forked from mirror/openmw-tes3mp
[Client] Revert "Merge pull request #1529 from drummyfish/animfix"
This reverts commit45993d3da2
, reversing changes made to3d347730dc
. That commit made players have to wait around 1.5 seconds after each jump before doing a new one. It will be reinstated once its accompanying OpenMW issue at https://bugs.openmw.org/issues/4250 is fixed.
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parent
db0e0d376e
commit
2f4cd6b713
1 changed files with 12 additions and 26 deletions
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@ -390,29 +390,21 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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}
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}
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if (!mCurrentJump.empty())
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if(mJumpState == JumpState_InAir)
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump = jumpAnimName;
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if (mAnimation->hasAnimation("jump"))
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mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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}
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else
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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}
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if(mJumpState == JumpState_InAir)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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mCurrentJump = jumpAnimName;
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}
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}
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else if (mJumpState == JumpState_Landing)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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if (mAnimation->hasAnimation("jump"))
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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1.0f, "loop stop", "stop", 0.0f, 0);
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mCurrentJump = jumpAnimName;
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}
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}
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}
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}
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@ -1833,6 +1825,7 @@ void CharacterController::update(float duration)
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mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
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isrunning = isrunning && mHasMovedInXY;
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// advance athletics
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if(mHasMovedInXY && mPtr == getPlayer())
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{
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@ -1987,8 +1980,7 @@ void CharacterController::update(float duration)
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}
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else
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{
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jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
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jumpstate = JumpState_None;
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vec.z() = 0.0f;
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inJump = false;
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@ -2018,15 +2010,9 @@ void CharacterController::update(float duration)
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else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
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{
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if(rot.z() > 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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mAnimation->disable(mCurrentJump);
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}
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else if(rot.z() < 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
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mAnimation->disable(mCurrentJump);
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}
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}
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}
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