From 742d008765f1ba2aa0b9ad94ccd7cf29d82fbca5 Mon Sep 17 00:00:00 2001 From: scrawl Date: Thu, 3 Jul 2014 20:28:52 +0200 Subject: [PATCH] Fix initializing CharacterController with fists or spell equipped --- apps/openmw/mwmechanics/character.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 2f33c05916..d4ddf53cd0 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -574,10 +574,14 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim if (cls.hasInventoryStore(mPtr)) { getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType); + if (mWeaponType != WeapType_None) + { + mUpperBodyState = UpperCharState_WeapEquiped; + getWeaponGroup(mWeaponType, mCurrentWeapon); + } + if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand) { - getWeaponGroup(mWeaponType, mCurrentWeapon); - mUpperBodyState = UpperCharState_WeapEquiped; mAnimation->showWeapons(true); mAnimation->setWeaponGroup(mCurrentWeapon); }