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Avoid redundant animation resets in updateIdleStormState

This commit is contained in:
Alexei Kotov 2023-10-04 20:46:36 +03:00
parent d9f8757f33
commit 79bda2e694

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@ -1166,9 +1166,14 @@ namespace MWMechanics
void CharacterController::updateIdleStormState(bool inwater) const void CharacterController::updateIdleStormState(bool inwater) const
{ {
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperBodyState::None || inwater) if (!mAnimation->hasAnimation("idlestorm"))
return;
bool animPlaying = mAnimation->isPlaying("idlestorm");
if (mUpperBodyState != UpperBodyState::None || inwater)
{ {
mAnimation->disable("idlestorm"); if (animPlaying)
mAnimation->disable("idlestorm");
return; return;
} }
@ -1181,7 +1186,7 @@ namespace MWMechanics
characterDirection.normalize(); characterDirection.normalize();
if (stormDirection * characterDirection < -0.5f) if (stormDirection * characterDirection < -0.5f)
{ {
if (!mAnimation->isPlaying("idlestorm")) if (!animPlaying)
{ {
int mask = MWRender::Animation::BlendMask_Torso | MWRender::Animation::BlendMask_RightArm; int mask = MWRender::Animation::BlendMask_Torso | MWRender::Animation::BlendMask_RightArm;
mAnimation->play("idlestorm", Priority_Storm, mask, true, 1.0f, "start", "stop", 0.0f, ~0ul); mAnimation->play("idlestorm", Priority_Storm, mask, true, 1.0f, "start", "stop", 0.0f, ~0ul);
@ -1194,7 +1199,7 @@ namespace MWMechanics
} }
} }
if (mAnimation->isPlaying("idlestorm")) if (animPlaying)
{ {
mAnimation->setLoopingEnabled("idlestorm", false); mAnimation->setLoopingEnabled("idlestorm", false);
} }