Merge pull request #1792 from Capostrophic/character

Make spellcasting stance transition more smooth (bug #4358)
pull/457/head
Bret Curtis 7 years ago committed by GitHub
commit b36bd75b59
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GPG Key ID: 4AEE18F83AFDEB23

@ -31,6 +31,7 @@
Bug #4293: Faction members are not aware of faction ownerships in barter Bug #4293: Faction members are not aware of faction ownerships in barter
Bug #4307: World cleanup should remove dead bodies only if death animation is finished Bug #4307: World cleanup should remove dead bodies only if death animation is finished
Bug #4327: Missing animations during spell/weapon stance switching Bug #4327: Missing animations during spell/weapon stance switching
Bug #4358: Running animation is interrupted when magic mode is toggled
Bug #4368: Settings window ok button doesn't have key focus by default Bug #4368: Settings window ok button doesn't have key focus by default
Bug #4393: NPCs walk back to where they were after using ResetActors Bug #4393: NPCs walk back to where they were after using ResetActors
Bug #4416: Handle exception if we try to play non-music file Bug #4416: Handle exception if we try to play non-music file

@ -459,9 +459,11 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
} }
} }
/* If we're playing the same animation, restart from the loop start instead of the // If we're playing the same animation, start it from the point it ended
* beginning. */ bool sameAnim = (movementAnimName == mCurrentMovement);
int mode = ((movementAnimName == mCurrentMovement) ? 2 : 1); float startPoint = 0.f;
if (sameAnim)
mAnimation->getInfo(mCurrentMovement, &startPoint);
mMovementAnimationControlled = true; mMovementAnimationControlled = true;
@ -510,7 +512,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
} }
mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false, mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
1.f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul, true); 1.f, (!sameAnim ? "start" : "loop start"), "stop", startPoint, ~0ul, true);
} }
} }
} }

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