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Don't allow non-bipedal actors to use non-weapon animations while moving

This commit is contained in:
Evil Eye 2022-07-17 21:47:50 +02:00
parent 7c442926f8
commit 4e65829cec

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@ -583,6 +583,8 @@ void CharacterController::refreshMovementAnims(CharacterState movement, bool for
MWRender::Animation::BlendMask movemask = MWRender::Animation::BlendMask_All; MWRender::Animation::BlendMask movemask = MWRender::Animation::BlendMask_All;
if(isRealWeapon(mWeaponType) || mPtr.getClass().isBipedal(mPtr))
{
std::string weapShortGroup = getWeaponShortGroup(mWeaponType); std::string weapShortGroup = getWeaponShortGroup(mWeaponType);
if (swimpos == std::string::npos && !weapShortGroup.empty()) if (swimpos == std::string::npos && !weapShortGroup.empty())
{ {
@ -598,6 +600,7 @@ void CharacterController::refreshMovementAnims(CharacterState movement, bool for
movementAnimName = weapMovementAnimName; movementAnimName = weapMovementAnimName;
} }
}
if (!mAnimation->hasAnimation(movementAnimName)) if (!mAnimation->hasAnimation(movementAnimName))
{ {