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Avoid clearing the current weapon animation group if it's still going to be in use
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28c97c22b9
commit
0b38e165f7
1 changed files with 8 additions and 4 deletions
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@ -390,7 +390,8 @@ void CharacterController::refreshHitRecoilAnims()
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// Cancel upper body animations
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if (isKnockedOut() || isKnockedDown())
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{
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clearStateAnimation(mCurrentWeapon);
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if (!mCurrentWeapon.empty())
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mAnimation->disable(mCurrentWeapon);
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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{
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mUpperBodyState = UpperCharState_WeapEquiped;
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@ -1148,7 +1149,8 @@ bool CharacterController::updateState(CharacterState idle)
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if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperCharState_WeapEquiped)
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{
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forcestateupdate = true;
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clearStateAnimation(mCurrentWeapon);
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if (!mCurrentWeapon.empty())
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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setAttackingOrSpell(false);
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mAnimation->showWeapons(true);
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@ -1310,7 +1312,8 @@ bool CharacterController::updateState(CharacterState idle)
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if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
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{
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clearStateAnimation(mCurrentWeapon);
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if (!mCurrentWeapon.empty())
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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}
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@ -1591,7 +1594,8 @@ bool CharacterController::updateState(CharacterState idle)
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if (mWeaponType > ESM::Weapon::None)
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mAnimation->showWeapons(true);
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}
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clearStateAnimation(mCurrentWeapon);
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if (!mCurrentWeapon.empty())
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mAnimation->disable(mCurrentWeapon);
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}
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}
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