Do not display werewolf overlay in third person

deque
MiroslavR 10 years ago
parent 0e19c3fdeb
commit d1dc9951d4

@ -1559,6 +1559,8 @@ namespace MWGui
mForceHidden = GW_None;
setWerewolfOverlay(false);
mGuiModes.clear();
MWBase::Environment::get().getInputManager()->changeInputMode(false);
updateVisible();
@ -1769,10 +1771,7 @@ namespace MWGui
if (!mWerewolfOverlayEnabled)
return;
if (set)
mWerewolfFader->fadeOut(1.0f);
else
mWerewolfFader->fadeIn(1.0f);
mWerewolfFader->notifyAlphaChanged(set ? 1.0f : 0.0f);
}
void WindowManager::onClipboardChanged(const std::string &_type, const std::string &_data)

@ -36,6 +36,7 @@
#include "../mwbase/statemanager.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwworld/ptr.hpp"
@ -346,6 +347,9 @@ void RenderingManager::update (float duration, bool paused)
MWBase::Environment::get().getWindowManager()->setScreenFactor(std::max(0.f, 1.f-(blind / 100.f)));
setAmbientMode();
if (player.getClass().getNpcStats(player).isWerewolf())
MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(mCamera->isFirstPerson());
// player position
MWWorld::RefData &data = player.getRefData();
Ogre::Vector3 playerPos(data.getPosition().pos);

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