mirror of
https://github.com/OpenMW/openmw.git
synced 2025-06-20 11:41:33 +00:00
Further updateWeaponState cleanup
This commit is contained in:
parent
ea78e904a9
commit
2e112847be
1 changed files with 8 additions and 24 deletions
|
@ -1323,7 +1323,6 @@ bool CharacterController::updateWeaponState()
|
||||||
|
|
||||||
mWeaponType = weaptype;
|
mWeaponType = weaptype;
|
||||||
mCurrentWeapon = weapgroup;
|
mCurrentWeapon = weapgroup;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Make sure that we disabled unequipping animation
|
// Make sure that we disabled unequipping animation
|
||||||
|
@ -1393,9 +1392,7 @@ bool CharacterController::updateWeaponState()
|
||||||
spellCastResult = world->startSpellCast(mPtr);
|
spellCastResult = world->startSpellCast(mPtr);
|
||||||
mCanCast = spellCastResult == MWWorld::SpellCastState::Success;
|
mCanCast = spellCastResult == MWWorld::SpellCastState::Success;
|
||||||
|
|
||||||
if (spellid.empty())
|
if (spellid.empty() && cls.hasInventoryStore(mPtr))
|
||||||
{
|
|
||||||
if (cls.hasInventoryStore(mPtr))
|
|
||||||
{
|
{
|
||||||
MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
|
MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
|
||||||
if (inv.getSelectedEnchantItem() != inv.end())
|
if (inv.getSelectedEnchantItem() != inv.end())
|
||||||
|
@ -1405,7 +1402,6 @@ bool CharacterController::updateWeaponState()
|
||||||
isMagicItem = true;
|
isMagicItem = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
static const bool useCastingAnimations = Settings::Manager::getBool("use magic item animations", "Game");
|
static const bool useCastingAnimations = Settings::Manager::getBool("use magic item animations", "Game");
|
||||||
if (isMagicItem && !useCastingAnimations)
|
if (isMagicItem && !useCastingAnimations)
|
||||||
|
@ -1550,7 +1546,7 @@ bool CharacterController::updateWeaponState()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
|
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
|
||||||
startKey = mAttackType+" start";
|
startKey = mAttackType + ' ' + startKey;
|
||||||
stopKey = mAttackType + " min attack";
|
stopKey = mAttackType + " min attack";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1580,18 +1576,6 @@ bool CharacterController::updateWeaponState()
|
||||||
if (!animPlaying)
|
if (!animPlaying)
|
||||||
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
||||||
|
|
||||||
if (isKnockedDown())
|
|
||||||
{
|
|
||||||
if (mUpperBodyState > UpperBodyState::WeaponEquipped)
|
|
||||||
{
|
|
||||||
mUpperBodyState = UpperBodyState::WeaponEquipped;
|
|
||||||
if (mWeaponType > ESM::Weapon::None)
|
|
||||||
mAnimation->showWeapons(true);
|
|
||||||
}
|
|
||||||
if (!mCurrentWeapon.empty())
|
|
||||||
mAnimation->disable(mCurrentWeapon);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mUpperBodyState == UpperBodyState::AttackWindUp)
|
if (mUpperBodyState == UpperBodyState::AttackWindUp)
|
||||||
{
|
{
|
||||||
mAttackStrength = complete;
|
mAttackStrength = complete;
|
||||||
|
|
Loading…
Reference in a new issue