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@ -1141,18 +1141,19 @@ bool CharacterController::updateWeaponState()
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if(stats.getDrawState() == DrawState::Spell)
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weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None)
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upSoundId = weapon->getClass().getUpSoundId(*weapon);
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if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None)
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downSoundId = weapon->getClass().getDownSoundId(*weapon);
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MWWorld::Ptr newWeapon;
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if (weapon != inv.end())
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{
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newWeapon = *weapon;
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if (mWeaponType != ESM::Weapon::HandToHand && isRealWeapon(weaptype))
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upSoundId = newWeapon.getClass().getUpSoundId(newWeapon);
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if (isRealWeapon(mWeaponType))
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downSoundId = newWeapon.getClass().getDownSoundId(newWeapon);
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}
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// weapon->HtH switch: weapon is empty already, so we need to take sound from previous weapon
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if(weapon == inv.end() && !mWeapon.isEmpty() && weaptype == ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell)
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else if (!mWeapon.isEmpty() && weaptype == ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell)
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downSoundId = mWeapon.getClass().getDownSoundId(mWeapon);
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MWWorld::Ptr newWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
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if (mWeapon != newWeapon)
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{
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mWeapon = newWeapon;
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@ -1166,17 +1167,16 @@ bool CharacterController::updateWeaponState()
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int ammotype = getWeaponType(mWeapon.get<ESM::Weapon>()->mBase->mData.mType)->mAmmoType;
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if (ammotype != ESM::Weapon::None)
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ammunition = ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ammotype;
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}
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// Cancel attack if we no longer have ammunition
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if (!ammunition)
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{
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if (mUpperBodyState == UpperBodyState::AttackPreWindUp || mUpperBodyState == UpperBodyState::AttackWindUp)
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// Cancel attack if we no longer have ammunition
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if (!ammunition)
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{
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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if (mUpperBodyState == UpperBodyState::AttackPreWindUp || mUpperBodyState == UpperBodyState::AttackWindUp)
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{
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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}
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setAttackingOrSpell(false);
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}
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setAttackingOrSpell(false);
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}
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MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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