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@ -2386,7 +2386,8 @@ namespace MWMechanics
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}
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}
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osg::Vec3f movementFromAnimation = mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration);
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osg::Vec3f movementFromAnimation
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= mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration);
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if (mPtr.getClass().isActor() && isMovementAnimationControlled() && !isScriptedAnimPlaying())
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{
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@ -2401,12 +2402,14 @@ namespace MWMechanics
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if (speed > 0.f && movementFromAnimation != osg::Vec3f()
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&& !(isPlayer && Settings::game().mPlayerMovementIgnoresAnimation))
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{
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// Ensure we're moving in the right general direction. In vanilla, all horizontal movement is taken from animations,
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// even when moving diagonally (which doesn't have a corresponding animation). So to acheive diagonal movement,
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// we have to rotate the movement taken from the animation to the intended direction.
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//
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// Note that while a complete movement animation cycle will have a well defined direction, no individual frame will, and
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// therefore we have to determine the direction based on the currently playing cycle instead.
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// Ensure we're moving in the right general direction. In vanilla, all horizontal movement is taken from
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// animations, even when moving diagonally (which doesn't have a corresponding animation). So to acheive
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// diagonal movement, we have to rotate the movement taken from the animation to the intended
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// direction.
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//
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// Note that while a complete movement animation cycle will have a well defined direction, no individual
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// frame will, and therefore we have to determine the direction based on the currently playing cycle
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// instead.
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float animMovementAngle = getAnimationMovementDirection();
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float targetMovementAngle = std::atan2(-movement.x(), movement.y());
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float diff = targetMovementAngle - animMovementAngle;
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@ -2938,7 +2941,6 @@ namespace MWMechanics
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case CharState_SwimRunBack:
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case CharState_WalkBack:
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return mAnimation->getLegsYawRadians() - osg::PIf;
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}
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return 0.0f;
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}
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