forked from mirror/openmw-tes3mp
Jittering gone + bugfix: chop animation works!
TODO: fix this unequip stuff
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parent
f7f23ac5d8
commit
f6e3445414
1 changed files with 41 additions and 26 deletions
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@ -477,16 +477,18 @@ void CharacterController::update(float duration, Movement &movement)
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{
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{
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if(mUpperBodyState == UpperCharState_WeapEquiped)
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if(mUpperBodyState == UpperCharState_WeapEquiped)
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{
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{
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std::cout << "ATTaquiomg \n";
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std::string weapgroup;
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std::string weapgroup;
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getWeaponGroup(mWeaponType, weapgroup);
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getWeaponGroup(mWeaponType, weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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MWRender::Animation::Group_UpperBody, false,
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"chop start", "chop min attack", 0.0f, 0);
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"chop start", "chop min attack", 0.0f, 0);
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mUpperBodyState = UpperCharState_ChopStartToMinAttack;
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mUpperBodyState = UpperCharState_ChopStartToMinAttack;
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}
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}
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}
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}
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else if(mUpperBodyState == UpperCharState_ChopMinAttackToMaxAttack)
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else if(mUpperBodyState == UpperCharState_ChopMinAttackToMaxAttack)
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{
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{
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std::cout << "OMG \n";
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std::string weapgroup;
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std::string weapgroup;
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getWeaponGroup(mWeaponType, weapgroup);
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getWeaponGroup(mWeaponType, weapgroup);
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std::string start;
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std::string start;
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@ -498,9 +500,15 @@ void CharacterController::update(float duration, Movement &movement)
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std::cout << "BLABLABLA";
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std::cout << "BLABLABLA";
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mAnimation->disable(weapgroup);
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mAnimation->disable(weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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MWRender::Animation::Group_UpperBody, false,
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"chop max attack", "chop min hit", 1-complete, 0);
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"chop max attack", "chop min hit", 1-complete, 0);
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}
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}
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else
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{
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, false,
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"chop max attack", "chop min hit", 0, 0);
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}
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mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
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mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
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}
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}
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@ -510,33 +518,40 @@ void CharacterController::update(float duration, Movement &movement)
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std::string stop;
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std::string stop;
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float complete;
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float complete;
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bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&start,&stop);
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bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&start,&stop);
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std::cout << "update";
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if(animPlaying) std::cout << "playing\n";
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if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
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if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
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if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
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if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
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if(mUpperBodyState == UpperCharState_ChopStartToMinAttack && !animPlaying)
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if(animPlaying)
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{
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{
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mAnimation->play(weapgroup, Priority_Weapon,
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if(mUpperBodyState == UpperCharState_ChopStartToMinAttack && complete == 1)
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MWRender::Animation::Group_UpperBody, true,
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{
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"chop min attack", "chop max attack",0, 0);
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mAnimation->disable(weapgroup);
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std::cout << "changing 1";
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mAnimation->play(weapgroup, Priority_Weapon,
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mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
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MWRender::Animation::Group_UpperBody, false,
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}
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"chop min attack", "chop max attack",0, 0);
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if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && !animPlaying)
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mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
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{
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}
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mAnimation->play(weapgroup, Priority_Weapon,
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else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
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MWRender::Animation::Group_UpperBody, true,
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{
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"chop min hit", "chop hit",0, 0);
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mAnimation->disable(weapgroup);
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mUpperBodyState = UpperCharState_ChopMinHitToHit;
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mAnimation->play(weapgroup, Priority_Weapon,
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}
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MWRender::Animation::Group_UpperBody, false,
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if(mUpperBodyState == UpperCharState_ChopMinHitToHit && !animPlaying)
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"chop min hit", "chop hit",0, 0);
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{
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mUpperBodyState = UpperCharState_ChopMinHitToHit;
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mAnimation->play(weapgroup, Priority_Weapon,
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}
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MWRender::Animation::Group_UpperBody, true,
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else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
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"chop large follow start", "chop large follow stop",0, 0);
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{
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mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
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mAnimation->disable(weapgroup);
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}
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mAnimation->play(weapgroup, Priority_Weapon,
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if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && !animPlaying)
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MWRender::Animation::Group_UpperBody, false,
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{
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"chop large follow start", "chop large follow stop",0, 0);
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
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}
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else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)
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{
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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}
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}
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MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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