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Merge branch 'landofwindandshade' into 'master'
Handle landing in the frame the jump is over (bug #5849) Closes #5849 See merge request OpenMW/openmw!2499
This commit is contained in:
commit
3ca17e5183
3 changed files with 10 additions and 7 deletions
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@ -7,6 +7,7 @@
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Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
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Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
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Bug #5129: Stuttering animation on Centurion Archer
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Bug #5129: Stuttering animation on Centurion Archer
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Bug #5714: Touch spells cast using ExplodeSpell don't always explode
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Bug #5714: Touch spells cast using ExplodeSpell don't always explode
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Bug #5849: Paralysis breaks landing
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Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load
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Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load
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Bug #6427: Enemy health bar disappears before damaging effect ends
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Bug #6427: Enemy health bar disappears before damaging effect ends
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Bug #6645: Enemy block sounds align with animation instead of blocked hits
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Bug #6645: Enemy block sounds align with animation instead of blocked hits
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@ -2077,13 +2077,14 @@ namespace MWMechanics
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}
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}
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}
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}
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bool inJump = false;
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bool wasInJump = mInJump;
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mInJump = false;
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if (!inwater && !flying && solid)
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if (!inwater && !flying && solid)
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{
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{
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// In the air (either getting up —ascending part of jump— or falling).
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// In the air (either getting up —ascending part of jump— or falling).
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if (!onground)
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if (!onground)
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{
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{
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inJump = true;
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mInJump = true;
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jumpstate = JumpState_InAir;
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jumpstate = JumpState_InAir;
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static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
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static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
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@ -2101,7 +2102,7 @@ namespace MWMechanics
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float z = cls.getJump(mPtr);
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float z = cls.getJump(mPtr);
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if (z > 0.f)
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if (z > 0.f)
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{
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{
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inJump = true;
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mInJump = true;
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if (vec.x() == 0 && vec.y() == 0)
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if (vec.x() == 0 && vec.y() == 0)
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vec.z() = z;
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vec.z() = z;
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else
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else
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@ -2114,9 +2115,9 @@ namespace MWMechanics
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}
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}
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}
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}
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if (!inJump)
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if (!mInJump)
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{
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{
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if (mJumpState == JumpState_InAir && !flying && solid)
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if (mJumpState == JumpState_InAir && !flying && solid && wasInJump)
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{
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{
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float height = cls.getCreatureStats(mPtr).land(isPlayer);
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float height = cls.getCreatureStats(mPtr).land(isPlayer);
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float healthLost = 0.f;
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float healthLost = 0.f;
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@ -2278,7 +2279,7 @@ namespace MWMechanics
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{
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{
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if (inwater)
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if (inwater)
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idlestate = CharState_IdleSwim;
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idlestate = CharState_IdleSwim;
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else if (sneak && !inJump)
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else if (sneak && !mInJump)
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idlestate = CharState_IdleSneak;
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idlestate = CharState_IdleSneak;
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else
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else
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idlestate = CharState_Idle;
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idlestate = CharState_Idle;
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@ -2292,7 +2293,7 @@ namespace MWMechanics
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updateIdleStormState(inwater);
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updateIdleStormState(inwater);
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}
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}
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if (inJump)
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if (mInJump)
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mMovementAnimationControlled = false;
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mMovementAnimationControlled = false;
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if (isTurning())
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if (isTurning())
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@ -160,6 +160,7 @@ namespace MWMechanics
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JumpingState mJumpState{ JumpState_None };
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JumpingState mJumpState{ JumpState_None };
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std::string mCurrentJump;
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std::string mCurrentJump;
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bool mInJump{ false };
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int mWeaponType{ ESM::Weapon::None };
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int mWeaponType{ ESM::Weapon::None };
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std::string mCurrentWeapon;
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std::string mCurrentWeapon;
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