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Merge branch 'we-are-anonymous-we-are-quivers-apparently' into 'master'
Don't return a random anonymous node from getArrowBone when the current weapon doesn't fire arrows. Closes #6718 See merge request OpenMW/openmw!1822
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3 changed files with 5 additions and 0 deletions
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@ -116,6 +116,7 @@
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Bug #6697: Shaders vertex lighting incorrectly clamped
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Bug #6697: Shaders vertex lighting incorrectly clamped
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Bug #6711: Log time differs from real time
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Bug #6711: Log time differs from real time
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Bug #6717: Broken script causes interpreter stack corruption
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Bug #6717: Broken script causes interpreter stack corruption
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Bug #6718: Throwable weapons cause arrow enchantment effect to be applied to the whole body
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Feature #890: OpenMW-CS: Column filtering
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Feature #890: OpenMW-CS: Column filtering
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Feature #1465: "Reset" argument for AI functions
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Feature #1465: "Reset" argument for AI functions
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Feature #2491: Ability to make OpenMW "portable"
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Feature #2491: Ability to make OpenMW "portable"
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@ -232,6 +232,8 @@ osg::Group *CreatureWeaponAnimation::getArrowBone()
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int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
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int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
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int ammoType = MWMechanics::getWeaponType(type)->mAmmoType;
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int ammoType = MWMechanics::getWeaponType(type)->mAmmoType;
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if (ammoType == ESM::Weapon::None)
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return nullptr;
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// Try to find and attachment bone in actor's skeleton, otherwise fall back to the ArrowBone in weapon's mesh
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// Try to find and attachment bone in actor's skeleton, otherwise fall back to the ArrowBone in weapon's mesh
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osg::Group* bone = getBoneByName(MWMechanics::getWeaponType(ammoType)->mAttachBone);
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osg::Group* bone = getBoneByName(MWMechanics::getWeaponType(ammoType)->mAttachBone);
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@ -1034,6 +1034,8 @@ osg::Group* NpcAnimation::getArrowBone()
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int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
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int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
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int ammoType = MWMechanics::getWeaponType(type)->mAmmoType;
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int ammoType = MWMechanics::getWeaponType(type)->mAmmoType;
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if (ammoType == ESM::Weapon::None)
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return nullptr;
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// Try to find and attachment bone in actor's skeleton, otherwise fall back to the ArrowBone in weapon's mesh
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// Try to find and attachment bone in actor's skeleton, otherwise fall back to the ArrowBone in weapon's mesh
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osg::Group* bone = getBoneByName(MWMechanics::getWeaponType(ammoType)->mAttachBone);
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osg::Group* bone = getBoneByName(MWMechanics::getWeaponType(ammoType)->mAttachBone);
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