Don't activate the initial death animation when skipAnim is set (Fixes #2513)

sceneinput
scrawl 9 years ago
parent 4d94f38f4b
commit a7f898057b

@ -701,8 +701,9 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
mIdleState = CharState_Idle;
else
{
int deathindex = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
playDeath(1.0f, CharacterState(CharState_Death1 + deathindex));
// Set the death state, but don't play it yet
// We will play it in the first frame, but only if no script set the skipAnim flag
mDeathState = static_cast<CharacterState>(CharState_Death1 + mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation());
}
}
else
@ -1835,6 +1836,13 @@ void CharacterController::update(float duration)
}
else if(cls.getCreatureStats(mPtr).isDead())
{
// initial start of death animation for actors that started the game as dead
// not done in constructor since we need to give scripts a chance to set the mSkipAnim flag
if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty())
{
playDeath(1.f, mDeathState);
}
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
}

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