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Fix swim spellcasting stance turning fallback
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5dfce6205a
commit
4ce08664e9
1 changed files with 2 additions and 3 deletions
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@ -573,6 +573,7 @@ void CharacterController::refreshMovementAnims(CharacterState movement, bool for
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return;
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}
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mMovementState = movement;
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std::string::size_type swimpos = movementAnimName.find("swim");
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if (!mAnimation->hasAnimation(movementAnimName))
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{
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@ -590,7 +591,7 @@ void CharacterController::refreshMovementAnims(CharacterState movement, bool for
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{
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std::string weapMovementAnimName;
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// Spellcasting stance turning is a special case
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if (mWeaponType == ESM::Weapon::Spell && (movement == CharState_TurnLeft || movement == CharState_TurnRight))
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if (mWeaponType == ESM::Weapon::Spell && isTurning())
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weapMovementAnimName = weapShortGroup + movementAnimName;
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else
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weapMovementAnimName = movementAnimName + weapShortGroup;
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@ -616,8 +617,6 @@ void CharacterController::refreshMovementAnims(CharacterState movement, bool for
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}
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}
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mMovementState = movement;
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// If we're playing the same animation, start it from the point it ended
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float startpoint = 0.f;
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if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement)
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