mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 19:19:56 +00:00
Merge pull request #1792 from Capostrophic/character
Make spellcasting stance transition more smooth (bug #4358)
This commit is contained in:
commit
b36bd75b59
2 changed files with 7 additions and 4 deletions
|
@ -31,6 +31,7 @@
|
|||
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 #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 #4393: NPCs walk back to where they were after using ResetActors
|
||||
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
|
||||
* beginning. */
|
||||
int mode = ((movementAnimName == mCurrentMovement) ? 2 : 1);
|
||||
// If we're playing the same animation, start it from the point it ended
|
||||
bool sameAnim = (movementAnimName == mCurrentMovement);
|
||||
float startPoint = 0.f;
|
||||
if (sameAnim)
|
||||
mAnimation->getInfo(mCurrentMovement, &startPoint);
|
||||
|
||||
mMovementAnimationControlled = true;
|
||||
|
||||
|
@ -510,7 +512,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
|
|||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue