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Don't add custom anim source if it's a default animation but keep the skeleton
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parent
03c791e61a
commit
ef4e5b45e3
@ -492,15 +492,11 @@ namespace MWRender
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getActorSkeleton(is1stPerson, isFemale, isBeast, isWerewolf), mResourceSystem->getVFS());
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std::string smodel = defaultSkeleton;
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bool isBase = !isWerewolf;
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if (!is1stPerson && !isWerewolf && !mNpc->mModel.empty())
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{
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// TESCS sometimes writes the default animation nif to the animation subrecord. This harmless (as it
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// will match the NPC's race) until the NPC's race is changed. If the player record contains a default
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// non-beast race animation and the player selects a beast race in chargen, animations aren't applied
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// properly. Morrowind.exe appears to handle an NPC using any of the base animations as not having custom
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// animations.
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std::string model = Misc::ResourceHelpers::correctMeshPath(mNpc->mModel);
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if (!isDefaultActorSkeleton(model))
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isBase = isDefaultActorSkeleton(model);
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smodel = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS());
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}
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@ -511,12 +507,13 @@ namespace MWRender
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if (!is1stPerson)
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{
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const std::string& base = Settings::models().mXbaseanim;
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if (smodel != base && !isWerewolf)
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if (!isWerewolf)
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addAnimSource(base, smodel);
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if (smodel != defaultSkeleton && base != defaultSkeleton)
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addAnimSource(defaultSkeleton, smodel);
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if (!isBase)
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addAnimSource(smodel, smodel);
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if (!isWerewolf && isBeast && mNpc->mRace.contains("argonian"))
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@ -525,9 +522,10 @@ namespace MWRender
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else
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{
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const std::string& base = Settings::models().mXbaseanim1st;
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if (smodel != base && !isWerewolf)
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if (!isWerewolf)
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addAnimSource(base, smodel);
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if (!isBase)
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addAnimSource(smodel, smodel);
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mObjectRoot->setNodeMask(Mask_FirstPerson);
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