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@ -576,10 +576,10 @@ void CharacterController::update(float duration, Movement &movement)
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" start", mAttackType+" min attack", 0.0f, 0);
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mUpperBodyState = UpperCharState_ChopStartToMinAttack;
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mUpperBodyState = UpperCharState_StartToMinAttack;
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}
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}
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else if(mUpperBodyState == UpperCharState_ChopMinAttackToMaxAttack)
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else if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack)
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{
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if(animPlaying)
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{
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@ -594,38 +594,38 @@ void CharacterController::update(float duration, Movement &movement)
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" max attack", mAttackType+" min hit", 0, 0);
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}
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mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
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mUpperBodyState = UpperCharState_MaxAttackToMinHit;
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}
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if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
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if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
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if(animPlaying)
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{
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if(mUpperBodyState == UpperCharState_ChopStartToMinAttack && complete == 1)
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if(mUpperBodyState == UpperCharState_StartToMinAttack && complete == 1)
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{
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" min attack", mAttackType+" max attack",0, 0);
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mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
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mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
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}
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else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
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else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit && complete == 1)
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{
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" min hit", mAttackType+" hit",0, 0);
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mUpperBodyState = UpperCharState_ChopMinHitToHit;
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mUpperBodyState = UpperCharState_MinHitToHit;
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}
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else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
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else if(mUpperBodyState == UpperCharState_MinHitToHit && complete == 1)
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{
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",0, 0);
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mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
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mUpperBodyState = UpperCharState_LargeFollowStartToLargeFollowStop;
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}
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else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)
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else if(mUpperBodyState == UpperCharState_LargeFollowStartToLargeFollowStop && complete == 1)
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{
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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