Reset animation state after weapon unequipping

remotes/1728160796594174844/tmp_0.7.0-alpha
Andrei Kortunov 7 years ago
parent 9e6cba09a6
commit c07cc0dc40

@ -1221,11 +1221,11 @@ bool CharacterController::updateWeaponState()
bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell &&
mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell;
if(weaptype != mWeaponType && !isKnockedOut() &&
!isKnockedDown() && !isRecovery())
if(!isKnockedOut() && !isKnockedDown() && !isRecovery())
{
std::string weapgroup;
if ((!isWerewolf || mWeaponType != WeapType_Spell)
&& weaptype != mWeaponType
&& mUpperBodyState != UpperCharState_UnEquipingWeap
&& !isStillWeapon)
{
@ -1250,49 +1250,60 @@ bool CharacterController::updateWeaponState()
float complete;
bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if (!animPlaying || complete >= 1.0f)
{
forcestateupdate = true;
mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
// Weapon is changed, no current animation (e.g. unequipping or attack).
// Start equipping animation now.
if (weaptype != mWeaponType)
{
forcestateupdate = true;
mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
getWeaponGroup(weaptype, weapgroup);
mAnimation->setWeaponGroup(weapgroup);
getWeaponGroup(weaptype, weapgroup);
mAnimation->setWeaponGroup(weapgroup);
if (!isStillWeapon)
{
if (weaptype == WeapType_None)
if (!isStillWeapon)
{
// Disable current weapon animation manually
mAnimation->disable(mCurrentWeapon);
if (weaptype != WeapType_None)
{
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
}
}
else
if(isWerewolf)
{
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
if(sound)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
}
}
}
if(isWerewolf)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
if(sound)
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
if(!upSoundId.empty() && !isStillWeapon)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
if(!upSoundId.empty() && !isStillWeapon)
// Make sure that we disabled unequipping animation
if (mUpperBodyState == UpperCharState_UnEquipingWeap)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
mUpperBodyState = UpperCharState_Nothing;
mAnimation->disable(mCurrentWeapon);
mWeaponType = WeapType_None;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
}
}

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