|
|
|
@ -335,7 +335,8 @@ namespace MWRender
|
|
|
|
|
|
|
|
|
|
// Since throwing weapons stack themselves, do not show such weapon itself
|
|
|
|
|
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
|
|
|
|
|
if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
|
|
|
|
|
auto weaponClass = MWMechanics::getWeaponType(type)->mWeaponClass;
|
|
|
|
|
if (weaponClass == ESM::WeaponType::Thrown)
|
|
|
|
|
showHolsteredWeapons = false;
|
|
|
|
|
|
|
|
|
|
const VFS::Path::Normalized mesh = weapon->getClass().getCorrectedModel(*weapon);
|
|
|
|
@ -356,7 +357,7 @@ namespace MWRender
|
|
|
|
|
const osg::Vec4f glowColor
|
|
|
|
|
= isEnchanted ? weapon->getClass().getEnchantmentColor(*weapon) : osg::Vec4f();
|
|
|
|
|
mScabbard = attachMesh(mesh, boneName, isEnchanted ? &glowColor : nullptr);
|
|
|
|
|
if (mScabbard)
|
|
|
|
|
if (mScabbard && weaponClass == ESM::WeaponType::Ranged)
|
|
|
|
|
resetControllers(mScabbard->getNode());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -364,7 +365,7 @@ namespace MWRender
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mScabbard = attachMesh(scabbardName, boneName);
|
|
|
|
|
if (mScabbard)
|
|
|
|
|
if (mScabbard && weaponClass == ESM::WeaponType::Ranged)
|
|
|
|
|
resetControllers(mScabbard->getNode());
|
|
|
|
|
|
|
|
|
|
osg::Group* weaponNode = getBoneByName("Bip01 Weapon");
|
|
|
|
@ -386,7 +387,9 @@ namespace MWRender
|
|
|
|
|
{
|
|
|
|
|
osg::ref_ptr<osg::Node> fallbackNode
|
|
|
|
|
= mResourceSystem->getSceneManager()->getInstance(mesh, weaponNode);
|
|
|
|
|
resetControllers(fallbackNode);
|
|
|
|
|
|
|
|
|
|
if (weaponClass == ESM::WeaponType::Ranged)
|
|
|
|
|
resetControllers(fallbackNode);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (isEnchanted)
|
|
|
|
|