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Merge pull request #2538 from Capostrophic/animation
Use random attack strength if there's no wind up animation (bug #5059)
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commit
2b2f63c919
2 changed files with 5 additions and 2 deletions
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@ -1629,7 +1629,9 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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{
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float attackStrength = complete;
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if (!mPtr.getClass().isNpc())
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
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if (minAttackTime == maxAttackTime)
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{
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// most creatures don't actually have an attack wind-up animation, so use a uniform random value
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// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
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@ -1735,7 +1737,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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{
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// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
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// Happens if the player did not hold the attack button.
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// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
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// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be random.
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
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if (mAttackingOrSpell || minAttackTime == maxAttackTime)
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