Chris Robinson
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3298eb1b37
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Implement HitOnMe script function
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2013-07-26 10:50:23 -07:00 |
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Chris Robinson
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4ad28ed369
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Don't play a weapon-down sound when unreadying a spell
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2013-07-25 00:46:20 -07:00 |
|
Chris Robinson
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0db02af807
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Set up the weapon state in the CharacterController constructor
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2013-07-24 21:08:16 -07:00 |
|
Chris Robinson
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705498ec24
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Play a swish sound when attacking
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2013-07-24 10:34:53 -07:00 |
|
Chris Robinson
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bf1d907d07
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Don't play casting animations for enchantments
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2013-07-24 05:39:15 -07:00 |
|
Chris Robinson
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cc8e8c1272
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Use the attack strength as determined by how long the attack was held
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2013-07-24 03:18:53 -07:00 |
|
Chris Robinson
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11b094559f
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Play the appropriate casting animation sound
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2013-07-23 11:12:19 -07:00 |
|
Chris Robinson
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17282c69b1
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Handle spell-casting animation sequences
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2013-07-23 07:30:54 -07:00 |
|
Chris Robinson
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4d157cb19a
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Handle marksmen weapon attack sequences
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2013-07-23 06:13:08 -07:00 |
|
Chris Robinson
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d5d832846e
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Rename the follow-up upper character state enum
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2013-07-23 04:56:49 -07:00 |
|
Chris Robinson
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24567294ff
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Move NPC state update handling into a separate method
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2013-07-23 03:26:24 -07:00 |
|
Chris Robinson
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22e07968af
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Store the current weapon group name
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2013-07-23 02:50:52 -07:00 |
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Chris Robinson
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0240efa6cf
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Improve weapon attack logic to better handle picks, probes, and h2h
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2013-07-23 02:28:58 -07:00 |
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Marc Zinnschlag
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ec575200e3
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Merge remote-tracking branch 'gus/MeleeCombat2'
Conflicts:
apps/openmw/mwrender/animation.cpp
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2013-07-23 09:12:23 +02:00 |
|
Emanuel Guevel
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48f0e64ec3
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Fix health calculation at character creation
|
2013-07-21 11:02:03 +02:00 |
|
Emanuel Guevel
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2356e6218e
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Complete health increase on level up
|
2013-07-20 22:14:10 +02:00 |
|
Emanuel Guevel
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2a0644a7c3
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Move some levelup logic from mwgui to mwmechanics
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2013-07-20 22:14:10 +02:00 |
|
Emanuel Guevel
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7837dcdc19
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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
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074e241c32
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MWMechanics::DynamicStat: fix members initialization
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2013-07-20 22:14:09 +02:00 |
|
Chris Robinson
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9c13568bb7
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Remove idles from the state list and rename it
|
2013-07-18 01:49:53 -07:00 |
|
Chris Robinson
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e803cdbe7f
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Handle swimdeath and missing death animations
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2013-07-18 01:13:53 -07:00 |
|
Chris Robinson
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f01b0b48cc
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Don't start with an idle state if dead
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2013-07-18 00:35:03 -07:00 |
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Chris Robinson
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e78bdd2a5d
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Clear 'swim' from the animation name as a backup instead of 'sneak'
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2013-07-18 00:22:40 -07:00 |
|
Chris Robinson
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d6324d71bf
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Ensure mechanics actors/objects are cleared before adding them
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2013-07-17 21:39:21 -07:00 |
|
Chris Robinson
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0cd4df3edf
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Stop playing idles on death
|
2013-07-17 02:19:22 -07:00 |
|
Chris Robinson
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e2e278d06d
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Fix some animations not playing properly
Default movement animation speed multiplier should be 1, not 0. Only
randomize death1...death5 for NPCs.
