|
|
|
@ -350,11 +350,6 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
|
|
|
|
|
if (!force && jump == mJumpState && idle == CharState_None)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (jump == JumpState_InAir)
|
|
|
|
|
{
|
|
|
|
|
idle = CharState_None;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string jumpAnimName;
|
|
|
|
|
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
|
|
|
|
|
if (jump != JumpState_None)
|
|
|
|
@ -1686,7 +1681,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
|
|
|
|
|
idle != CharState_IdleSneak && idle != CharState_IdleSwim &&
|
|
|
|
|
mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
|
|
|
|
|
{
|
|
|
|
|
idle = CharState_None;
|
|
|
|
|
mAnimation->disable(mCurrentIdle);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
|
|
|
@ -2139,6 +2134,9 @@ void CharacterController::update(float duration, bool animationOnly)
|
|
|
|
|
jumpstate = JumpState_Landing;
|
|
|
|
|
vec.z() = 0.0f;
|
|
|
|
|
|
|
|
|
|
// We should reset idle animation during landing
|
|
|
|
|
mAnimation->disable(mCurrentIdle);
|
|
|
|
|
|
|
|
|
|
float height = cls.getCreatureStats(mPtr).land(isPlayer);
|
|
|
|
|
float healthLost = getFallDamage(mPtr, height);
|
|
|
|
|
|
|
|
|
|