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Merge pull request #2876 from Capostrophic/blending
Reenable weapon animation lower body anim blending in first person view (#5441)
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commit
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@ -19,6 +19,7 @@
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Bug #5424: Creatures do not headtrack player
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Bug #5424: Creatures do not headtrack player
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Bug #5425: Poison effect only appears for one frame
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Bug #5425: Poison effect only appears for one frame
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Bug #5427: GetDistance unknown ID error is misleading
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Bug #5427: GetDistance unknown ID error is misleading
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Bug #5441: Enemies can't push a player character when in critical strike stance
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Feature #5362: Show the soul gems' trapped soul in count dialog
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Feature #5362: Show the soul gems' trapped soul in count dialog
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0.46.0
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0.46.0
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@ -1260,10 +1260,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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}
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}
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}
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}
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// Use blending only with 3d-person movement animations for bipedal actors
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// For biped actors, blend weapon animations with lower body animations with higher priority
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bool firstPersonPlayer = (mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson());
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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if (!firstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
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if (mPtr.getClass().isBipedal(mPtr))
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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bool forcestateupdate = false;
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