Chris Robinson
91513206a0
Don't use per-animation accumulation values
...
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
12 years ago
Chris Robinson
51d5efeeb2
Work out the state in the character controller update method
12 years ago
Chris Robinson
7fe877d8ea
Add a couple more character states
12 years ago
Chris Robinson
007a5963de
Handle most state changes in the character controller when setting the movement vector
12 years ago
Chris Robinson
37fe1bd3f0
Handle looping in the Animation object
12 years ago
Chris Robinson
e956a1cbc0
Merge SpecialIdle character state into Idle
12 years ago
Chris Robinson
85ca1e993f
Properly check if an animation exists before playing it
12 years ago
Chris Robinson
68779375b2
Implement WalkLeft and WalkRight character states
12 years ago
Chris Robinson
de2d084e61
Add a looping property to handle if an animation should loop
12 years ago
Chris Robinson
0b68953f0d
Scale animation speed using the direction length
...
The direction length doesn't currently give a good speed, but it's something.
12 years ago
Chris Robinson
aecfc0829a
Implement WalkForward and WalkBack character states
12 years ago
Chris Robinson
9235fba770
Store the movement vector in the character controller
12 years ago
Chris Robinson
40f8e75763
Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations
...
Note that actors will *not* automatically resume a normal idle state afterward.
Their AI will need to control what to do when the special idle is finished.
12 years ago
Chris Robinson
c7684cb979
Pass the key time to markerEvent
12 years ago
Chris Robinson
5cafc24ee2
Rename CharState_Alive back to CharState_Idle
12 years ago
Chris Robinson
9d7ccfda1f
Rename CharState_Idle to CharState_Alive
12 years ago
Chris Robinson
7cce44290e
Handle the animation queue in mwmechanics
12 years ago
Chris Robinson
7ee389f3b2
Handle animation skipping in the character controller
12 years ago
Chris Robinson
852aa214cc
Store the available animation names in the character controller
12 years ago
Chris Robinson
afbc9f3e41
Keep track of the animation group currently playing
12 years ago
Chris Robinson
685f219560
Return a movement vector from the character controller update
12 years ago
Chris Robinson
d2f5a886c7
Handle playgroup and skipanim through mwmechanics
12 years ago
Chris Robinson
46fc61a4c1
Run animations from the character controller
12 years ago
Chris Robinson
d2fc3c7b33
Add a method to tell the character controller of new text keys
12 years ago
Chris Robinson
3c487e6019
Play an animation when changing states
12 years ago
Chris Robinson
b378bc92a0
Store an animation object in the character controller
12 years ago
Chris Robinson
94b24f07e1
Keep track of the state in the character controller, and don't remove dead actors from the map
12 years ago
Chris Robinson
4890d901a2
Store an MWWorld::Ptr in the character controller
12 years ago
Chris Robinson
35d17fdaf6
Associate a character controller with each MWWorld::Ptr
12 years ago
Chris Robinson
771a5f7316
Add the beginnings of a character controller
12 years ago