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@ -1113,6 +1113,19 @@ bool CharacterController::updateCarriedLeftVisible(const int weaptype) const
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return mAnimation->updateCarriedLeftVisible(weaptype);
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}
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float CharacterController::calculateWindUp() const
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{
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if (mCurrentWeapon.empty() || mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon))
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return -1.f;
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " max attack");
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if (minAttackTime == -1.f || minAttackTime >= maxAttackTime)
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return -1.f;
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return std::clamp((mAnimation->getCurrentTime(mCurrentWeapon) - minAttackTime) / (maxAttackTime - minAttackTime), 0.f, 1.f);
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}
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bool CharacterController::updateWeaponState()
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{
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const auto world = MWBase::Environment::get().getWorld();
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@ -1167,7 +1180,7 @@ bool CharacterController::updateWeaponState()
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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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if (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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@ -1497,32 +1510,8 @@ bool CharacterController::updateWeaponState()
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{
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std::string startKey = "start";
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std::string stopKey = "stop";
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bool autodisable = false;
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if (mWeaponType == ESM::Weapon::PickProbe)
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{
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autodisable = true;
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mUpperBodyState = UpperBodyState::AttackEnd;
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world->breakInvisibility(mPtr);
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// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
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MWWorld::Ptr target = world->getFacedObject();
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std::string resultMessage, resultSound;
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if(!target.isEmpty())
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{
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if (mWeapon.getType() == ESM::Lockpick::sRecordId)
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Security(mPtr).pickLock(target, mWeapon, resultMessage, resultSound);
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else if (mWeapon.getType() == ESM::Probe::sRecordId)
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Security(mPtr).probeTrap(target, mWeapon, resultMessage, resultSound);
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}
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if (!resultMessage.empty())
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MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
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if (!resultSound.empty())
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sndMgr->playSound3D(target, resultSound, 1.0f, 1.0f);
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}
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else if (!isRandomAttackAnimation(mCurrentWeapon))
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if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon))
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{
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if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
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mAttackType = "shoot";
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@ -1547,23 +1536,14 @@ bool CharacterController::updateWeaponState()
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}
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// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
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startKey = mAttackType + ' ' + startKey;
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stopKey = mAttackType + " min attack";
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stopKey = mAttackType + " max attack";
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}
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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MWRender::Animation::BlendMask_All, autodisable,
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MWRender::Animation::BlendMask_All, false,
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weapSpeed, startKey, stopKey,
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0.0f, 0);
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if (mWeaponType != ESM::Weapon::PickProbe && mAnimation->getCurrentTime(mCurrentWeapon) != -1.f)
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{
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mUpperBodyState = UpperBodyState::AttackPreWindUp;
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if (isRandomAttackAnimation(mCurrentWeapon))
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{
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world->breakInvisibility(mPtr);
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mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability(prng));
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playSwishSound(mAttackStrength);
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}
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}
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mUpperBodyState = UpperBodyState::AttackWindUp;
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}
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}
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@ -1574,41 +1554,97 @@ bool CharacterController::updateWeaponState()
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}
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}
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if (!animPlaying)
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if (mUpperBodyState == UpperBodyState::AttackWindUp)
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// Random attack and pick/probe animations never have wind up and are played to their end.
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// Other animations must be released when the attack state is unset.
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if (mUpperBodyState == UpperBodyState::AttackWindUp && (mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon) || !getAttackingOrSpell()))
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{
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mAttackStrength = complete;
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if (!getAttackingOrSpell())
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mUpperBodyState = UpperBodyState::AttackRelease;
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world->breakInvisibility(mPtr);
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if (mWeaponType == ESM::Weapon::PickProbe)
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{
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world->breakInvisibility(mPtr);
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
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if (minAttackTime == maxAttackTime)
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// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
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MWWorld::Ptr target = world->getFacedObject();
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if (!target.isEmpty())
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{
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// most creatures don't actually have an attack wind-up animation, so use a uniform random value
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// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
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// Note: vanilla MW uses a random value for *all* non-player actors, but we probably don't need to go that far.
