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Landing animation playback fixes
Cancel landing animation immediately after moving during the first frame of landing and due to turning animation
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parent
6a30897d63
commit
819101144d
1 changed files with 38 additions and 40 deletions
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@ -2047,48 +2047,46 @@ void CharacterController::update(float duration)
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}
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}
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}
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else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
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{
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jumpstate = JumpState_Landing;
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vec.z() = 0.0f;
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float height = cls.getCreatureStats(mPtr).land(isPlayer);
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float healthLost = getFallDamage(mPtr, height);
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if (healthLost > 0.0f)
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{
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const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
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// inflict fall damages
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if (!godmode)
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{
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float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
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cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
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}
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const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
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if (healthLost > (acrobaticsSkill * fatigueTerm))
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{
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if (!godmode)
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cls.getCreatureStats(mPtr).setKnockedDown(true);
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}
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else
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{
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// report acrobatics progression
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if (isPlayer)
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
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}
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}
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if (mPtr.getClass().isNpc())
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playLandingSound = true;
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}
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else
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{
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if(mPtr.getClass().isNpc() && mJumpState == JumpState_InAir && !flying && solid)
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playLandingSound = true;
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if (mJumpState == JumpState_InAir && !flying && solid)
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{
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float height = cls.getCreatureStats(mPtr).land(isPlayer);
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float healthLost = 0.f;
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if (!inwater)
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healthLost = getFallDamage(mPtr, height);
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jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
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if (healthLost > 0.0f)
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{
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const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
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// inflict fall damages
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if (!godmode)
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{
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float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
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cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
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}
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const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
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if (healthLost > (acrobaticsSkill * fatigueTerm))
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{
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if (!godmode)
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cls.getCreatureStats(mPtr).setKnockedDown(true);
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}
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else
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{
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// report acrobatics progression
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if (isPlayer)
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
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}
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}
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if (mPtr.getClass().isNpc())
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playLandingSound = true;
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}
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if (mAnimation->isPlaying(mCurrentJump))
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jumpstate = JumpState_Landing;
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vec.x() *= scale;
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vec.y() *= scale;
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@ -2126,7 +2124,7 @@ void CharacterController::update(float duration)
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// It seems only bipedal actors use turning animations.
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// Also do not use turning animations in the first-person view and when sneaking.
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if (!sneak && jumpstate == JumpState_None && !isFirstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
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if (!sneak && !isFirstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
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{
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if(effectiveRotation > rotationThreshold)
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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