From cf14d1748c50dad6a64c8a7019c7fe454b09652a Mon Sep 17 00:00:00 2001 From: scrawl Date: Wed, 15 Jul 2015 14:47:29 +0200 Subject: [PATCH] Use the extended animation priority for Hit animations --- apps/openmw/mwmechanics/character.cpp | 9 --------- 1 file changed, 9 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 8f813ceb1..ea0d4f322 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1374,15 +1374,6 @@ bool CharacterController::updateWeaponState() mAnimation->attachArrow(); mUpperBodyState = UpperCharState_WeapEquiped; - //don't allow to continue playing hit animation on UpperBody after actor had attacked during it - if(mHitState == CharState_Hit) - { - mAnimation->changeBlendMask(mCurrentHit, MWRender::Animation::BlendMask_LowerBody); - //commenting out following 2 lines will give a bit different combat dynamics(slower) - mHitState = CharState_None; - mCurrentHit.clear(); - mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false); - } } else if(mUpperBodyState == UpperCharState_UnEquipingWeap) mUpperBodyState = UpperCharState_Nothing;