Use SpellTurnLeft/TurnRight animation groups

remotes/1728160796594174844/tmp_0.7.0-alpha
Capostrophic 7 years ago
parent b390ce3002
commit 5cb9dc9d12

@ -422,7 +422,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
movementAnimName = movestate->groupname;
if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos)
{
movementAnimName += weap->shortgroup;
if (mWeaponType == WeapType_Spell && (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)) // Spellcasting stance turning is a special case
movementAnimName = weap->shortgroup + movementAnimName;
else
movementAnimName += weap->shortgroup;
if(!mAnimation->hasAnimation(movementAnimName))
{
movemask = MWRender::Animation::BlendMask_LowerBody;

Loading…
Cancel
Save