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Fix outdated bone locations when camera view is changed while paralyzed

This commit is contained in:
scrawl 2014-12-31 17:25:06 +01:00
parent d1a29300f0
commit d26d5f6c26

View file

@ -1640,6 +1640,7 @@ void CharacterController::update(float duration)
else
forcestateupdate = updateCreatureState() || forcestateupdate;
if (!mSkipAnim)
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
if (inJump)
mMovementAnimationControlled = false;
@ -1672,6 +1673,7 @@ void CharacterController::update(float duration)
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
if (!mSkipAnim)
updateHeadTracking(duration);
}
else if(cls.getCreatureStats(mPtr).isDead())
@ -1679,9 +1681,7 @@ void CharacterController::update(float duration)
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
}
if(!mSkipAnim)
{
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
Ogre::Vector3 moved = mAnimation->runAnimation(mSkipAnim ? 0.f : duration);
if(duration > 0.0f)
moved /= duration;
else
@ -1707,12 +1707,13 @@ void CharacterController::update(float duration)
moved *= (l / newLength);
}
if (mSkipAnim)
mAnimation->updateEffects(duration);
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
}
else
mAnimation->updateEffects(duration);
mSkipAnim = false;
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
@ -1781,6 +1782,8 @@ void CharacterController::forceStateUpdate()
{
playRandomDeath();
}
mAnimation->runAnimation(0.f);
}
bool CharacterController::kill()