forked from mirror/openmw-tes3mp
Ignore movement from scripted animations (bug #4475)
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3 changed files with 6 additions and 1 deletions
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@ -50,6 +50,7 @@
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Bug #4469: Abot Silt Striders – Model turn 90 degrees on horizontal
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Bug #4471: Retrieve SDL window settings instead of using magic numbers
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Bug #4474: No fallback when getVampireHead fails
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Bug #4475: Scripted animations should not cause movement
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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Feature #4222: 360° screenshots
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Feature #4256: Implement ToggleBorders (TB) console command
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@ -2141,7 +2141,7 @@ void CharacterController::unpersistAnimationState()
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bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(anim.mGroup,
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Priority_Default, MWRender::Animation::BlendMask_All, false, 1.0f,
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Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f,
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"start", "stop", complete, anim.mLoopCount, loopfallback);
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}
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}
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@ -1190,6 +1190,10 @@ namespace MWRender
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mHeadController->setRotate(osg::Quat(mHeadPitchRadians, osg::Vec3f(1,0,0)) * osg::Quat(mHeadYawRadians, osg::Vec3f(0,0,1)));
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}
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// Scripted animations should not cause movement
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if (hasScriptedAnims)
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return osg::Vec3f(0, 0, 0);
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return movement;
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}
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