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std::string resultMessage, resultSound;
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if (mWeapon.getType() == ESM::Lockpick::sRecordId)
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Security(mPtr).pickLock(target, mWeapon, resultMessage, resultSound);
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else if (mWeapon.getType() == ESM::Probe::sRecordId)
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Security(mPtr).probeTrap(target, mWeapon, resultMessage, resultSound);
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if (!resultMessage.empty())
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MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
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if (!resultSound.empty())
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sndMgr->playSound3D(target, resultSound, 1.0f, 1.0f);
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}
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}
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else
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{
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mAttackStrength = calculateWindUp();
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if (mAttackStrength == -1.f)
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mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability(prng));
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playSwishSound();
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}
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if (mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon))
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mUpperBodyState = UpperBodyState::AttackEnd;
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}
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if (mUpperBodyState == UpperBodyState::AttackRelease)
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{
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// The release state might have been reached before reaching the wind-up section. We'll play the new section only when the wind-up section is reached.
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float currentTime = mAnimation->getCurrentTime(mCurrentWeapon);
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " max attack");
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if (minAttackTime <= currentTime && currentTime <= maxAttackTime)
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{
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std::string hit = mAttackType != "shoot" ? "hit" : "release";
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float startPoint = 0.f;
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// Skip a bit of the pre-hit section based on the attack strength
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if (minAttackTime != -1.f && minAttackTime < maxAttackTime)
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{
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startPoint = 1.f - mAttackStrength;
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float minHitTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min hit");
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float hitTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + ' ' + hit);
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if (maxAttackTime <= minHitTime && minHitTime < hitTime)
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startPoint *= (minHitTime - maxAttackTime) / (hitTime - maxAttackTime);
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}
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playSwishSound(mAttackStrength);
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mAnimation->disable(mCurrentWeapon);
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mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, false, weapSpeed,
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mAttackType + " max attack", mAttackType + ' ' + hit, startPoint, 0);
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}
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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// Try playing the "follow" section if the attack animation ended naturally or didn't play at all.
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if (!animPlaying || (currentTime >= maxAttackTime && complete >= 1.f))
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{
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std::string start = "follow start";
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std::string stop = "follow stop";
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if (mAttackType != "shoot")
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{
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std::string strength = mAttackStrength < 0.5f ? "small" : mAttackStrength < 1.f ? "medium" : "large";
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start = strength + ' ' + start;
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stop = strength + ' ' + stop;
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}
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if (animPlaying)
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mAnimation->disable(mCurrentWeapon);
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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MWRender::Animation::BlendMask_All, false,
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weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
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1.0f-complete, 0);
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mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, false, weapSpeed, mAttackType + ' ' + start, mAttackType + ' ' + stop, 0.0f, 0);
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mUpperBodyState = UpperBodyState::AttackEnd;
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complete = 0.f;
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mUpperBodyState = UpperBodyState::AttackRelease;
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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}
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}
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if(!animPlaying || complete >= 1.f)
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if (!animPlaying)
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if (!animPlaying || complete >= 1.f)
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{
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if (mUpperBodyState == UpperBodyState::Equipping ||
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mUpperBodyState == UpperBodyState::AttackEnd ||
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@ -1628,81 +1664,12 @@ bool CharacterController::updateWeaponState()
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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}
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else if (mUpperBodyState == UpperBodyState::Unequipping)
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mUpperBodyState = UpperBodyState::None;
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}
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if (complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon))
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{
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std::string start, stop;
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switch(mUpperBodyState)
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{
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case UpperBodyState::AttackWindUp:
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//hack to avoid body pos desync when jumping/sneaking in 'max attack' state
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if(!mAnimation->isPlaying(mCurrentWeapon))
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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MWRender::Animation::BlendMask_All, false,
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0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
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break;
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case UpperBodyState::AttackPreWindUp:
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case UpperBodyState::AttackRelease:
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{
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if (mUpperBodyState == UpperBodyState::AttackPreWindUp)
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{
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// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
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// Happens if the player did not hold the attack button.
