Cancel upper body animations when knocked down

deque
scrawl 11 years ago
parent 5349699172
commit 8455ed6279

@ -221,6 +221,21 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
mCurrentHit = "shield";
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "block start", "block stop", 0.0f, 0);
}
// Cancel upper body animations
if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut)
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
}
}
}
else if(!mAnimation->isPlaying(mCurrentHit))
{

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