Do not interrupt scripted animations by death animation (bug #4286)

pull/456/head
Andrei Kortunov 7 years ago
parent d0619cfb35
commit a42c663fd7

@ -728,6 +728,14 @@ void CharacterController::playRandomDeath(float startpoint)
MWBase::Environment::get().getWorld()->useDeathCamera(); MWBase::Environment::get().getWorld()->useDeathCamera();
} }
// Do not interrupt scripted animation by death
if (!mAnimQueue.empty())
{
AnimationQueueEntry& first = mAnimQueue.front();
if (first.mPersist && isAnimPlaying(first.mGroup))
return;
}
if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown")) if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown"))
{ {
mDeathState = CharState_SwimDeathKnockDown; mDeathState = CharState_SwimDeathKnockDown;

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