diff --git a/CHANGELOG.md b/CHANGELOG.md index 369fe04708..f9f293cb26 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -19,6 +19,7 @@ Bug #5424: Creatures do not headtrack player Bug #5425: Poison effect only appears for one frame Bug #5427: GetDistance unknown ID error is misleading + Bug #5441: Enemies can't push a player character when in critical strike stance Feature #5362: Show the soul gems' trapped soul in count dialog 0.46.0 diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index ac8d417f35..0a332a10c3 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1260,10 +1260,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle) } } - // Use blending only with 3d-person movement animations for bipedal actors - bool firstPersonPlayer = (mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()); + // For biped actors, blend weapon animations with lower body animations with higher priority MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon); - if (!firstPersonPlayer && mPtr.getClass().isBipedal(mPtr)) + if (mPtr.getClass().isBipedal(mPtr)) priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody; bool forcestateupdate = false;