Allow weapon equip/unequip animations to intersect (#7886)

animationblending
Alexei Kotov 2 months ago
parent 7dcd127295
commit 974415addf

@ -158,6 +158,7 @@
Bug #7841: Editor: "Dirty" water heights are saved in modified CELLs
Bug #7859: AutoCalc flag is not used to calculate potion value
Bug #7872: Region sounds use wrong odds
Bug #7886: Equip and unequip animations can't share the animation track section
Bug #7887: Editor: Mismatched reported script data size and actual data size causes a crash during save
Feature #2566: Handle NAM9 records for manual cell references
Feature #3537: Shader-based water ripples

@ -1060,17 +1060,23 @@ namespace MWMechanics
std::string_view action = evt.substr(groupname.size() + 2);
if (action == "equip attach")
{
if (groupname == "shield")
mAnimation->showCarriedLeft(true);
else
mAnimation->showWeapons(true);
if (mUpperBodyState == UpperBodyState::Equipping)
{
if (groupname == "shield")
mAnimation->showCarriedLeft(true);
else
mAnimation->showWeapons(true);
}
}
else if (action == "unequip detach")
{
if (groupname == "shield")
mAnimation->showCarriedLeft(false);
else
mAnimation->showWeapons(false);
if (mUpperBodyState == UpperBodyState::Unequipping)
{
if (groupname == "shield")
mAnimation->showCarriedLeft(false);
else
mAnimation->showWeapons(false);
}
}
else if (action == "chop hit" || action == "slash hit" || action == "thrust hit" || action == "hit")
{

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