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Update effects even when main animation is paused (Fixes #1585)
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2 changed files with 5 additions and 3 deletions
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@ -1449,6 +1449,8 @@ void CharacterController::update(float duration)
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if(mMovementAnimVelocity > 0)
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if(mMovementAnimVelocity > 0)
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world->queueMovement(mPtr, moved);
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world->queueMovement(mPtr, moved);
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}
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}
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else if (mAnimation)
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mAnimation->updateEffects(duration);
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mSkipAnim = false;
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mSkipAnim = false;
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}
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}
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@ -226,9 +226,6 @@ public:
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virtual void preRender (Ogre::Camera* camera);
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virtual void preRender (Ogre::Camera* camera);
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virtual void setAlpha(float alpha) {}
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virtual void setAlpha(float alpha) {}
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private:
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void updateEffects(float duration);
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public:
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public:
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void updatePtr(const MWWorld::Ptr &ptr);
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void updatePtr(const MWWorld::Ptr &ptr);
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@ -301,6 +298,9 @@ public:
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virtual Ogre::Vector3 runAnimation(float duration);
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virtual Ogre::Vector3 runAnimation(float duration);
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/// This is typically called as part of runAnimation, but may be called manually if needed.
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void updateEffects(float duration);
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virtual void showWeapons(bool showWeapon);
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virtual void showWeapons(bool showWeapon);
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virtual void showCarriedLeft(bool show) {}
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virtual void showCarriedLeft(bool show) {}
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virtual void attachArrow() {}
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virtual void attachArrow() {}
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