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Force walk animation when flying (Fixes #2015)
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1 changed files with 4 additions and 2 deletions
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@ -387,7 +387,8 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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{
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float vel, speedmult = 1.0f;
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bool isrunning = mPtr.getClass().getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run);
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bool isrunning = mPtr.getClass().getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
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&& !MWBase::Environment::get().getWorld()->isFlying(mPtr);
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// For non-flying creatures, MW uses the Walk animation to calculate the animation velocity
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// even if we are running. This must be replicated, otherwise the observed speed would differ drastically.
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@ -1269,9 +1270,10 @@ void CharacterController::update(float duration)
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{
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bool onground = world->isOnGround(mPtr);
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bool inwater = world->isSwimming(mPtr);
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bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run);
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bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak);
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bool flying = world->isFlying(mPtr);
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// Can't run while flying (see speed formula in Npc/Creature::getSpeed)
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bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying;
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CreatureStats &stats = cls.getCreatureStats(mPtr);
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//Force Jump Logic
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