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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-29 22:20:33 +00:00

Derive the value of MovementAnimationControlled instead of storing it.

This commit is contained in:
Mads Buvik Sandvei 2023-10-11 11:50:06 +02:00
parent 7c28066268
commit 45a2b8042d
2 changed files with 18 additions and 12 deletions

View File

@ -353,6 +353,7 @@ namespace MWMechanics
{
clearStateAnimation(mCurrentMovement);
mMovementState = CharState_None;
mMovementAnimationHasMovement = false;
}
void CharacterController::resetCurrentIdleState()
@ -705,7 +706,7 @@ namespace MWMechanics
if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement)
mAnimation->getInfo(mCurrentMovement, &startpoint);
mMovementAnimationControlled = true;
mMovementAnimationHasMovement = true;
clearStateAnimation(mCurrentMovement);
mCurrentMovement = movementAnimName;
@ -743,7 +744,7 @@ namespace MWMechanics
bool sneaking = mMovementState == CharState_SneakForward || mMovementState == CharState_SneakBack
|| mMovementState == CharState_SneakLeft || mMovementState == CharState_SneakRight;
mMovementAnimSpeed = (sneaking ? 33.5452f : (isRunning() ? 222.857f : 154.064f));
mMovementAnimationControlled = false;
mMovementAnimationHasMovement = false;
}
}
@ -821,9 +822,6 @@ namespace MWMechanics
mCurrentIdle = idleGroup;
mAnimation->play(mCurrentIdle, priority, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop",
startPoint, numLoops, true);
// May still be false after recent turn or jump animations
mMovementAnimationControlled = true;
}
void CharacterController::refreshCurrentAnims(
@ -855,7 +853,6 @@ namespace MWMechanics
resetCurrentHitState();
resetCurrentIdleState();
resetCurrentJumpState();
mMovementAnimationControlled = true;
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::BlendMask_All, false, 1.0f, "start",
"stop", startpoint, 0);
@ -2312,9 +2309,6 @@ namespace MWMechanics
updateIdleStormState(inwater);
}
if (mInJump)
mMovementAnimationControlled = false;
if (isTurning())
{
// Adjust animation speed from 1.0 to 1.5 multiplier
@ -2350,7 +2344,7 @@ namespace MWMechanics
}
}
if (!mMovementAnimationControlled)
if (!isMovementAnimationControlled())
world->queueMovement(mPtr, vec);
}
@ -2419,7 +2413,7 @@ namespace MWMechanics
}
// Update movement
if (mMovementAnimationControlled && mPtr.getClass().isActor())
if (isMovementAnimationControlled() && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
mSkipAnim = false;
@ -2580,6 +2574,17 @@ namespace MWMechanics
return mAnimation->isPlaying(groupName);
}
bool CharacterController::isMovementAnimationControlled() const
{
bool movementAnimationControlled = true;
movementAnimationControlled = mIdleState != CharState_None;
if (mMovementState != CharState_None)
movementAnimationControlled = mMovementAnimationHasMovement;
if (mInJump)
movementAnimationControlled = false;
return movementAnimationControlled;
}
void CharacterController::clearAnimQueue(bool clearPersistAnims)
{
// Do not interrupt scripted animations, if we want to keep them

View File

@ -147,7 +147,7 @@ namespace MWMechanics
std::string mCurrentMovement;
float mMovementAnimSpeed{ 0.f };
bool mAdjustMovementAnimSpeed{ false };
bool mMovementAnimationControlled{ true };
bool mMovementAnimationHasMovement{ false };
CharacterState mDeathState{ CharState_None };
std::string mCurrentDeath;
@ -272,6 +272,7 @@ namespace MWMechanics
bool playGroup(std::string_view groupname, int mode, int count, bool persist = false);
void skipAnim();
bool isAnimPlaying(std::string_view groupName) const;
bool isMovementAnimationControlled() const;
enum KillResult
{