Fix outdated bone locations when camera view is changed while paralyzed

moveref
scrawl 10 years ago
parent d1a29300f0
commit d26d5f6c26

@ -1640,7 +1640,8 @@ void CharacterController::update(float duration)
else
forcestateupdate = updateCreatureState() || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
if (!mSkipAnim)
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
if (inJump)
mMovementAnimationControlled = false;
@ -1672,47 +1673,47 @@ void CharacterController::update(float duration)
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
updateHeadTracking(duration);
if (!mSkipAnim)
updateHeadTracking(duration);
}
else if(cls.getCreatureStats(mPtr).isDead())
{
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
}
if(!mSkipAnim)
{
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
if(duration > 0.0f)
moved /= duration;
else
moved = Ogre::Vector3(0.0f);
// Ensure we're moving in generally the right direction...
if(mMovementSpeed > 0.f)
{
float l = moved.length();
if((movement.x < 0.0f && movement.x < moved.x*2.0f) ||
(movement.x > 0.0f && movement.x > moved.x*2.0f))
moved.x = movement.x;
if((movement.y < 0.0f && movement.y < moved.y*2.0f) ||
(movement.y > 0.0f && movement.y > moved.y*2.0f))
moved.y = movement.y;
if((movement.z < 0.0f && movement.z < moved.z*2.0f) ||
(movement.z > 0.0f && movement.z > moved.z*2.0f))
moved.z = movement.z;
// but keep the original speed
float newLength = moved.length();
if (newLength > 0)
moved *= (l / newLength);
}
Ogre::Vector3 moved = mAnimation->runAnimation(mSkipAnim ? 0.f : duration);
if(duration > 0.0f)
moved /= duration;
else
moved = Ogre::Vector3(0.0f);
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
// Ensure we're moving in generally the right direction...
if(mMovementSpeed > 0.f)
{
float l = moved.length();
if((movement.x < 0.0f && movement.x < moved.x*2.0f) ||
(movement.x > 0.0f && movement.x > moved.x*2.0f))
moved.x = movement.x;
if((movement.y < 0.0f && movement.y < moved.y*2.0f) ||
(movement.y > 0.0f && movement.y > moved.y*2.0f))
moved.y = movement.y;
if((movement.z < 0.0f && movement.z < moved.z*2.0f) ||
(movement.z > 0.0f && movement.z > moved.z*2.0f))
moved.z = movement.z;
// but keep the original speed
float newLength = moved.length();
if (newLength > 0)
moved *= (l / newLength);
}
else
if (mSkipAnim)
mAnimation->updateEffects(duration);
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
mSkipAnim = false;
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
@ -1781,6 +1782,8 @@ void CharacterController::forceStateUpdate()
{
playRandomDeath();
}
mAnimation->runAnimation(0.f);
}
bool CharacterController::kill()

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