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Make enchanted item casting use accurate aiming for 1 frame (bug #6909)
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@ -135,6 +135,7 @@
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Bug #6895: Removing a negative number of items from a script, makes the script terminate with an error
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Bug #6895: Removing a negative number of items from a script, makes the script terminate with an error
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Bug #6898: Accessing the Quick Inventory menu does not work while in menu mode
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Bug #6898: Accessing the Quick Inventory menu does not work while in menu mode
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Bug #6901: Morrowind.exe soul gem usage discrepancy
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Bug #6901: Morrowind.exe soul gem usage discrepancy
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Bug #6909: Using enchanted items has no animation
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Feature #890: OpenMW-CS: Column filtering
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Feature #890: OpenMW-CS: Column filtering
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Feature #1465: "Reset" argument for AI functions
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Feature #1465: "Reset" argument for AI functions
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Feature #2491: Ability to make OpenMW "portable"
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Feature #2491: Ability to make OpenMW "portable"
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@ -1400,6 +1400,7 @@ bool CharacterController::updateState(CharacterState idle)
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// Enchanted items by default do not use casting animations
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// Enchanted items by default do not use casting animations
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world->castSpell(mPtr);
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world->castSpell(mPtr);
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resetIdle = false;
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resetIdle = false;
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mUpperBodyState = UpperCharState_CastingSpell;
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}
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}
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else if(!spellid.empty() && canCast)
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else if(!spellid.empty() && canCast)
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{
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{
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@ -1565,7 +1566,8 @@ bool CharacterController::updateState(CharacterState idle)
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resetCurrentIdleState();
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resetCurrentIdleState();
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}
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}
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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// Spellcasting animation needs to "play" for at least one frame to reset the aiming factor
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete) || mUpperBodyState == UpperCharState_CastingSpell;
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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mAttackStrength = complete;
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mAttackStrength = complete;
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}
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}
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