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); mAnimation->disable(mCurrentJump);
mCurrentJump = jumpAnimName; mCurrentJump.clear();
if (mAnimation->hasAnimation("jump")) }
mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
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); 1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
mCurrentJump = jumpAnimName;
}
} }
else if (mJumpState == JumpState_Landing) else if (mJumpState == JumpState_Landing)
{ {
if (startAtLoop) if (mAnimation->hasAnimation(jumpAnimName))
mAnimation->disable(mCurrentJump); {
if (mAnimation->hasAnimation("jump"))
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true, mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0); 1.0f, "loop stop", "stop", 0.0f, 0);
} mCurrentJump = jumpAnimName;
else // JumpState_None
{
if (mCurrentJump.length() > 0)
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
} }
} }
} }

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