Merged puil request #1808

remotes/1728160796594174844/tmp_0.7.0-alpha
Marc Zinnschlag 6 years ago
commit 0aedb3aada

@ -84,6 +84,8 @@
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
Bug #4576: Reset of idle animations when attack can not be started
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

@ -1212,8 +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;
@ -1358,14 +1360,7 @@ bool CharacterController::updateWeaponState()
{
MWWorld::Ptr player = getPlayer();
// We should reset player's idle animation in the first-person mode.
if (mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
mIdleState = CharState_None;
// In other cases we should not break swim and sneak animations
if (mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
mIdleState = CharState_None;
bool resetIdle = ammunition;
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
@ -1430,6 +1425,11 @@ bool CharacterController::updateWeaponState()
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
}
else
{
resetIdle = false;
}
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
@ -1500,6 +1500,14 @@ bool CharacterController::updateWeaponState()
}
}
// We should reset player's idle animation in the first-person mode.
if (resetIdle && mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
mIdleState = CharState_None;
// In other cases we should not break swim and sneak animations
if (resetIdle && mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
mIdleState = CharState_None;
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
mAttackStrength = complete;
@ -1663,18 +1671,22 @@ bool CharacterController::updateWeaponState()
break;
}
// Note: apply reload animations only for upper body since blending with movement animations can give weird result.
// Especially noticable with crossbow reload animation.
// Note: apply crossbow reload animation only for upper body
// since blending with movement animations can give weird result.
if(!start.empty())
{
int mask = MWRender::Animation::BlendMask_All;
if (mWeaponType == WeapType_Crossbow)
mask = MWRender::Animation::BlendMask_UpperBody;
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_UpperBody, true,
mask, true,
weapSpeed, start, stop, 0.0f, 0);
else
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_UpperBody, false,
mask, false,
weapSpeed, start, stop, 0.0f, 0);
}
}

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