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For hit state, cancel non-biped idle if there is an active animation

This commit is contained in:
Alexei Kotov 2023-01-07 22:35:29 +03:00
parent 152bdb2f65
commit fa7991fcb3

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@ -752,7 +752,7 @@ namespace MWMechanics
// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming
// update), the idle animation should be displayed
if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped)
|| mMovementState != CharState_None || mHitState != CharState_None)
|| mMovementState != CharState_None || !mCurrentHit.empty())
&& !mPtr.getClass().isBipedal(mPtr))
{
resetCurrentIdleState();