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@ -1400,6 +1400,7 @@ bool CharacterController::updateState(CharacterState idle)
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// Enchanted items by default do not use casting animations
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world->castSpell(mPtr);
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resetIdle = false;
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mUpperBodyState = UpperCharState_CastingSpell;
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}
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else if(!spellid.empty() && canCast)
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{
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@ -1565,7 +1566,8 @@ bool CharacterController::updateState(CharacterState idle)
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resetCurrentIdleState();
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}
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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// Spellcasting animation needs to "play" for at least one frame to reset the aiming factor
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete) || mUpperBodyState == UpperCharState_CastingSpell;
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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mAttackStrength = complete;
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}
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