1
0
Fork 0
mirror of https://github.com/OpenMW/openmw.git synced 2025-02-23 17:09:42 +00:00

Use the extended animation priority for Hit animations

This commit is contained in:
scrawl 2015-07-15 14:47:29 +02:00
parent 50db6ed396
commit cf14d1748c

View file

@ -1374,15 +1374,6 @@ bool CharacterController::updateWeaponState()
mAnimation->attachArrow();
mUpperBodyState = UpperCharState_WeapEquiped;
//don't allow to continue playing hit animation on UpperBody after actor had attacked during it
if(mHitState == CharState_Hit)
{
mAnimation->changeBlendMask(mCurrentHit, MWRender::Animation::BlendMask_LowerBody);
//commenting out following 2 lines will give a bit different combat dynamics(slower)
mHitState = CharState_None;
mCurrentHit.clear();
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
}
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;