Chris Robinson
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fdabef65a1
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Use a method to update an object's cell in the mechanics manager
This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells.
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2013-01-29 00:19:24 -08:00 |
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Chris Robinson
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8d98f3649c
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Use a separate class to handle activator mechanics
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2013-01-28 23:39:11 -08:00 |
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Chris Robinson
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68779375b2
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Implement WalkLeft and WalkRight character states
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2013-01-19 16:19:47 -08:00 |
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Chris Robinson
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a7b07ee5cf
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Don't reset the animation when setting the same state
Unless looping is being toggled on.
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2013-01-19 15:46:22 -08:00 |
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Chris Robinson
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de2d084e61
|
Add a looping property to handle if an animation should loop
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2013-01-19 14:22:15 -08:00 |
|
Chris Robinson
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aecfc0829a
|
Implement WalkForward and WalkBack character states
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2013-01-18 18:04:00 -08:00 |
|
Chris Robinson
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9235fba770
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Store the movement vector in the character controller
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2013-01-18 16:00:51 -08:00 |
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Chris Robinson
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5cafc24ee2
|
Rename CharState_Alive back to CharState_Idle
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2013-01-18 13:43:45 -08:00 |
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Chris Robinson
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9d7ccfda1f
|
Rename CharState_Idle to CharState_Alive
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2013-01-17 21:07:36 -08:00 |
|
Chris Robinson
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685f219560
|
Return a movement vector from the character controller update
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2013-01-16 18:56:13 -08:00 |
|
Chris Robinson
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daad8d9859
|
Don't update the character controller while paused
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2013-01-16 18:03:39 -08:00 |
|
Chris Robinson
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d2f5a886c7
|
Handle playgroup and skipanim through mwmechanics
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2013-01-16 17:53:18 -08:00 |
|
Chris Robinson
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46fc61a4c1
|
Run animations from the character controller
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2013-01-16 16:31:09 -08:00 |
|
Chris Robinson
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94b93227d3
|
Treat activators as actors for rendering and mechanics
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
|
2013-01-16 14:37:32 -08:00 |
|
Chris Robinson
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3c487e6019
|
Play an animation when changing states
|
2013-01-16 10:45:18 -08:00 |
|
Chris Robinson
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b378bc92a0
|
Store an animation object in the character controller
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2013-01-16 10:16:37 -08:00 |
|
Chris Robinson
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3c02e1ccc9
|
Run physics right after updating the actors
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2013-01-16 08:22:38 -08:00 |
|
Chris Robinson
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94b24f07e1
|
Keep track of the state in the character controller, and don't remove dead actors from the map
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2013-01-12 10:10:27 -08:00 |
|
Chris Robinson
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4890d901a2
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Store an MWWorld::Ptr in the character controller
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2013-01-12 08:49:08 -08:00 |
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Chris Robinson
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35d17fdaf6
|
Associate a character controller with each MWWorld::Ptr
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2013-01-12 07:12:12 -08:00 |
|
greye
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86ad7a96f4
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applying new interface vol.2, inconsistent
|
2012-11-05 21:19:22 +04:00 |
|
greye
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2057f5619e
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move ESMStore to MWWorld
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2012-11-05 17:18:01 +04:00 |
|
Marc Zinnschlag
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ed3641b214
|
Issue #68: check for essential actors
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2012-10-27 13:33:54 +02:00 |
|
Marc Zinnschlag
|
453f347ee8
|
Issue #68: added getdeadcount script function
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2012-10-27 11:33:18 +02:00 |
|
Marc Zinnschlag
|
f72c35fc17
|
Issue #68: tally deaths
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2012-10-27 11:15:52 +02:00 |
|
Marc Zinnschlag
|
6b09b3ad61
|
Issue #68: Play death animations
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2012-10-27 10:36:42 +02:00 |
|
Marc Zinnschlag
|
21c24dedb6
|
Issue #68: Stop player from dying (temporary workaround)
|
2012-10-25 12:28:45 +02:00 |
|
Marc Zinnschlag
|
9172c3ec4d
|
Issue #68: stop NPCs from instantly dropping dead
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2012-10-23 13:54:36 +02:00 |
|
Marc Zinnschlag
|
0547f11564
|
Issue #68: Remove dead actors from actor list
|
2012-10-20 10:54:51 +02:00 |
|
Marc Zinnschlag
|
f2e25b8a47
|
Issue #68: Keep dead actors out of the actor list for the current scene
|
2012-10-20 10:49:48 +02:00 |
|
Marc Zinnschlag
|
bdca5aff87
|
Issue #68: simplified the dynamic stats interface
|
2012-10-19 13:10:06 +02:00 |
|
Marc Zinnschlag
|
3f833af46a
|
Issue #407: Fortyfy attribute effects were ignored for the last 3 attributes
|
2012-10-19 10:07:27 +02:00 |
|
scrawl
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b91d74d394
|
fix normalized encumbrance
|
2012-09-21 17:56:15 +02:00 |
|
scrawl
|
872fcf3e3d
|
sleeping restoration of health, magicka, and fatigue
|
2012-09-21 17:53:16 +02:00 |
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scrawl
|
76b494100e
|
finished?
