Improve reset of idle animations (bug #4847)

pull/2352/head
Andrei Kortunov 6 years ago
parent aa54beec38
commit c610a58cf0

@ -50,6 +50,7 @@
Bug #4828: Potion looping effects VFX are not shown for NPCs
Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
Bug #4841: Russian localization ignores implicit keywords
Bug #4847: Idle animation reset oddities
Bug #4851: No shadows since switch to OSG
Bug #4860: Actors outside of processing range visible for one frame after spawning
Bug #4867: Arbitrary text after local variable declarations breaks script compilation

@ -350,11 +350,6 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
if (!force && jump == mJumpState && idle == CharState_None)
return;
if (jump == JumpState_InAir)
{
idle = CharState_None;
}
std::string jumpAnimName;
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
if (jump != JumpState_None)
@ -1686,7 +1681,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
idle != CharState_IdleSneak && idle != CharState_IdleSwim &&
mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
{
idle = CharState_None;
mAnimation->disable(mCurrentIdle);
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
@ -2139,6 +2134,9 @@ void CharacterController::update(float duration, bool animationOnly)
jumpstate = JumpState_Landing;
vec.z() = 0.0f;
// We should reset idle animation during landing
mAnimation->disable(mCurrentIdle);
float height = cls.getCreatureStats(mPtr).land(isPlayer);
float healthLost = getFallDamage(mPtr, height);

Loading…
Cancel
Save