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Increase priority of 1st-person weapon animations to avoid issues with animation blending

This commit is contained in:
Andrei Kortunov 2018-07-17 21:00:13 +04:00
parent 71bcc11ba5
commit df577babe9
2 changed files with 4 additions and 2 deletions

View file

@ -83,6 +83,7 @@
Bug #4563: Fast travel price logic checks destination cell instead of service actor cell
Bug #4565: Underwater view distance should be limited
Bug #4573: Player uses headtracking in the 1st-person mode
Bug #4575: Weird result of attack animation blending with movement animations
Feature #2606: Editor: Implemented (optional) case sensitive global search
Feature #3083: Play animation when NPC is casting spell via script
Feature #3103: Provide option for disposition to get increased by successful trade

View file

@ -1212,9 +1212,10 @@ bool CharacterController::updateWeaponState()
mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
}
// Apply 1st-person weapon animations only for upper body
MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
if (mPtr != MWMechanics::getPlayer() || !MWBase::Environment::get().getWorld()->isFirstPerson())
priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
bool forcestateupdate = false;