forked from mirror/openmw-tes3mp
Merged pull request #1803
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commit
fa96154edd
2 changed files with 6 additions and 2 deletions
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@ -61,7 +61,8 @@
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Bug #4489: Goodbye doesn't block dialogue hyperlinks
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Bug #4489: Goodbye doesn't block dialogue hyperlinks
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Bug #4490: PositionCell on player gives "Error: tried to add local script twice"
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Bug #4490: PositionCell on player gives "Error: tried to add local script twice"
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Bug #4491: Training cap based off Base Skill instead of Modified Skill
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Bug #4491: Training cap based off Base Skill instead of Modified Skill
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Bug #4495: Crossbow animations blending is buggy
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Bug #4495: Crossbow animations blending is buggy
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Bug #4496: SpellTurnLeft and SpellTurnRight animation groups are unused
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Bug #3249: Fixed revert function not updating views properly
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Bug #3249: Fixed revert function not updating views properly
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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@ -422,7 +422,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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movementAnimName = movestate->groupname;
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movementAnimName = movestate->groupname;
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if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos)
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if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos)
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{
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{
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movementAnimName += weap->shortgroup;
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if (mWeaponType == WeapType_Spell && (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)) // Spellcasting stance turning is a special case
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movementAnimName = weap->shortgroup + movementAnimName;
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else
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movementAnimName += weap->shortgroup;
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if(!mAnimation->hasAnimation(movementAnimName))
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if(!mAnimation->hasAnimation(movementAnimName))
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{
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{
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movemask = MWRender::Animation::BlendMask_LowerBody;
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movemask = MWRender::Animation::BlendMask_LowerBody;
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