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	Fast-forward death animation to end if death animation was finished earlier (regression #4468)
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					 1 changed files with 4 additions and 3 deletions
				
			
		|  | @ -2026,10 +2026,11 @@ void CharacterController::update(float duration) | |||
|     { | ||||
|         // initial start of death animation for actors that started the game as dead
 | ||||
|         // not done in constructor since we need to give scripts a chance to set the mSkipAnim flag
 | ||||
|         if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty() && cls.isPersistent(mPtr)) | ||||
|         if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty()) | ||||
|         { | ||||
|             // Fast-forward death animation to end for persisting corpses
 | ||||
|             playDeath(1.f, mDeathState); | ||||
|             // Fast-forward death animation to end for persisting corpses or corpses after end of death animation
 | ||||
|             if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished()) | ||||
|                 playDeath(1.f, mDeathState); | ||||
|         } | ||||
|         // We must always queue movement, even if there is none, to apply gravity.
 | ||||
|         world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f)); | ||||
|  |  | |||
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