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Implement SwimKnockdown/out animations
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6260bb1366
commit
3eb1308c0d
@ -245,21 +245,40 @@ void CharacterController::refreshHitRecoilAnims()
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bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
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bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
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bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
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bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
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if(mHitState == CharState_None)
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{
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if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
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|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
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&& mAnimation->hasAnimation("knockout"))
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{
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mHitState = CharState_KnockOut;
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mCurrentHit = "knockout";
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if (isSwimming && mAnimation->hasAnimation("swimknockout"))
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{
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mHitState = CharState_SwimKnockOut;
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mCurrentHit = "swimknockout";
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}
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else
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{
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mHitState = CharState_KnockOut;
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mCurrentHit = "knockout";
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}
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul);
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
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}
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else if(knockdown && mAnimation->hasAnimation("knockdown"))
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{
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mHitState = CharState_KnockDown;
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mCurrentHit = "knockdown";
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if (isSwimming && mAnimation->hasAnimation("swimknockdown"))
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{
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mHitState = CharState_SwimKnockDown;
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mCurrentHit = "swimknockdown";
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}
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else
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{
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mHitState = CharState_KnockDown;
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mCurrentHit = "knockdown";
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}
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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else if (recovery)
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@ -282,7 +301,7 @@ void CharacterController::refreshHitRecoilAnims()
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}
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// Cancel upper body animations
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if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut)
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if (isKnockedOut() || isKnockedDown())
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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{
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@ -307,9 +326,9 @@ void CharacterController::refreshHitRecoilAnims()
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mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
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mHitState = CharState_None;
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}
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else if (mHitState == CharState_KnockOut && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
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else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
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{
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mHitState = CharState_KnockDown;
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mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
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mAnimation->disable(mCurrentHit);
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "loop stop", "stop", 0.0f, 0);
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}
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@ -680,16 +699,15 @@ void CharacterController::playRandomDeath(float startpoint)
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MWBase::Environment::get().getWorld()->useDeathCamera();
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}
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bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
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if(isSwimming && mAnimation->hasAnimation("swimdeathknockdown") && mHitState == CharState_KnockDown)
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if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown"))
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{
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mDeathState = CharState_SwimDeathKnockDown;
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}
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else if(isSwimming && mAnimation->hasAnimation("swimdeathknockout") && mHitState == CharState_KnockOut)
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else if(mHitState == CharState_SwimKnockOut && mAnimation->hasAnimation("swimdeathknockout"))
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{
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mDeathState = CharState_SwimDeathKnockOut;
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}
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else if(isSwimming && mAnimation->hasAnimation("swimdeath"))
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else if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath"))
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{
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mDeathState = CharState_SwimDeath;
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}
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@ -1138,8 +1156,8 @@ bool CharacterController::updateWeaponState()
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bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell &&
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mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell;
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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&& mHitState != CharState_Hit)
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if(weaptype != mWeaponType && !isKnockedOut() &&
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!isKnockedDown() && mHitState != CharState_Hit)
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{
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forcestateupdate = true;
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@ -1372,13 +1390,13 @@ bool CharacterController::updateWeaponState()
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}
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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mAttackStrength = complete;
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}
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else
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{
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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{
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float attackStrength = complete;
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if (!mPtr.getClass().isNpc())
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@ -1416,7 +1434,7 @@ bool CharacterController::updateWeaponState()
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complete = 0.f;
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mUpperBodyState = UpperCharState_MaxAttackToMinHit;
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}
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else if (mHitState == CharState_KnockDown)
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else if (isKnockedDown())
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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mUpperBodyState = UpperCharState_WeapEquiped;
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@ -1900,7 +1918,7 @@ void CharacterController::update(float duration)
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if (!mSkipAnim)
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{
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if(mHitState != CharState_KnockDown && mHitState != CharState_KnockOut)
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if(!isKnockedDown() && !isKnockedOut())
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{
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if (rot != osg::Vec3f())
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world->rotateObject(mPtr, rot.x(), rot.y(), rot.z(), true);
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@ -2237,9 +2255,16 @@ bool CharacterController::isReadyToBlock() const
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return updateCarriedLeftVisible(mWeaponType);
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}
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bool CharacterController::isKnockedDown() const
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{
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return mHitState == CharState_KnockDown ||
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mHitState == CharState_SwimKnockDown;
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}
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bool CharacterController::isKnockedOut() const
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{
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return mHitState == CharState_KnockOut;
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return mHitState == CharState_KnockOut ||
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mHitState == CharState_SwimKnockOut;
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}
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bool CharacterController::isAttackingOrSpell() const
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@ -105,6 +105,8 @@ enum CharacterState {
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CharState_Hit,
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CharState_KnockDown,
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CharState_KnockOut,
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CharState_SwimKnockDown,
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CharState_SwimKnockOut,
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CharState_Block
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};
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@ -267,6 +269,7 @@ public:
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bool isAttackPrepairing() const;
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bool isReadyToBlock() const;
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bool isKnockedDown() const;
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bool isKnockedOut() const;
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bool isSneaking() const;
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bool isRunning() const;
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