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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-17 19:20:49 +00:00

Merge branch 'cuphead' into 'master'

Regression fixes for animation-less knockout

See merge request OpenMW/openmw!2588
This commit is contained in:
psi29a 2023-01-07 22:14:27 +00:00
commit 9aab934028

View File

@ -400,6 +400,9 @@ namespace MWMechanics
{
if (!mAnimation->isPlaying(mCurrentHit))
{
if (isKnockedOut() && mCurrentHit.empty() && knockout)
return;
mHitState = CharState_None;
mCurrentHit.clear();
stats.setKnockedDown(false);
@ -450,18 +453,6 @@ namespace MWMechanics
mCurrentHit = chooseRandomGroup(hitStateToAnimGroup(CharState_Hit));
}
if (!mAnimation->hasAnimation(mCurrentHit))
{
// The hit animation is missing. Reset the current hit state and immediately cancel all states as if the
// animation were instantaneous.
mHitState = CharState_None;
mCurrentHit.clear();
stats.setKnockedDown(false);
stats.setHitRecovery(false);
resetCurrentIdleState();
return;
}
// Cancel upper body animations
if (isKnockedOut() || isKnockedDown())
{
@ -479,6 +470,12 @@ namespace MWMechanics
}
}
if (!mAnimation->hasAnimation(mCurrentHit))
{
mCurrentHit.clear();
return;
}
mAnimation->play(
mCurrentHit, priority, MWRender::Animation::BlendMask_All, true, 1, startKey, stopKey, 0.0f, ~0ul);
}
@ -755,7 +752,7 @@ namespace MWMechanics
// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming
// update), the idle animation should be displayed
if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped)
|| mMovementState != CharState_None || mHitState != CharState_None)
|| mMovementState != CharState_None || !mCurrentHit.empty())
&& !mPtr.getClass().isBipedal(mPtr))
{
resetCurrentIdleState();