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// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be random.
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
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if (getAttackingOrSpell() || minAttackTime == maxAttackTime)
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{
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start = mAttackType+" min attack";
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stop = mAttackType+" max attack";
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mUpperBodyState = UpperBodyState::AttackWindUp;
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break;
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}
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world->breakInvisibility(mPtr);
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playSwishSound(0.0f);
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}
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std::string hit = mAttackType == "shoot" ? "release" : "hit";
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start = mAttackType + " min hit";
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stop = mAttackType + ' ' + hit;
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mUpperBodyState = UpperBodyState::AttackHit;
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break;
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}
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case UpperBodyState::AttackHit:
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start = "follow start";
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stop = "follow stop";
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if (mAttackType != "shoot")
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{
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std::string strength = mAttackStrength < 0.5f ? "small" : mAttackStrength < 1.f ? "medium" : "large";
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start = strength + ' ' + start;
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stop = strength + ' ' + stop;
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}
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start = mAttackType + ' ' + start;
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stop = mAttackType + ' ' + stop;
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mUpperBodyState = UpperBodyState::AttackEnd;
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break;
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default:
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break;
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}
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if(!start.empty())
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{
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mAnimation->disable(mCurrentWeapon);
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mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, false, weapSpeed, start, stop, 0.0f, 0);
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if (animPlaying)
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperBodyState::None;
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}
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}
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else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
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{
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clearStateAnimation(mCurrentWeapon);
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if (isRecovery())
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mAnimation->disable(mCurrentHit);
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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}
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mAnimation->getInfo(mCurrentWeapon, &complete);
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mAnimation->setPitchFactor(0.f);
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if (mUpperBodyState > UpperBodyState::WeaponEquipped && (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown))
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@ -1710,8 +1677,14 @@ bool CharacterController::updateWeaponState()
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mAnimation->setPitchFactor(1.f);
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// A smooth transition can be provided if a pre-wind-up section is defined. Random attack animations never have one.
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if (mUpperBodyState == UpperBodyState::AttackPreWindUp && !isRandomAttackAnimation(mCurrentWeapon))
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mAnimation->setPitchFactor(complete);
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if (mUpperBodyState == UpperBodyState::AttackWindUp && !isRandomAttackAnimation(mCurrentWeapon))
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{
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float currentTime = mAnimation->getCurrentTime(mCurrentWeapon);
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack");
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float startTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " start");
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if (startTime <= currentTime && currentTime < minAttackTime)
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mAnimation->setPitchFactor((currentTime - startTime) / (minAttackTime - startTime));
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}
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else if (mUpperBodyState == UpperBodyState::AttackEnd)
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{
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// technically we do not need a pitch for crossbow reload animation,
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@ -2603,8 +2576,7 @@ bool CharacterController::isRandomAttackAnimation(std::string_view group)
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bool CharacterController::isAttackPreparing() const
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{
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return mUpperBodyState == UpperBodyState::AttackPreWindUp ||
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mUpperBodyState == UpperBodyState::AttackWindUp;
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return mUpperBodyState == UpperBodyState::AttackWindUp;
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}
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bool CharacterController::isCastingSpell() const
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@ -2732,7 +2704,7 @@ void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
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mHeadTrackTarget = target;
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}
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void CharacterController::playSwishSound(float attackStrength) const
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void CharacterController::playSwishSound() const
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{
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ESM::WeaponType::Class weapclass = getWeaponType(mWeaponType)->mWeaponClass;
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if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
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@ -2753,9 +2725,9 @@ void CharacterController::playSwishSound(float attackStrength) const
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else
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{
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soundId = "Weapon Swish";
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if (attackStrength < 0.5f)
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if (mAttackStrength < 0.5f)
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pitch = 0.8f; // Weak attack
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else if (attackStrength >= 1.f)
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else if (mAttackStrength >= 1.f)
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pitch = 1.2f; // Strong attack
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}
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