Make base_anim.nif take priority for biped creatures

Fixes the skeletal minion's WalkForward1h animation.
This commit is contained in:
scrawl 2014-07-28 14:53:53 +02:00
parent c6d3b0b70b
commit 3067082534

View file

@ -27,9 +27,9 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
setObjectRoot(model, false);
setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
addAnimSource(model);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
addAnimSource("meshes\\base_anim.nif");
addAnimSource(model);
}
}
@ -47,9 +47,9 @@ CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr)
setObjectRoot(model, false);
setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
addAnimSource(model);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
addAnimSource("meshes\\base_anim.nif");
addAnimSource(model);
mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);