Do not interrupt swim and sneak idle animations during attack (bug #4122)

pull/349/head
Andrei Kortunov 7 years ago
parent 2136003e1c
commit dea7d0beff

@ -232,7 +232,10 @@ namespace MWInput
if (mControlSwitch["playercontrols"]) if (mControlSwitch["playercontrols"])
{ {
if (action == A_Use) if (action == A_Use)
mPlayer->setAttackingOrSpell(currentValue != 0); {
MWMechanics::DrawState_ state = MWBase::Environment::get().getWorld()->getPlayer().getDrawState();
mPlayer->setAttackingOrSpell(currentValue != 0 && state != MWMechanics::DrawState_Nothing);
}
else if (action == A_Jump) else if (action == A_Jump)
mAttemptJump = (currentValue == 1.0 && previousValue == 0.0); mAttemptJump = (currentValue == 1.0 && previousValue == 0.0);
} }

@ -1278,7 +1278,16 @@ bool CharacterController::updateWeaponState()
bool animPlaying; bool animPlaying;
if(mAttackingOrSpell) if(mAttackingOrSpell)
{ {
mIdleState = CharState_None; MWWorld::Ptr player = getPlayer();
// We should reset player's idle animation in the first-person mode.
if (mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
mIdleState = CharState_None;
// In other cases we should not break swim and sneak animations
if (mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
mIdleState = CharState_None;
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block)) if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
{ {
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr); MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
@ -1288,7 +1297,7 @@ bool CharacterController::updateWeaponState()
// Unset casting flag, otherwise pressing the mouse button down would // Unset casting flag, otherwise pressing the mouse button down would
// continue casting every frame if there is no animation // continue casting every frame if there is no animation
mAttackingOrSpell = false; mAttackingOrSpell = false;
if (mPtr == getPlayer()) if (mPtr == player)
{ {
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false); MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
} }
@ -1298,7 +1307,7 @@ bool CharacterController::updateWeaponState()
// For the player, set the spell we want to cast // For the player, set the spell we want to cast
// This has to be done at the start of the casting animation, // This has to be done at the start of the casting animation,
// *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation) // *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation)
if (mPtr == getPlayer()) if (mPtr == player)
{ {
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
stats.getSpells().setSelectedSpell(selectedSpell); stats.getSpells().setSelectedSpell(selectedSpell);
@ -1310,7 +1319,7 @@ bool CharacterController::updateWeaponState()
MWMechanics::CastSpell cast(mPtr, NULL); MWMechanics::CastSpell cast(mPtr, NULL);
cast.playSpellCastingEffects(spellid); cast.playSpellCastingEffects(spellid);
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid); const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &lastEffect = spell->mEffects.mList.back(); const ESM::ENAMstruct &lastEffect = spell->mEffects.mList.back();
const ESM::MagicEffect *effect; const ESM::MagicEffect *effect;
@ -1639,7 +1648,7 @@ void CharacterController::update(float duration)
float speed = 0.f; float speed = 0.f;
updateMagicEffects(); updateMagicEffects();
if (isKnockedOut()) if (isKnockedOut())
mTimeUntilWake -= duration; mTimeUntilWake -= duration;

Loading…
Cancel
Save