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@ -1278,7 +1278,16 @@ bool CharacterController::updateWeaponState()
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bool animPlaying;
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if(mAttackingOrSpell)
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{
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MWWorld::Ptr player = getPlayer();
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// We should reset player's idle animation in the first-person mode.
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if (mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
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mIdleState = CharState_None;
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// In other cases we should not break swim and sneak animations
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if (mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
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mIdleState = CharState_None;
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if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
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@ -1288,7 +1297,7 @@ bool CharacterController::updateWeaponState()
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// Unset casting flag, otherwise pressing the mouse button down would
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// continue casting every frame if there is no animation
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mAttackingOrSpell = false;
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if (mPtr == getPlayer())
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if (mPtr == player)
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{
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MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
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}
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@ -1298,7 +1307,7 @@ bool CharacterController::updateWeaponState()
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// For the player, set the spell we want to cast
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// This has to be done at the start of the casting animation,
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// *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation)
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if (mPtr == getPlayer())
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if (mPtr == player)
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{
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std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
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stats.getSpells().setSelectedSpell(selectedSpell);
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