forked from mirror/openmw-tes3mp
Make 'PlayGroup idle' to cancel scripted animations
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0e441d48ac
commit
25bb7c1826
2 changed files with 14 additions and 9 deletions
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@ -2182,23 +2182,28 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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if(mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup))
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{
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clearAnimQueue();
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mAnimQueue.push_back(entry);
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clearAnimQueue(persist);
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mAnimation->disable(mCurrentIdle);
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mCurrentIdle.clear();
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mIdleState = CharState_SpecialIdle;
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bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(groupname, persist ? Priority_Persistent : Priority_Default,
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mAnimation->play(groupname, persist && groupname != "idle" ? Priority_Persistent : Priority_Default,
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MWRender::Animation::BlendMask_All, false, 1.0f,
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
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}
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else
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{
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mAnimQueue.resize(1);
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mAnimQueue.push_back(entry);
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}
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// "PlayGroup idle" is a special case, used to remove to stop scripted animations playing
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if (groupname == "idle")
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entry.mPersist = false;
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mAnimQueue.push_back(entry);
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return true;
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}
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@ -2225,15 +2230,15 @@ bool CharacterController::isAnimPlaying(const std::string &groupName)
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return mAnimation->isPlaying(groupName);
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}
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void CharacterController::clearAnimQueue()
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void CharacterController::clearAnimQueue(bool clearPersistAnims)
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{
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// Do not interrupt scripted animations
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if (!isPersistentAnimPlaying() && !mAnimQueue.empty())
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// Do not interrupt scripted animations, if we want to keep them
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if ((!isPersistentAnimPlaying() || clearPersistAnims) && !mAnimQueue.empty())
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mAnimation->disable(mAnimQueue.front().mGroup);
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for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
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{
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if (!it->mPersist)
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if (clearPersistAnims || !it->mPersist)
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it = mAnimQueue.erase(it);
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else
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++it;
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@ -215,7 +215,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, bool force=false);
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void refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force=false);
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void clearAnimQueue();
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void clearAnimQueue(bool clearPersistAnims = false);
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bool updateWeaponState();
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bool updateCreatureState();
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