = currentDrawState;
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wasFlying = isFlying;
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wasJumping = isJumping;
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movementFlags = 0;
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#define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag)
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movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, sneak);
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movementFlags = __SETFLAG(CreatureStats::Flag_Run, run);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, forceJump);
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movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, isSneaking);
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movementFlags = __SETFLAG(CreatureStats::Flag_Run, isRunning);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isForceJumping);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isJumping);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, forceMoveJump);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, isForceMoveJumping);
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#undef __SETFLAG
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if (state == MWMechanics::DrawState_Nothing)
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if (currentDrawState == MWMechanics::DrawState_Nothing)
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drawState = 0;
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else if (state == MWMechanics::DrawState_Weapon)
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else if (currentDrawState == MWMechanics::DrawState_Weapon)
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drawState = 1;
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else if (state == MWMechanics::DrawState_Spell)
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else if (currentDrawState == MWMechanics::DrawState_Spell)
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drawState = 2;
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if (isJumping)
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mwmp::Main::get().getLocalPlayer()->updatePosition(true); // fix position after jump;
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updatePosition(true); // fix position after jump;
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getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->setPlayer(this);
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getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->Send();
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