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Remove 0.43.0 death animation backward compatibility hack (#5977)

This commit is contained in:
Alexei Kotov 2022-08-15 00:02:33 +03:00
parent cdec6495aa
commit c857346f7b
2 changed files with 1 additions and 10 deletions

View file

@ -4,6 +4,7 @@
Bug #4127: Weapon animation looks choppy
Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
Bug #5129: Stuttering animation on Centurion Archer
Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load
0.48.0
------

View file

@ -764,16 +764,6 @@ void CharacterController::playDeath(float startpoint, CharacterState death)
{
mDeathState = death;
mCurrentDeath = deathStateToAnimGroup(mDeathState);
// Make sure the character was swimming upon death for forward-compatibility
if (!MWBase::Environment::get().getWorld()->isSwimming(mPtr))
{
if (mDeathState == CharState_SwimDeathKnockDown)
mCurrentDeath = "deathknockdown";
else if (mDeathState == CharState_SwimDeathKnockOut)
mCurrentDeath = "deathknockout";
}
mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1);
// For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.