additional animation refactor

new-script-api
Miloslav Číž 7 years ago
parent ff1265c0e7
commit 430d01a39a

@ -372,29 +372,28 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
}
}
if(mJumpState == JumpState_InAir)
if (!mCurrentJump.empty())
{
mAnimation->disable(mCurrentJump);
mCurrentJump = jumpAnimName;
if (mAnimation->hasAnimation("jump"))
mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
mCurrentJump.clear();
}
if(mJumpState == JumpState_InAir)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
mCurrentJump = jumpAnimName;
}
}
else if (mJumpState == JumpState_Landing)
{
if (startAtLoop)
mAnimation->disable(mCurrentJump);
if (mAnimation->hasAnimation("jump"))
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
else // JumpState_None
{
if (mCurrentJump.length() > 0)
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
mCurrentJump = jumpAnimName;
}
}
}

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