Merge pull request #1776 from akortunov/crossbowfix

Apply weapon reload animations only for upper body
pull/457/head
Bret Curtis 7 years ago committed by GitHub
commit b390ce3002
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GPG Key ID: 4AEE18F83AFDEB23

@ -11,6 +11,7 @@
Bug #2852: No murder bounty when a player follower commits murder
Bug #2862: [macOS] Can't quit launcher using Command-Q or OpenMW->Quit
Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
Bug #3249: Fixed revert function not updating views properly
Bug #3374: Touch spells not hitting kwama foragers
Bug #3486: [Mod] NPC Commands does not work
Bug #3591: Angled hit distance too low
@ -60,6 +61,7 @@
Bug #4489: Goodbye doesn't block dialogue hyperlinks
Bug #4490: PositionCell on player gives "Error: tried to add local script twice"
Bug #4491: Training cap based off Base Skill instead of Modified Skill
Bug #4495: Crossbow animations blending is buggy
Bug #3249: Fixed revert function not updating views properly
Feature #2606: Editor: Implemented (optional) case sensitive global search
Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results

@ -370,6 +370,10 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
{
jumpmask = MWRender::Animation::BlendMask_LowerBody;
jumpAnimName = "jump";
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
jumpAnimName += "1h";
}
}
}
@ -423,6 +427,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
{
movemask = MWRender::Animation::BlendMask_LowerBody;
movementAnimName = movestate->groupname;
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
movementAnimName += "1h";
}
}
@ -1627,16 +1635,18 @@ bool CharacterController::updateWeaponState()
break;
}
// Note: apply reload animations only for upper body since blending with movement animations can give weird result.
// Especially noticable with crossbow reload animation.
if(!start.empty())
{
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
MWRender::Animation::BlendMask_UpperBody, true,
weapSpeed, start, stop, 0.0f, 0);
else
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, false,
MWRender::Animation::BlendMask_UpperBody, false,
weapSpeed, start, stop, 0.0f, 0);
}
}

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