mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-03 16:49:54 +00:00
Use the extended animation priority for Hit animations
This commit is contained in:
parent
50db6ed396
commit
cf14d1748c
1 changed files with 0 additions and 9 deletions
|
@ -1374,15 +1374,6 @@ bool CharacterController::updateWeaponState()
|
||||||
mAnimation->attachArrow();
|
mAnimation->attachArrow();
|
||||||
|
|
||||||
mUpperBodyState = UpperCharState_WeapEquiped;
|
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)
|
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
|
||||||
mUpperBodyState = UpperCharState_Nothing;
|
mUpperBodyState = UpperCharState_Nothing;
|
||||||
|
|
Loading…
Reference in a new issue