From 95cd47335299c59b2109b65a7ccded07491af0c1 Mon Sep 17 00:00:00 2001 From: Capostrophic Date: Tue, 26 May 2020 17:01:45 +0300 Subject: [PATCH] Reenable weapon animation lower body animation blending in FPV (#5441) Disabling it is a non-vanilla behavior that breaks things that aren't broken in vanilla --- CHANGELOG.md | 1 + apps/openmw/mwmechanics/character.cpp | 5 ++--- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 285301a1d8..d153e92025 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -18,6 +18,7 @@ Bug #5416: Junk non-node records before the root node are not handled gracefully Bug #5424: Creatures do not headtrack player Bug #5427: GetDistance unknown ID error is misleading + Bug #5441: Enemies can't push a player character when in critical strike stance Feature #5362: Show the soul gems' trapped soul in count dialog 0.46.0 diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index ac8d417f35..0a332a10c3 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1260,10 +1260,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle) } } - // Use blending only with 3d-person movement animations for bipedal actors - bool firstPersonPlayer = (mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()); + // For biped actors, blend weapon animations with lower body animations with higher priority MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon); - if (!firstPersonPlayer && mPtr.getClass().isBipedal(mPtr)) + if (mPtr.getClass().isBipedal(mPtr)) priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody; bool forcestateupdate = false;