|
2012-09-15 17:12:42 +02:00 |
|
Marc Zinnschlag
|
ead04e1cc3
|
Issue #389: added AI sequence to CreatureStats; execute AI packages during the regular actor update
|
2012-09-04 13:32:35 +02:00 |
|
greye
|
32b1350b63
|
CreatureStats class
|
2012-07-22 18:29:54 +04:00 |
|
Marc Zinnschlag
|
483b125aad
|
avoid locking up in case actor updates repeatedly throw exceptions
|
2012-07-17 18:37:20 +02:00 |
|
Marc Zinnschlag
|
beb18282bb
|
Issue #342: various fixes
|
2012-07-17 16:44:55 +02:00 |
|
Marc Zinnschlag
|
76de2f7360
|
Issue #342: handle magic effects 79-82 and 17-20
|
2012-07-17 15:49:37 +02:00 |
|
Marc Zinnschlag
|
a3652f16ce
|
Issue #342: factored out dynamic stats calculation into a separate function
|
2012-07-17 12:18:43 +02:00 |
|
Marc Zinnschlag
|
c85aaafac2
|
more include cleanup (most removing Ogre.h)
|
2012-07-03 15:32:38 +02:00 |
|
Marc Zinnschlag
|
c0ee382c72
|
Issue #176: made actor deregistration more robust
|
2012-05-24 13:21:52 +02:00 |
|
Marc Zinnschlag
|
9f1919a230
|
Issue #256: added active spell management (completely untested)
|
2012-05-19 15:01:07 +02:00 |
|
Marc Zinnschlag
|
124ea77612
|
Issue #256: consider equipped items when calculating magic effects
|
2012-05-18 15:48:55 +02:00 |
|
Marc Zinnschlag
|
79055e281d
|
Issue #256: Force update after building the player character
|
2012-05-18 13:54:07 +02:00 |
|
Marc Zinnschlag
|
e56ff9283d
|
Issue #256: moved magic effects update from MechanicsManager to Actors
|
2012-05-17 13:21:49 +02:00 |
|
Marc Zinnschlag
|
1fddbf9a40
|
Issue #256: moved dynamic stats update from MechanicsManager to Actors
|
2012-05-17 13:15:31 +02:00 |
|
Marc Zinnschlag
|
35f478071e
|
Issue #255: deleted the old environment class and using the new one instead
|
2012-04-23 15:27:03 +02:00 |
|
Marc Zinnschlag
|
ab2a1297b0
|
exclude player from auto equip
|
2012-04-08 13:01:03 +02:00 |
|
Marc Zinnschlag
|
dcab6737e5
|
consider skills when auto equipping
|
2012-04-08 12:26:21 +02:00 |
|
Marc Zinnschlag
|
751e7d2199
|
basic auto-equipping (picks the first matching item
|
2012-03-31 17:26:15 +02:00 |
|
Marc Zinnschlag
|
0892df0ad3
|
framework for gamemechanics-realted actor updated
|
2012-03-30 17:01:55 +02:00 |
|
Marc Zinnschlag
|
d717b7b9dd
|
factored out actor related game mechanics code into a separate class
|
2012-03-30 16:18:58 +02:00 |
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