diff --git a/apps/openmw/mwinput/inputmanagerimp.cpp b/apps/openmw/mwinput/inputmanagerimp.cpp index 9ef5033f0..eba0d8191 100644 --- a/apps/openmw/mwinput/inputmanagerimp.cpp +++ b/apps/openmw/mwinput/inputmanagerimp.cpp @@ -232,7 +232,10 @@ namespace MWInput if (mControlSwitch["playercontrols"]) { 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) mAttemptJump = (currentValue == 1.0 && previousValue == 0.0); } diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 6cea0e9b4..d9e2cc292 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1278,7 +1278,16 @@ bool CharacterController::updateWeaponState() bool animPlaying; 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)) { MWBase::Environment::get().getWorld()->breakInvisibility(mPtr); @@ -1288,7 +1297,7 @@ bool CharacterController::updateWeaponState() // Unset casting flag, otherwise pressing the mouse button down would // continue casting every frame if there is no animation mAttackingOrSpell = false; - if (mPtr == getPlayer()) + if (mPtr == player) { MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false); } @@ -1298,7 +1307,7 @@ bool CharacterController::updateWeaponState() // For the player, set the spell we want to cast // 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) - if (mPtr == getPlayer()) + if (mPtr == player) { std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); stats.getSpells().setSelectedSpell(selectedSpell); @@ -1310,7 +1319,7 @@ bool CharacterController::updateWeaponState() MWMechanics::CastSpell cast(mPtr, NULL); cast.playSpellCastingEffects(spellid); - const ESM::Spell *spell = store.get().find(spellid); + const ESM::Spell *spell = store.get().find(spellid); const ESM::ENAMstruct &lastEffect = spell->mEffects.mList.back(); const ESM::MagicEffect *effect; @@ -1639,7 +1648,7 @@ void CharacterController::update(float duration) float speed = 0.f; updateMagicEffects(); - + if (isKnockedOut()) mTimeUntilWake -= duration;