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@ -948,7 +948,11 @@ namespace MWInput
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if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
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return;
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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// We want to interrupt animation only if attack is prepairing, but still is not triggered
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// Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
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if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer()))
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mPlayer->setAttackingOrSpell(false);
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else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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return;
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MWMechanics::DrawState_ state = mPlayer->getDrawState();
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