Ignore movement from scripted animations (bug #4475)

pull/1780/head
Andrei Kortunov 6 years ago
parent 705b2dca0e
commit 3c7ab976c3

@ -50,6 +50,7 @@
Bug #4469: Abot Silt Striders Model turn 90 degrees on horizontal
Bug #4471: Retrieve SDL window settings instead of using magic numbers
Bug #4474: No fallback when getVampireHead fails
Bug #4475: Scripted animations should not cause movement
Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
Feature #4222: 360° screenshots
Feature #4256: Implement ToggleBorders (TB) console command

@ -2141,7 +2141,7 @@ void CharacterController::unpersistAnimationState()
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(anim.mGroup,
Priority_Default, MWRender::Animation::BlendMask_All, false, 1.0f,
Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f,
"start", "stop", complete, anim.mLoopCount, loopfallback);
}
}

@ -1190,6 +1190,10 @@ namespace MWRender
mHeadController->setRotate(osg::Quat(mHeadPitchRadians, osg::Vec3f(1,0,0)) * osg::Quat(mHeadYawRadians, osg::Vec3f(0,0,1)));
}
// Scripted animations should not cause movement
if (hasScriptedAnims)
return osg::Vec3f(0, 0, 0);
return movement;
}

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