diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index fdf09d2f85..87a7875f5d 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -425,10 +425,10 @@ bool CharacterController::updateNpcState(bool onground, bool inwater, bool isrun { forcestateupdate = true; - // Shields shouldn't be visible during spellcasting + // Shields/torches shouldn't be visible during spellcasting or hand-to-hand // There seems to be no text keys for this purpose, except maybe for "[un]equip start/stop", // but they are also present in weapon drawing animation. - mAnimation->showShield(weaptype != WeapType_Spell); + mAnimation->showCarriedLeft(weaptype != WeapType_Spell && weaptype != WeapType_HandToHand); std::string weapgroup; if(weaptype == WeapType_None) @@ -719,7 +719,8 @@ bool CharacterController::updateNpcState(bool onground, bool inwater, bool isrun MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); - if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()) + if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name() + && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand) { if(!mAnimation->isPlaying("torch")) mAnimation->play("torch", Priority_Torch, diff --git a/apps/openmw/mwrender/animation.hpp b/apps/openmw/mwrender/animation.hpp index 67d8baa3f9..72d1c100ef 100644 --- a/apps/openmw/mwrender/animation.hpp +++ b/apps/openmw/mwrender/animation.hpp @@ -279,7 +279,7 @@ public: virtual Ogre::Vector3 runAnimation(float duration); virtual void showWeapons(bool showWeapon); - virtual void showShield(bool show) {} + virtual void showCarriedLeft(bool show) {} void enableLights(bool enable); diff --git a/apps/openmw/mwrender/npcanimation.cpp b/apps/openmw/mwrender/npcanimation.cpp index 8d2f1c7da0..ddbdde83a6 100644 --- a/apps/openmw/mwrender/npcanimation.cpp +++ b/apps/openmw/mwrender/npcanimation.cpp @@ -117,7 +117,7 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int v mListenerDisabled(disableListener), mViewMode(viewMode), mShowWeapons(false), - mShowShield(true), + mShowCarriedLeft(true), mFirstPersonOffset(0.f, 0.f, 0.f), mAlpha(1.f) { @@ -319,7 +319,7 @@ void NpcAnimation::updateParts() } showWeapons(mShowWeapons); - showShield(mShowShield); + showCarriedLeft(mShowCarriedLeft); // Remember body parts so we only have to search through the store once for each race/gender/viewmode combination static std::map< std::pair,std::vector > sRaceMapping; @@ -654,32 +654,24 @@ void NpcAnimation::showWeapons(bool showWeapon) mAlpha = 1.f; } -void NpcAnimation::showShield(bool show) +void NpcAnimation::showCarriedLeft(bool show) { - mShowShield = show; + mShowCarriedLeft = show; MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr); - MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); + MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); - if (shield != inv.end() && shield->getTypeName() == typeid(ESM::Light).name()) + if(show && iter != inv.end()) { - // ... Except for lights, which are still shown during spellcasting since they - // have their own (one-handed) casting animations - show = true; - } - if(show && shield != inv.end()) - { - Ogre::Vector3 glowColor = getEnchantmentColor(*shield); - std::string mesh = MWWorld::Class::get(*shield).getModel(*shield); + Ogre::Vector3 glowColor = getEnchantmentColor(*iter); + std::string mesh = MWWorld::Class::get(*iter).getModel(*iter); addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1, - mesh, !shield->getClass().getEnchantment(*shield).empty(), &glowColor); + mesh, !iter->getClass().getEnchantment(*iter).empty(), &glowColor); - if (shield->getTypeName() == typeid(ESM::Light).name()) - addExtraLight(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], shield->get()->mBase); + if (iter->getTypeName() == typeid(ESM::Light).name()) + addExtraLight(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], iter->get()->mBase); } else - { removeIndividualPart(ESM::PRT_Shield); - } } void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound) diff --git a/apps/openmw/mwrender/npcanimation.hpp b/apps/openmw/mwrender/npcanimation.hpp index b6ed3f8575..28bb81dddf 100644 --- a/apps/openmw/mwrender/npcanimation.hpp +++ b/apps/openmw/mwrender/npcanimation.hpp @@ -53,7 +53,7 @@ private: std::string mHairModel; ViewMode mViewMode; bool mShowWeapons; - bool mShowShield; + bool mShowCarriedLeft; int mVisibilityFlags; @@ -100,7 +100,7 @@ public: virtual Ogre::Vector3 runAnimation(float timepassed); virtual void showWeapons(bool showWeapon); - virtual void showShield(bool showShield); + virtual void showCarriedLeft(bool showa); void setViewMode(ViewMode viewMode);