mirror of
https://github.com/OpenMW/openmw.git
synced 2025-06-27 13:41:34 +00:00
Do not reset idle animations if we do not have ammo
This commit is contained in:
parent
df577babe9
commit
780648b584
2 changed files with 15 additions and 8 deletions
|
@ -84,6 +84,7 @@
|
||||||
Bug #4565: Underwater view distance should be limited
|
Bug #4565: Underwater view distance should be limited
|
||||||
Bug #4573: Player uses headtracking in the 1st-person mode
|
Bug #4573: Player uses headtracking in the 1st-person mode
|
||||||
Bug #4575: Weird result of attack animation blending with movement animations
|
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 #2606: Editor: Implemented (optional) case sensitive global search
|
||||||
Feature #3083: Play animation when NPC is casting spell via script
|
Feature #3083: Play animation when NPC is casting spell via script
|
||||||
Feature #3103: Provide option for disposition to get increased by successful trade
|
Feature #3103: Provide option for disposition to get increased by successful trade
|
||||||
|
|
|
@ -1360,14 +1360,7 @@ bool CharacterController::updateWeaponState()
|
||||||
{
|
{
|
||||||
MWWorld::Ptr player = getPlayer();
|
MWWorld::Ptr player = getPlayer();
|
||||||
|
|
||||||
// We should reset player's idle animation in the first-person mode.
|
bool resetIdle = ammunition;
|
||||||
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;
|
|
||||||
|
|
||||||
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
|
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
|
||||||
{
|
{
|
||||||
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
|
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
|
||||||
|
@ -1432,6 +1425,11 @@ bool CharacterController::updateWeaponState()
|
||||||
0.0f, 0);
|
0.0f, 0);
|
||||||
mUpperBodyState = UpperCharState_CastingSpell;
|
mUpperBodyState = UpperCharState_CastingSpell;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
resetIdle = false;
|
||||||
|
}
|
||||||
|
|
||||||
if (mPtr.getClass().hasInventoryStore(mPtr))
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
||||||
{
|
{
|
||||||
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(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);
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
||||||
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
|
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
|
||||||
mAttackStrength = complete;
|
mAttackStrength = complete;
|
||||||
|
|
Loading…
Reference in a new issue