Make creature's model take priority over base_anim.nif (Fixes #2055)

pull/340/head
scrawl 10 years ago
parent 102103e37b
commit dbe30e31b9

@ -27,9 +27,9 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
setObjectRoot(model, false);
setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
addAnimSource(model);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
addAnimSource("meshes\\base_anim.nif");
addAnimSource(model);
}
}
@ -47,9 +47,9 @@ CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr)
setObjectRoot(model, false);
setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
addAnimSource(model);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
addAnimSource("meshes\\base_anim.nif");
addAnimSource(model);
mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);

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