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Merge branch 'stagger' into 'openmw-48'

Stagger fixes, 0.48.0 edition

See merge request OpenMW/openmw!2259
This commit is contained in:
psi29a 2022-08-10 16:16:18 +00:00
commit 0fb2c96a69

View file

@ -1482,7 +1482,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
MWRender::Animation::BlendMask_All, false,
1, startKey, stopKey,
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
@ -1509,7 +1509,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
@ -1675,7 +1675,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
}
}
if(!animPlaying)
if (!animPlaying || complete >= 1.f)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
@ -1689,12 +1689,21 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if (mUpperBodyState != UpperCharState_EquipingWeap && isRecovery())
mAnimation->disable(mCurrentHit);
if (animPlaying)
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
{
if (animPlaying)
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
}
}
else if(complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon))
if (complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon))
{
std::string start, stop;
switch(mUpperBodyState)
@ -1773,19 +1782,14 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mask = MWRender::Animation::BlendMask_UpperBody;
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
mAnimation->play(mCurrentWeapon, priorityWeapon,
mask, true,
weapSpeed, start, stop, 0.0f, 0);
else
mAnimation->play(mCurrentWeapon, priorityWeapon,
mask, false,
weapSpeed, start, stop, 0.0f, 0);
mAnimation->play(mCurrentWeapon, priorityWeapon, mask, false, weapSpeed, start, stop, 0.0f, 0);
}
}
else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
{
clearStateAnimation(mCurrentWeapon);
if (isRecovery())
mAnimation->disable(mCurrentHit);
mUpperBodyState = UpperCharState_WeapEquiped;
}