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@ -587,7 +587,7 @@ void NpcAnimation::updateParts()
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int mBasePriority;
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} slotlist[] = {
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// FIXME: Priority is based on the number of reserved slots. There should be a better way.
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{ MWWorld::InventoryStore::Slot_Robe, 12 },
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{ MWWorld::InventoryStore::Slot_Robe, 11 },
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{ MWWorld::InventoryStore::Slot_Skirt, 3 },
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{ MWWorld::InventoryStore::Slot_Helmet, 0 },
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{ MWWorld::InventoryStore::Slot_Cuirass, 0 },
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@ -641,7 +641,7 @@ void NpcAnimation::updateParts()
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ESM::PartReferenceType parts[] = {
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ESM::PRT_Groin, ESM::PRT_Skirt, ESM::PRT_RLeg, ESM::PRT_LLeg,
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ESM::PRT_RUpperarm, ESM::PRT_LUpperarm, ESM::PRT_RKnee, ESM::PRT_LKnee,
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ESM::PRT_RForearm, ESM::PRT_LForearm
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ESM::PRT_RForearm, ESM::PRT_LForearm, ESM::PRT_Cuirass
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};
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size_t parts_size = sizeof(parts)/sizeof(parts[0]);
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for(size_t p = 0;p < parts_size;++p)
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