mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-02-05 15:40:10 +00:00
Merge pull request #1776 from akortunov/crossbowfix
Apply weapon reload animations only for upper body
This commit is contained in:
commit
b390ce3002
@ -11,6 +11,7 @@
|
||||
Bug #2852: No murder bounty when a player follower commits murder
|
||||
Bug #2862: [macOS] Can't quit launcher using Command-Q or OpenMW->Quit
|
||||
Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
|
||||
Bug #3249: Fixed revert function not updating views properly
|
||||
Bug #3374: Touch spells not hitting kwama foragers
|
||||
Bug #3486: [Mod] NPC Commands does not work
|
||||
Bug #3591: Angled hit distance too low
|
||||
@ -60,6 +61,7 @@
|
||||
Bug #4489: Goodbye doesn't block dialogue hyperlinks
|
||||
Bug #4490: PositionCell on player gives "Error: tried to add local script twice"
|
||||
Bug #4491: Training cap based off Base Skill instead of Modified Skill
|
||||
Bug #4495: Crossbow animations blending is buggy
|
||||
Bug #3249: Fixed revert function not updating views properly
|
||||
Feature #2606: Editor: Implemented (optional) case sensitive global search
|
||||
Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
|
||||
|
@ -370,6 +370,10 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
|
||||
{
|
||||
jumpmask = MWRender::Animation::BlendMask_LowerBody;
|
||||
jumpAnimName = "jump";
|
||||
|
||||
// For crossbow animations use 1h ones as fallback
|
||||
if (mWeaponType == WeapType_Crossbow)
|
||||
jumpAnimName += "1h";
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -423,6 +427,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
|
||||
{
|
||||
movemask = MWRender::Animation::BlendMask_LowerBody;
|
||||
movementAnimName = movestate->groupname;
|
||||
|
||||
// For crossbow animations use 1h ones as fallback
|
||||
if (mWeaponType == WeapType_Crossbow)
|
||||
movementAnimName += "1h";
|
||||
}
|
||||
}
|
||||
|
||||
@ -1627,16 +1635,18 @@ bool CharacterController::updateWeaponState()
|
||||
break;
|
||||
}
|
||||
|
||||
// Note: apply reload animations only for upper body since blending with movement animations can give weird result.
|
||||
// Especially noticable with crossbow reload animation.
|
||||
if(!start.empty())
|
||||
{
|
||||
mAnimation->disable(mCurrentWeapon);
|
||||
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
|
||||
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
||||
MWRender::Animation::BlendMask_All, true,
|
||||
MWRender::Animation::BlendMask_UpperBody, true,
|
||||
weapSpeed, start, stop, 0.0f, 0);
|
||||
else
|
||||
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
||||
MWRender::Animation::BlendMask_All, false,
|
||||
MWRender::Animation::BlendMask_UpperBody, false,
|
||||
weapSpeed, start, stop, 0.0f, 0);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user