Chris Robinson
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f57c829cba
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Play the appropriate swish sound and follow-up animation
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2013-08-02 00:21:02 -07:00 |
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scrawl
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7dc30a01cd
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Some changes suggested by cppcheck
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2013-07-31 18:46:32 +02:00 |
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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 |
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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 |
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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 |
|
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 |
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Chris Robinson
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9c13568bb7
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Remove idles from the state list and rename it
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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 |
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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 |
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Chris Robinson
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0cd4df3edf
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Stop playing idles on death
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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 |
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scrawl
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dfe912dcab
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Enum renaming
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2013-07-16 23:38:55 +02:00 |
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scrawl
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91e95e1404
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Use the correct slash, chop or thrust animation
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2013-07-16 23:32:41 +02:00 |
|
gus
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66e3eacace
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fix bows
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2013-07-16 15:14:34 +01:00 |
|
gus
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701ff94887
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bugfix for lockpick
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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
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2013-07-16 11:51:18 +01:00 |
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gus
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ee47e99dad
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Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
Conflicts:
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
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2013-07-16 11:40:19 +01:00 |
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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
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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
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Add a speed multiplier to the animation state
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2013-07-16 00:43:31 -07:00 |
|
Chris Robinson
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06e631f213
|
Track death separately in the character controller
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2013-07-15 23:43:33 -07:00 |
|
Chris Robinson
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4ae65c20e6
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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
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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 |
|
Vincent Heuken
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b095c24854
|
resize actor collision boxes on death
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2013-06-27 14:11:20 -07:00 |
|
Glorf
|
88f8637145
|
Bugfix #795
|
2013-06-26 22:20:24 +02:00 |
|
scrawl
|
8bd712cc95
|
Fix being able to move slowly when over encumbered
|
2013-05-31 04:08:44 +02:00 |
|
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
|
e8bbb755c3
|
Play the left-arm torch animation when it's equipped
|
2013-05-17 06:21:59 -07:00 |
|
Chris Robinson
|
4b9a888d74
|
Use the PickProbe animation group as appropriate
|
2013-05-17 01:46:51 -07:00 |
|
Chris Robinson
|
6201cb0093
|
Add a method to clear the animation queue
|
2013-05-16 06:59:41 -07:00 |
|
Chris Robinson
|
e069215583
|
Don't clear the last queued animation when it stops
|
2013-05-15 06:32:20 -07:00 |
|
Chris Robinson
|
66f55b3178
|
Play the item up/down sound when readying/unreadying weapons
|
2013-05-15 01:45:47 -07:00 |
|
Chris Robinson
|
b459a010b0
|
Fix vec.z being applied while not in the air
|
2013-05-14 23:03:28 -07:00 |
|
Chris Robinson
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e8661794fe
|
Avoid trying to find a state for non-actors.
They're only ever play idles, unless PlayGroup is called.
|
2013-05-14 07:29:07 -07:00 |
|
Chris Robinson
|
8ec722ac92
|
Use std::find_if instead of ugly for loops
|
2013-05-13 04:08:36 -07:00 |
|
Chris Robinson
|
f83ee5d316
|
Play ready/unready animations on the upper body
|
2013-05-13 03:32:00 -07:00 |
|
Chris Robinson
|
70dc2f77ad
|
Move the priority enum to MWMechanics
|
2013-05-13 00:54:44 -07:00 |
|