Handle landing in the frame the jump is over (bug #5849)

7098-improve-post-process-behavior-with-transparent-objects
Alexei Kotov 2 years ago
parent a2053a625e
commit 9b8399c353

@ -7,6 +7,7 @@
Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
Bug #5129: Stuttering animation on Centurion Archer
Bug #5714: Touch spells cast using ExplodeSpell don't always explode
Bug #5849: Paralysis breaks landing
Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load
Bug #6427: Enemy health bar disappears before damaging effect ends
Bug #6661: Saved games that have no preview screenshot cause issues or crashes

@ -2073,13 +2073,14 @@ namespace MWMechanics
}
}
bool inJump = false;
bool wasInJump = mInJump;
mInJump = false;
if (!inwater && !flying && solid)
{
// In the air (either getting up —ascending part of jump— or falling).
if (!onground)
{
inJump = true;
mInJump = true;
jumpstate = JumpState_InAir;
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
@ -2097,7 +2098,7 @@ namespace MWMechanics
float z = cls.getJump(mPtr);
if (z > 0.f)
{
inJump = true;
mInJump = true;
if (vec.x() == 0 && vec.y() == 0)
vec.z() = z;
else
@ -2110,9 +2111,9 @@ namespace MWMechanics
}
}
if (!inJump)
if (!mInJump)
{
if (mJumpState == JumpState_InAir && !flying && solid)
if (mJumpState == JumpState_InAir && !flying && solid && wasInJump)
{
float height = cls.getCreatureStats(mPtr).land(isPlayer);
float healthLost = 0.f;
@ -2274,7 +2275,7 @@ namespace MWMechanics
{
if (inwater)
idlestate = CharState_IdleSwim;
else if (sneak && !inJump)
else if (sneak && !mInJump)
idlestate = CharState_IdleSneak;
else
idlestate = CharState_Idle;
@ -2288,7 +2289,7 @@ namespace MWMechanics
updateIdleStormState(inwater);
}
if (inJump)
if (mInJump)
mMovementAnimationControlled = false;
if (isTurning())

@ -160,6 +160,7 @@ namespace MWMechanics
JumpingState mJumpState{ JumpState_None };
std::string mCurrentJump;
bool mInJump{ false };
int mWeaponType{ ESM::Weapon::None };
std::string mCurrentWeapon;

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