From 5a46b40e1a223e0c72f99c2880f9c22b8d0a7d7a Mon Sep 17 00:00:00 2001 From: David Cernat Date: Thu, 28 Nov 2019 19:53:34 +0200 Subject: [PATCH] [Client] Stop switching drawstates when receiving ActorAttack packets Previously, some of the spammier ActorAttack packets were overriding spellcasting animations with weapon attack animations. --- apps/openmw/mwmp/Cell.cpp | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) diff --git a/apps/openmw/mwmp/Cell.cpp b/apps/openmw/mwmp/Cell.cpp index 647bc9095..bf7070365 100644 --- a/apps/openmw/mwmp/Cell.cpp +++ b/apps/openmw/mwmp/Cell.cpp @@ -304,15 +304,6 @@ void Cell::readAttack(ActorList& actorList) DedicatedActor *actor = dedicatedActors[mapIndex]; actor->attack = baseActor.attack; - // Set the correct drawState here if we've somehow we've missed a previous - // AnimFlags packet - if (actor->drawState != MWMechanics::DrawState_::DrawState_Weapon && - (actor->attack.type == mwmp::Attack::MELEE || actor->attack.type == mwmp::Attack::RANGED)) - { - actor->drawState = MWMechanics::DrawState_::DrawState_Weapon; - actor->setAnimFlags(); - } - MechanicsHelper::processAttack(actor->attack, actor->getPtr()); } } @@ -333,8 +324,7 @@ void Cell::readCast(ActorList& actorList) // Set the correct drawState here if we've somehow we've missed a previous // AnimFlags packet - if (actor->drawState != MWMechanics::DrawState_::DrawState_Spell && - (actor->attack.type == mwmp::Cast::REGULAR || actor->cast.type == mwmp::Cast::ITEM)) + if (actor->drawState != MWMechanics::DrawState_::DrawState_Spell) { actor->drawState = MWMechanics::DrawState_::DrawState_Spell; actor->setAnimFlags();