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Based on the reason for closing !1845, we *should* let a scripted animation get stuck forever if the animation was already playing.

This commit is contained in:
Mads Buvik Sandvei 2023-10-25 21:25:12 +02:00
parent cf5b782c76
commit 70f41b22b6
3 changed files with 1 additions and 18 deletions

View file

@ -1855,13 +1855,7 @@ namespace MWMechanics
if (mAnimQueue.empty())
return;
bool isFrontAnimPlaying = false;
if (mAnimQueue.front().mScripted)
isFrontAnimPlaying = mAnimation->isPlayingScripted(mAnimQueue.front().mGroup);
else
isFrontAnimPlaying = mAnimation->isPlaying(mAnimQueue.front().mGroup);
if (!isFrontAnimPlaying)
if (!mAnimation->isPlaying(mAnimQueue.front().mGroup))
{
if (mAnimQueue.size() > 1)
{

View file

@ -1020,14 +1020,6 @@ namespace MWRender
return false;
}
bool Animation::isPlayingScripted(std::string_view groupname) const
{
AnimStateMap::const_iterator state(mStates.find(groupname));
if (state != mStates.end())
return state->second.mPlaying && state->second.mPriority.contains(MWMechanics::Priority::Priority_Scripted);
return false;
}
bool Animation::getInfo(std::string_view groupname, float* complete, float* speedmult) const
{
AnimStateMap::const_iterator iter = mStates.find(groupname);

View file

@ -432,9 +432,6 @@ namespace MWRender
/** Returns true if the named animation group is playing. */
bool isPlaying(std::string_view groupname) const;
/** Returns true if the named, scripted animation group is playing. */
bool isPlayingScripted(std::string_view groupname) const;
/// Returns true if no important animations are currently playing on the upper body.
bool upperBodyReady() const;