|
2013-07-17 02:06:31 -07:00 |
|
scrawl
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dfe912dcab
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Enum renaming
|
2013-07-16 23:38:55 +02:00 |
|
scrawl
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91e95e1404
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Use the correct slash, chop or thrust animation
|
2013-07-16 23:32:41 +02:00 |
|
gus
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66e3eacace
|
fix bows
|
2013-07-16 15:14:34 +01:00 |
|
gus
|
701ff94887
|
bugfix for lockpick
|
2013-07-16 14:46:44 +01:00 |
|
gus
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20341ae8b7
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simplification + taking into account weapon speed. Seems too fast, but i'm not sure
|
2013-07-16 14:10:14 +01:00 |
|
gus
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8fc6e73649
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post-merge fix
|
2013-07-16 11:51:18 +01:00 |
|
gus
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ee47e99dad
|
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
Conflicts:
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
|
2013-07-16 11:40:19 +01:00 |
|
gus
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f6e3445414
|
Jittering gone + bugfix: chop animation works!
TODO: fix this unequip stuff
|
2013-07-16 09:50:59 +01:00 |
|
Chris Robinson
|
a932a89e02
|
Specify the velocity-based animation speed multiplier when playing it
|
2013-07-16 01:30:03 -07:00 |
|
Chris Robinson
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f296d13c20
|
Add a speed multiplier to the animation state
|
2013-07-16 00:43:31 -07:00 |
|
Chris Robinson
|
3a1facefdf
|
Store a pointer to the character controller for non-actor objects
|
2013-07-15 23:47:04 -07:00 |
|
Chris Robinson
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06e631f213
|
Track death separately in the character controller
|
2013-07-15 23:43:33 -07:00 |
|
Chris Robinson
|
4ae65c20e6
|
Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for
first-person, but also for spells and certain weapon types.
|
2013-07-15 22:56:23 -07:00 |
|
gus
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f7f23ac5d8
|
improvement of the chop animation. Still some jittering.
|
2013-07-15 17:18:16 +01:00 |
|
gus
|
076f98cbba
|
change way animations keys are handled (thanks KittyCat!)
|
2013-07-15 16:37:25 +01:00 |
|
gus
|
3947f44aa3
|
Porting old work
|
2013-07-13 22:24:52 +01:00 |
|
Chris Robinson
|
7883087586
|
Store a pointer to the character controller in the map
|
2013-07-12 22:31:50 -07:00 |
|
Vincent Heuken
|
b095c24854
|
resize actor collision boxes on death
|
2013-06-27 14:11:20 -07:00 |
|
Glorf
|
88f8637145
|
Bugfix #795
|
2013-06-26 22:20:24 +02:00 |
|
Marc Zinnschlag
|
f586eef604
|
Merge remote-tracking branch 'torben/pathfindingoverhaul'
|
2013-06-01 10:44:23 +02:00 |
|
Torben Carrington
|
09beafd044
|
Pathfinding Overhaul - Master cleanup! Cleaned pathfinding entirely, all AI packages that are implemented as well, Increased buffer! This makes the intro guard no longer walk into you or go to far into the room (not tested against vanilla distances but it seems accurate enough until the next itteration of pathfinding fixes).
|
2013-05-31 17:49:52 -07:00 |
|
Torben Carrington
|
a4caec56cf
|
Pathfinding Overhaul - Fixed selecting cells that are inaccessable from AIWander and pathfinding in general (sadly requires minor effort on the AI Packages implementation but it is the quickest way I can see), minor cleanup again (there is a lot to cleanup, this will prolly be in every commit).
|
2013-05-31 17:01:42 -07:00 |
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scrawl
|
8bd712cc95
|
Fix being able to move slowly when over encumbered
|
2013-05-31 04:08:44 +02:00 |
|
Torben Carrington
|
73a9671742
|
Pathfinding Overhaul - Changed the name of checkIfNextPointReached to a more intuitive name considering what it does (checkPathCompleted) and fixed a minor bug in it, modified buildPath() to take one final parameter, a bool which dictates whether or not to always use pathfinding (like AIWander should be doing) or to allow for "shortcuts", modified all ai packages to work with these two changes.
|
2013-05-29 20:05:17 -07:00 |
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