From 55d32432b935b3410bed782f70c96cd65ffb9405 Mon Sep 17 00:00:00 2001 From: Evil Eye Date: Wed, 4 May 2022 21:15:08 +0200 Subject: [PATCH] Don't mark idle animations as bad when blocking them --- CHANGELOG.md | 1 + apps/openmw/mwmechanics/character.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 8caa2fe0c4..fd762a82ac 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -117,6 +117,7 @@ Bug #6711: Log time differs from real time Bug #6717: Broken script causes interpreter stack corruption Bug #6718: Throwable weapons cause arrow enchantment effect to be applied to the whole body + Bug #6730: LoopGroup stalls animation after playing :Stop frame until another animation is played Feature #890: OpenMW-CS: Column filtering Feature #1465: "Reset" argument for AI functions Feature #2491: Ability to make OpenMW "portable" diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index b2eb316e24..48c7e5125f 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -2457,7 +2457,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int // We should not interrupt persistent animations by non-persistent ones if (isPersistentAnimPlaying() && !persist) - return false; + return true; // If this animation is a looped animation (has a "loop start" key) that is already playing // and has not yet reached the end of the loop, allow it to continue animating with its existing loop count