stop landing animation when turning

pull/331/head
Miloslav Číž 7 years ago
parent ae14aa0c84
commit f9c396e0ea

@ -372,6 +372,9 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
} }
} }
if (jumpAnimName.length() > 0)
mJumpAnimName = jumpAnimName;
if(mJumpState == JumpState_InAir) if(mJumpState == JumpState_InAir)
{ {
mAnimation->disable(mCurrentJump); mAnimation->disable(mCurrentJump);
@ -555,6 +558,9 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
if (mPtr.getClass().isActor()) if (mPtr.getClass().isActor())
refreshHitRecoilAnims(); refreshHitRecoilAnims();
if (isTurning() && mJumpState != JumpState_InAir)
mAnimation->disable(mJumpAnimName);
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType)); const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if (!mPtr.getClass().isBipedal(mPtr)) if (!mPtr.getClass().isBipedal(mPtr))
weap = sWeaponTypeListEnd; weap = sWeaponTypeListEnd;

@ -184,6 +184,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
JumpingState mJumpState; JumpingState mJumpState;
std::string mCurrentJump; std::string mCurrentJump;
std::string mJumpAnimName;
WeaponType mWeaponType; WeaponType mWeaponType;
std::string mCurrentWeapon; std::string mCurrentWeapon;

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