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@ -448,17 +448,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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}
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}
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MWRender::Animation::AnimPriority priorityMovement (Priority_Movement);
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if ((movement == CharState_TurnLeft || movement == CharState_TurnRight)
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&& mPtr == MWBase::Environment::get().getWorld()->getPlayerPtr()
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&& MWBase::Environment::get().getWorld()->isFirstPerson())
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{
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priorityMovement.mPriority[MWRender::Animation::BoneGroup_Torso] = 0;
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priorityMovement.mPriority[MWRender::Animation::BoneGroup_LeftArm] = 0;
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priorityMovement.mPriority[MWRender::Animation::BoneGroup_RightArm] = 0;
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}
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mAnimation->play(mCurrentMovement, priorityMovement, movemask, false,
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mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
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1.f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
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}
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}
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@ -1741,10 +1731,7 @@ void CharacterController::update(float duration)
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: (sneak ? CharState_SneakBack
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: (isrunning ? CharState_RunBack : CharState_WalkBack)));
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}
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// Don't play turning animations during attack. It would break positioning of the arrow bone when releasing a shot.
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// Actually, in vanilla the turning animation is not even played when merely having equipped the weapon,
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// but I don't think we need to go as far as that.
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else if(rot.z() != 0.0f && !inwater && !sneak && mUpperBodyState < UpperCharState_StartToMinAttack)
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else if(rot.z() != 0.0f && !inwater && !sneak && !MWBase::Environment::get().getWorld()->isFirstPerson())
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{
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if(rot.z() > 0.0f)
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movestate = CharState_TurnRight;
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