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@ -1321,7 +1321,8 @@ namespace MWMechanics
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{
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std::string weapgroup;
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if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell) && weaptype != mWeaponType
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&& mUpperBodyState != UpperBodyState::Unequipping && !isStillWeapon)
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&& mUpperBodyState <= UpperBodyState::AttackWindUp && mUpperBodyState != UpperBodyState::Unequipping
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&& !isStillWeapon)
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{
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// We can not play un-equip animation if weapon changed since last update
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if (!weaponChanged)
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@ -1363,7 +1364,7 @@ namespace MWMechanics
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{
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// Weapon is changed, no current animation (e.g. unequipping or attack).
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// Start equipping animation now.
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if (weaptype != mWeaponType)
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if (weaptype != mWeaponType && mUpperBodyState <= UpperBodyState::WeaponEquipped)
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{
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forcestateupdate = true;
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bool useShieldAnims = mAnimation->useShieldAnimations();
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