forked from mirror/openmw-tes3mp
Merge pull request #1792 from Capostrophic/character
Make spellcasting stance transition more smooth (bug #4358)
This commit is contained in:
commit
b36bd75b59
2 changed files with 7 additions and 4 deletions
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@ -31,6 +31,7 @@
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Bug #4293: Faction members are not aware of faction ownerships in barter
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Bug #4293: Faction members are not aware of faction ownerships in barter
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Bug #4307: World cleanup should remove dead bodies only if death animation is finished
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Bug #4307: World cleanup should remove dead bodies only if death animation is finished
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Bug #4327: Missing animations during spell/weapon stance switching
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Bug #4327: Missing animations during spell/weapon stance switching
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Bug #4358: Running animation is interrupted when magic mode is toggled
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Bug #4368: Settings window ok button doesn't have key focus by default
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Bug #4368: Settings window ok button doesn't have key focus by default
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Bug #4393: NPCs walk back to where they were after using ResetActors
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Bug #4393: NPCs walk back to where they were after using ResetActors
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Bug #4416: Handle exception if we try to play non-music file
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Bug #4416: Handle exception if we try to play non-music file
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@ -459,9 +459,11 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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}
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}
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}
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}
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/* If we're playing the same animation, restart from the loop start instead of the
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// If we're playing the same animation, start it from the point it ended
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* beginning. */
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bool sameAnim = (movementAnimName == mCurrentMovement);
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int mode = ((movementAnimName == mCurrentMovement) ? 2 : 1);
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float startPoint = 0.f;
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if (sameAnim)
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mAnimation->getInfo(mCurrentMovement, &startPoint);
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mMovementAnimationControlled = true;
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mMovementAnimationControlled = true;
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@ -510,7 +512,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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}
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}
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mAnimation->play(mCurrentMovement, Priority_Movement, 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, true);
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1.f, (!sameAnim ? "start" : "loop start"), "stop", startPoint, ~0ul, true);
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}
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}
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}
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}
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}
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}
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