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Increase priority of 1st-person weapon animations to avoid issues with animation blending
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2 changed files with 4 additions and 2 deletions
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@ -83,6 +83,7 @@
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Bug #4563: Fast travel price logic checks destination cell instead of service actor cell
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Bug #4563: Fast travel price logic checks destination cell instead of service actor cell
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Bug #4565: Underwater view distance should be limited
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Bug #4565: Underwater view distance should be limited
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Bug #4573: Player uses headtracking in the 1st-person mode
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Bug #4573: Player uses headtracking in the 1st-person mode
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Bug #4575: Weird result of attack animation blending with movement animations
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #3083: Play animation when NPC is casting spell via script
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Feature #3083: Play animation when NPC is casting spell via script
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Feature #3103: Provide option for disposition to get increased by successful trade
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Feature #3103: Provide option for disposition to get increased by successful trade
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@ -1212,9 +1212,10 @@ bool CharacterController::updateWeaponState()
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mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
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mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
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}
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}
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// Apply 1st-person weapon animations only for upper body
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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if (mPtr != MWMechanics::getPlayer() || !MWBase::Environment::get().getWorld()->isFirstPerson())
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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bool forcestateupdate = false;
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