Do not reset idle animations if we do not have ammo

pull/1808/head
Andrei Kortunov 7 years ago
parent df577babe9
commit 780648b584

@ -84,6 +84,7 @@
Bug #4565: Underwater view distance should be limited
Bug #4573: Player uses headtracking in the 1st-person mode
Bug #4575: Weird result of attack animation blending with movement animations
Bug #4576: Reset of idle animations when attack can not be started
Feature #2606: Editor: Implemented (optional) case sensitive global search
Feature #3083: Play animation when NPC is casting spell via script
Feature #3103: Provide option for disposition to get increased by successful trade

@ -1360,14 +1360,7 @@ bool CharacterController::updateWeaponState()
{
MWWorld::Ptr player = getPlayer();
// We should reset player's idle animation in the first-person mode.
if (mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
mIdleState = CharState_None;
// In other cases we should not break swim and sneak animations
if (mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
mIdleState = CharState_None;
bool resetIdle = ammunition;
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
@ -1432,6 +1425,11 @@ bool CharacterController::updateWeaponState()
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
}
else
{
resetIdle = false;
}
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
@ -1502,6 +1500,14 @@ bool CharacterController::updateWeaponState()
}
}
// We should reset player's idle animation in the first-person mode.
if (resetIdle && mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
mIdleState = CharState_None;
// In other cases we should not break swim and sneak animations
if (resetIdle && mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
mIdleState = CharState_None;
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
mAttackStrength = complete;

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