|
|
|
@ -390,7 +390,8 @@ void CharacterController::refreshHitRecoilAnims()
|
|
|
|
|
// Cancel upper body animations
|
|
|
|
|
if (isKnockedOut() || isKnockedDown())
|
|
|
|
|
{
|
|
|
|
|
clearStateAnimation(mCurrentWeapon);
|
|
|
|
|
if (!mCurrentWeapon.empty())
|
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
|
|
|
if (mUpperBodyState > UpperCharState_WeapEquiped)
|
|
|
|
|
{
|
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
@ -1148,7 +1149,8 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperCharState_WeapEquiped)
|
|
|
|
|
{
|
|
|
|
|
forcestateupdate = true;
|
|
|
|
|
clearStateAnimation(mCurrentWeapon);
|
|
|
|
|
if (!mCurrentWeapon.empty())
|
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
|
setAttackingOrSpell(false);
|
|
|
|
|
mAnimation->showWeapons(true);
|
|
|
|
@ -1310,7 +1312,8 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
|
|
|
|
|
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
|
|
|
|
|
{
|
|
|
|
|
clearStateAnimation(mCurrentWeapon);
|
|
|
|
|
if (!mCurrentWeapon.empty())
|
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -1591,7 +1594,8 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
if (mWeaponType > ESM::Weapon::None)
|
|
|
|
|
mAnimation->showWeapons(true);
|
|
|
|
|
}
|
|
|
|
|
clearStateAnimation(mCurrentWeapon);
|
|
|
|
|
if (!mCurrentWeapon.empty())
|
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|