Chris Robinson
cf6e3ab933
Fix a potential divide-by-zero
2013-08-19 09:36:51 -07:00
Chris Robinson
2ec39f3622
Don't start the jump animation until after the actor is airborn
...
A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
2013-08-19 08:24:47 -07:00
Chris Robinson
ac3d3df9fc
Implement jumping animations
2013-08-19 08:10:18 -07:00
Chris Robinson
6e9f15793d
Implement a jumping state
2013-08-18 23:42:56 -07:00
Chris Robinson
b0f8045c72
Improve mid-air control
2013-08-18 05:59:06 -07:00
Chris Robinson
9d56e2d86d
Apply movement by queueing it to do later
2013-08-17 22:34:38 -07:00
Chris Robinson
2353ac1739
Properly implement SetWerewolfAcrobatics
2013-08-13 04:54:41 -07:00
Chris Robinson
6fd4cdb5fb
Play randomized werewolf sounds
2013-08-11 00:53:17 -07:00
Chris Robinson
180f0d0fe9
Restart from the loop point if replaying the same animation
2013-08-09 21:25:28 -07:00
Chris Robinson
5968165de0
Merge remote-tracking branch 'zini/master' into werewolf
...
Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
2013-08-09 07:00:00 -07:00
Chris Robinson
a28c36de17
Don't count as running if not actually moving along (local) X/Y
2013-08-09 06:53:07 -07:00
Chris Robinson
c2d8eb377f
Play some appropriate sounds in werewolf form
2013-08-09 06:40:16 -07:00
Chris Robinson
ae183cb3e4
Handle werewolf stats
2013-08-09 05:14:58 -07:00
Chris Robinson
46bc7bd9c8
Some cleanup since NpcStats is now also CreatureStats
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This isn't a thorough cleaning, so keep an eye out for more
2013-08-09 01:14:08 -07:00
Chris Robinson
75b6515915
Inherit NpcStats from CreatureStats
2013-08-08 23:28:02 -07:00
PLkolek
86020ad94d
Added underwater and drowning sounds.
2013-08-08 20:57:15 +02:00
Chris Robinson
2bac4566c0
Merge remote-tracking branch 'PotatoesMaster/werewolf' into werewolf
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Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/statsextensions.cpp
2013-08-08 00:09:29 -07:00
PLkolek
8f4506f5b6
Implemented drowning.
...
Currently no visual effects on losing health, the breathing sound doesn't change (we don't have one),
the breath bar doesn't turn red when no breath left and it doesn't pulse from black to red.
2013-08-07 16:46:46 +02:00
Emanuel Guevel
48d2554ac3
Auto-equip when items are added to the inventory
...
We limit that to armor pieces and clothing items.
No auto-equiping for the player nor werewolves.
2013-08-07 15:17:55 +02:00
Emanuel Guevel
e0d0cdd18a
Do not auto-equip items continuously
...
This was called every couple of frames.
2013-08-07 14:30:13 +02:00
Chris Robinson
8f69c51b24
Avoid some unnecessary references
2013-08-06 19:49:00 -07:00
Chris Robinson
eab4e09566
Handle the pick/probe in the character controller
2013-08-06 19:48:59 -07:00
Emanuel Guevel
20d40c4368
Implement MWWorld::World::setWerewolf()
2013-08-06 12:34:35 +02:00
scrawl
4caac0d859
Fix idle animations repeating
2013-08-05 02:06:23 +02:00
vorenon
76a1abe9fa
Don't allow the use of the "jump" key while sneaking - Update
2013-08-04 20:10:33 +02:00
scrawl
982f743ddd
Fix wrong idle animations played
2013-08-03 13:13:33 +02:00
vorenon
aa45127895
Adjusted swish sounds
...
Sorry Chris, I was wrong. The game actually uses SwishM for every attack, but at a different pitch depending on the force of the attack. I realized it after testing your changes.
2013-08-02 16:33:39 +02:00
Chris Robinson
f57c829cba
Play the appropriate swish sound and follow-up animation
2013-08-02 00:21:02 -07:00
Chris Robinson
b70975a74d
Move getEvasion to CreatureStats
2013-08-02 00:21:01 -07:00
scrawl
7dc30a01cd
Some changes suggested by cppcheck
2013-07-31 18:46:32 +02:00
scrawl
16cacb338a
Initialize MWMechanics::AiSequence from ESM::AiPackageList
2013-07-31 00:55:08 +02:00
Chris Robinson
3298eb1b37
Implement HitOnMe script function
2013-07-26 10:50:23 -07:00
Chris Robinson
4ad28ed369
Don't play a weapon-down sound when unreadying a spell
2013-07-25 00:46:20 -07:00
Chris Robinson
0db02af807
Set up the weapon state in the CharacterController constructor
2013-07-24 21:08:16 -07:00
Chris Robinson
705498ec24
Play a swish sound when attacking
2013-07-24 10:34:53 -07:00
Chris Robinson
bf1d907d07
Don't play casting animations for enchantments
2013-07-24 05:39:15 -07:00
Chris Robinson
cc8e8c1272
Use the attack strength as determined by how long the attack was held
2013-07-24 03:18:53 -07:00
Chris Robinson
11b094559f
Play the appropriate casting animation sound
2013-07-23 11:12:19 -07:00
Chris Robinson
17282c69b1
Handle spell-casting animation sequences
2013-07-23 07:30:54 -07:00
Chris Robinson
4d157cb19a
Handle marksmen weapon attack sequences
2013-07-23 06:13:08 -07:00
Chris Robinson
d5d832846e
Rename the follow-up upper character state enum
2013-07-23 04:56:49 -07:00
Chris Robinson
24567294ff
Move NPC state update handling into a separate method
2013-07-23 03:26:24 -07:00
Chris Robinson
22e07968af
Store the current weapon group name
2013-07-23 02:50:52 -07:00
Chris Robinson
0240efa6cf
Improve weapon attack logic to better handle picks, probes, and h2h
2013-07-23 02:28:58 -07:00
Marc Zinnschlag
ec575200e3
Merge remote-tracking branch 'gus/MeleeCombat2'
...
Conflicts:
apps/openmw/mwrender/animation.cpp
2013-07-23 09:12:23 +02:00
Emanuel Guevel
48f0e64ec3
Fix health calculation at character creation
2013-07-21 11:02:03 +02:00
Emanuel Guevel
2356e6218e
Complete health increase on level up
2013-07-20 22:14:10 +02:00
Emanuel Guevel
2a0644a7c3
Move some levelup logic from mwgui to mwmechanics
2013-07-20 22:14:10 +02:00
Emanuel Guevel
7837dcdc19
Calculate NPC health on loading instead of updating it continually
...
Only NPC with auto-calculated stats are concerned.
2013-07-20 22:14:10 +02:00
Emanuel Guevel
074e241c32
MWMechanics::DynamicStat: fix members initialization
2013-07-20 22:14:09 +02:00