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72 commits

Author SHA1 Message Date
Torben Carrington
c8c1ddd927 Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander. 2013-05-24 20:10:07 -07:00
Chris Robinson
4e389b5a8f Store whether a given animation loops in the state table 2013-05-12 05:59:39 -07:00
Chris Robinson
274f3c7b77 Force character state to update after switching view modes 2013-04-25 07:08:11 -07:00
gus
6934b20abd actors are now updates every frame. This should not be the case, but this is a quickfix for AI. 2013-04-11 17:57:58 +01:00
Glorf
48d9885554 Started bugfix #691 2013-04-05 15:42:05 +02:00
scrawl
1a2daa3bc1 Merge branch 'master' of git://github.com/zinnschlag/openmw into companion 2013-03-31 14:50:03 +02:00
Chris Robinson
466c0086b8 Use a full Movement to hand off to the world physics update 2013-03-31 00:13:56 -07:00
Chris Robinson
af65ecd841 Pass the movement vector in as a parameter to CharacterController::update 2013-03-30 18:37:40 -07:00
scrawl
e7af718b55 Remove unnecessary WindowManager::messageBox arguments 2013-03-30 12:56:37 +01:00
Marc Zinnschlag
fd2c07a6f4 delete death events on adding an actor to the scene 2013-03-18 10:54:47 +01:00
scrawl
dd57eabc3e Better use an enum for magic effect IDs 2013-03-16 23:28:26 +01:00
Chris Robinson
48271e49ec Properly update the Ptr object in the mechanics manager when moving across cells 2013-02-25 09:57:34 -08:00
Chris Robinson
2c39760bd5 Move the movement solver code to mwworld's physics system 2013-02-05 12:45:10 -08:00
Chris Robinson
1c604445ba Store movement vectors as they get returned 2013-02-05 06:59:01 -08:00
Chris Robinson
5ee298cdc1 Make sure the player updates last 2013-02-04 14:08:38 -08:00
Chris Robinson
51d5efeeb2 Work out the state in the character controller update method 2013-02-03 07:15:34 -08:00
Chris Robinson
7fe877d8ea Add a couple more character states 2013-02-03 00:19:22 -08:00
Chris Robinson
007a5963de Handle most state changes in the character controller when setting the movement vector 2013-02-02 23:39:43 -08:00
Chris Robinson
fdabef65a1 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.
2013-01-29 00:19:24 -08:00
Chris Robinson
8d98f3649c Use a separate class to handle activator mechanics 2013-01-28 23:39:11 -08:00
Chris Robinson
68779375b2 Implement WalkLeft and WalkRight character states 2013-01-19 16:19:47 -08:00
Chris Robinson
a7b07ee5cf Don't reset the animation when setting the same state
Unless looping is being toggled on.
2013-01-19 15:46:22 -08:00
Chris Robinson
de2d084e61 Add a looping property to handle if an animation should loop 2013-01-19 14:22:15 -08:00
Chris Robinson
aecfc0829a Implement WalkForward and WalkBack character states 2013-01-18 18:04:00 -08:00
Chris Robinson
9235fba770 Store the movement vector in the character controller 2013-01-18 16:00:51 -08:00
Chris Robinson
5cafc24ee2 Rename CharState_Alive back to CharState_Idle 2013-01-18 13:43:45 -08:00
Chris Robinson
9d7ccfda1f Rename CharState_Idle to CharState_Alive 2013-01-17 21:07:36 -08:00
Chris Robinson
685f219560 Return a movement vector from the character controller update 2013-01-16 18:56:13 -08:00
Chris Robinson
daad8d9859 Don't update the character controller while paused 2013-01-16 18:03:39 -08:00
Chris Robinson
d2f5a886c7 Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
Chris Robinson
46fc61a4c1 Run animations from the character controller 2013-01-16 16:31:09 -08:00
Chris Robinson
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
3c487e6019 Play an animation when changing states 2013-01-16 10:45:18 -08:00
Chris Robinson
b378bc92a0 Store an animation object in the character controller 2013-01-16 10:16:37 -08:00
Chris Robinson
3c02e1ccc9 Run physics right after updating the actors 2013-01-16 08:22:38 -08:00
Chris Robinson
94b24f07e1 Keep track of the state in the character controller, and don't remove dead actors from the map 2013-01-12 10:10:27 -08:00
Chris Robinson
4890d901a2 Store an MWWorld::Ptr in the character controller 2013-01-12 08:49:08 -08:00
Chris Robinson
35d17fdaf6 Associate a character controller with each MWWorld::Ptr 2013-01-12 07:12:12 -08:00
greye
86ad7a96f4 applying new interface vol.2, inconsistent 2012-11-05 21:19:22 +04:00
greye
2057f5619e move ESMStore to MWWorld 2012-11-05 17:18:01 +04:00
Marc Zinnschlag
ed3641b214 Issue #68: check for essential actors 2012-10-27 13:33:54 +02:00
Marc Zinnschlag
453f347ee8 Issue #68: added getdeadcount script function 2012-10-27 11:33:18 +02:00
Marc Zinnschlag
f72c35fc17 Issue #68: tally deaths 2012-10-27 11:15:52 +02:00
Marc Zinnschlag
6b09b3ad61 Issue #68: Play death animations 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 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