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Merge branch 'stagger' into 'master'
Cancel stagger after weapon release animations (bug #6869) Closes #6869 See merge request OpenMW/openmw!2192
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commit
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@ -133,6 +133,7 @@
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Bug #6794: Light sources are attached to mesh bounds centers instead of mesh origins when AttachLight NiNode is missing
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Bug #6794: Light sources are attached to mesh bounds centers instead of mesh origins when AttachLight NiNode is missing
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Bug #6799: Game crashes if an NPC has no Class attached
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Bug #6799: Game crashes if an NPC has no Class attached
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Bug #6849: ImageButton texture is not scaled properly
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Bug #6849: ImageButton texture is not scaled properly
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Bug #6869: Hits queue stagger during swing animation
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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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@ -1663,6 +1663,11 @@ bool CharacterController::updateState(CharacterState idle)
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if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow)
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if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow)
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mAnimation->attachArrow();
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mAnimation->attachArrow();
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// Cancel stagger animation at the end of an attack to avoid abrupt transitions
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// in favor of a different abrupt transition, like Morrowind
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if (mUpperBodyState != UpperCharState_EquipingWeap && isRecovery())
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mAnimation->disable(mCurrentHit);
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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}
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
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