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Improve pitch factor handling for crossbow animations (bug #4672)
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@ -134,6 +134,7 @@
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Bug #4653: Length of non-ASCII strings is handled incorrectly in ESM reader
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Bug #4653: Length of non-ASCII strings is handled incorrectly in ESM reader
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Bug #4654: Editor: UpdateVisitor does not initialize skeletons for animated objects
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Bug #4654: Editor: UpdateVisitor does not initialize skeletons for animated objects
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Bug #4668: Editor: Light source color is displayed as an integer
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Bug #4668: Editor: Light source color is displayed as an integer
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Bug #4672: Pitch factor is handled incorrectly for crossbow animations
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Feature #912: Editor: Add missing icons to UniversalId tables
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Feature #912: Editor: Add missing icons to UniversalId tables
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Feature #1221: Editor: Creature/NPC rendering
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Feature #1221: Editor: Creature/NPC rendering
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Feature #1617: Editor: Enchantment effect record verifier
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Feature #1617: Editor: Enchantment effect record verifier
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@ -1666,7 +1666,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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}
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}
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mAnimation->setPitchFactor(0.f);
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mAnimation->setPitchFactor(0.f);
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if (mWeaponType == WeapType_BowAndArrow || mWeaponType == WeapType_Thrown)
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if (mWeaponType == WeapType_BowAndArrow ||
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mWeaponType == WeapType_Thrown ||
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mWeaponType == WeapType_Crossbow)
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{
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{
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switch (mUpperBodyState)
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switch (mUpperBodyState)
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{
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{
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@ -1680,29 +1682,14 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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break;
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break;
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case UpperCharState_FollowStartToFollowStop:
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case UpperCharState_FollowStartToFollowStop:
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if (animPlaying)
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if (animPlaying)
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mAnimation->setPitchFactor(1.f-complete);
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{
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break;
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// technically we do not need a pitch for crossbow reload animation,
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default:
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// but we should avoid abrupt repositioning
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break;
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if (mWeaponType == WeapType_Crossbow)
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}
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mAnimation->setPitchFactor(std::max(0.f, 1.f-complete*10.f));
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}
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else
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else if (mWeaponType == WeapType_Crossbow)
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mAnimation->setPitchFactor(1.f-complete);
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{
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}
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switch (mUpperBodyState)
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{
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case UpperCharState_EquipingWeap:
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mAnimation->setPitchFactor(complete);
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break;
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case UpperCharState_UnEquipingWeap:
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mAnimation->setPitchFactor(1.f-complete);
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break;
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case UpperCharState_WeapEquiped:
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case UpperCharState_StartToMinAttack:
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case UpperCharState_MinAttackToMaxAttack:
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case UpperCharState_MaxAttackToMinHit:
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case UpperCharState_MinHitToHit:
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case UpperCharState_FollowStartToFollowStop:
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mAnimation->setPitchFactor(1.f);
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break;
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break;
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default:
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default:
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break;
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break;
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