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