forked from mirror/openmw-tes3mp
Choose a random death animation for actors that start the game as dead (Fixes #3397)
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b0180cb6b4
commit
3749821809
6 changed files with 26 additions and 15 deletions
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@ -629,6 +629,13 @@ void CharacterController::playDeath(float startpoint, CharacterState death)
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false, 1.0f, "start", "stop", startpoint, 0);
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}
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CharacterState CharacterController::chooseRandomDeathState()
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{
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int selected=0;
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chooseRandomGroup("death", &selected);
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return static_cast<CharacterState>(CharState_Death1 + (selected-1));
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}
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void CharacterController::playRandomDeath(float startpoint)
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{
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if (mPtr == getPlayer())
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@ -652,9 +659,7 @@ void CharacterController::playRandomDeath(float startpoint)
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}
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else
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{
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int selected=0;
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chooseRandomGroup("death", &selected);
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mDeathState = static_cast<CharacterState>(CharState_Death1 + (selected-1));
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mDeathState = chooseRandomDeathState();
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}
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playDeath(startpoint, mDeathState);
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}
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@ -716,7 +721,12 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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{
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// Set the death state, but don't play it yet
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// We will play it in the first frame, but only if no script set the skipAnim flag
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mDeathState = static_cast<CharacterState>(CharState_Death1 + mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation());
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signed char deathanim = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
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if (deathanim == -1)
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mDeathState = chooseRandomDeathState();
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else
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mDeathState = static_cast<CharacterState>(CharState_Death1 + deathanim);
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mFloatToSurface = false;
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}
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}
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@ -207,6 +207,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void updateMagicEffects();
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void playDeath(float startpoint, CharacterState death);
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CharacterState chooseRandomDeathState();
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void playRandomDeath(float startpoint = 0.0f);
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/// choose a random animation group with \a prefix and numeric suffix
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@ -22,7 +22,7 @@ namespace MWMechanics
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mKnockdown(false), mKnockdownOneFrame(false), mKnockdownOverOneFrame(false),
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mHitRecovery(false), mBlock(false), mMovementFlags(0),
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mFallHeight(0), mRecalcMagicka(false), mLastRestock(0,0), mGoldPool(0), mActorId(-1),
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mDeathAnimation(0), mTimeOfDeath(), mLevel (0)
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mDeathAnimation(-1), mTimeOfDeath(), mLevel (0)
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{
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for (int i=0; i<4; ++i)
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mAiSettings[i] = 0;
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@ -617,12 +617,12 @@ namespace MWMechanics
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esm.getHNT(sActorId, "COUN");
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}
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unsigned char CreatureStats::getDeathAnimation() const
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signed char CreatureStats::getDeathAnimation() const
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{
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return mDeathAnimation;
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}
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void CreatureStats::setDeathAnimation(unsigned char index)
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void CreatureStats::setDeathAnimation(signed char index)
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{
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mDeathAnimation = index;
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}
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@ -62,8 +62,8 @@ namespace MWMechanics
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int mActorId;
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// The index of the death animation that was played
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unsigned char mDeathAnimation;
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// The index of the death animation that was played, or -1 if none played
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signed char mDeathAnimation;
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MWWorld::TimeStamp mTimeOfDeath;
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@ -258,8 +258,8 @@ namespace MWMechanics
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void setGoldPool(int pool);
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int getGoldPool() const;
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unsigned char getDeathAnimation() const;
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void setDeathAnimation(unsigned char index);
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signed char getDeathAnimation() const; // -1 means not decided
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void setDeathAnimation(signed char index);
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MWWorld::TimeStamp getTimeOfDeath() const;
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@ -84,7 +84,7 @@ void ESM::CreatureStats::load (ESMReader &esm)
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mActorId = -1;
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esm.getHNOT (mActorId, "ACID");
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mDeathAnimation = 0;
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mDeathAnimation = -1;
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esm.getHNOT (mDeathAnimation, "DANM");
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mTimeOfDeath.mDay = 0;
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@ -194,7 +194,7 @@ void ESM::CreatureStats::save (ESMWriter &esm) const
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if (mActorId != -1)
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esm.writeHNT ("ACID", mActorId);
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if (mDeathAnimation)
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if (mDeathAnimation != -1)
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esm.writeHNT ("DANM", mDeathAnimation);
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if (mTimeOfDeath.mHour != 0 && mTimeOfDeath.mDay != 0)
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@ -247,6 +247,6 @@ void ESM::CreatureStats::blank()
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mFallHeight = 0.f;
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mRecalcDynamicStats = false;
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mDrawState = 0;
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mDeathAnimation = 0;
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mDeathAnimation = -1;
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mLevel = 1;
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}
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@ -56,7 +56,7 @@ namespace ESM
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std::string mLastHitAttemptObject;
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bool mRecalcDynamicStats;
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int mDrawState;
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unsigned char mDeathAnimation;
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signed char mDeathAnimation;
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ESM::TimeStamp mTimeOfDeath;
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int mLevel;
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