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@ -1120,7 +1120,7 @@ void CCharacterCL::computeAnimSet()
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// Use the generic method to compute the animation set.
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// Use the generic method to compute the animation set.
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if(!::computeAnimSet(_CurrentAnimSet[MOVE], _Mode, _Sheet->getAnimSetBaseName(), _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet, !modeWithHiddenItems()))
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if(!::computeAnimSet(_CurrentAnimSet[MOVE], _Mode, _Sheet->getAnimSetBaseName(), _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet, _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet, !modeWithHiddenItems()))
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{
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{
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//nlwarning("CH:computeAnimSet:%d: pb when trying to compute the animset. Sheet Id '%u(%s)'.", _Slot, _SheetId.asInt(), _SheetId.toString().c_str());
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nlwarning("CH:computeAnimSet:%d: pb when trying to compute the animset. Sheet Id '%u(%s)'.", _Slot, _SheetId.asInt(), _SheetId.toString().c_str());
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}
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}
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}// computeAnimSet //
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}// computeAnimSet //
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@ -3360,7 +3360,7 @@ void CCharacterCL::showOrHideBodyParts( bool objectsVisible )
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lHandInstIdx = SLOTTYPE::LEFT_HAND_SLOT;
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lHandInstIdx = SLOTTYPE::LEFT_HAND_SLOT;
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// hide gloves(armor) if player has magician amplifier
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// hide gloves(armor) if player has magician amplifier
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if( _Items[rHandInstIdx].Sheet && (_Items[rHandInstIdx].Sheet->ItemType == ITEM_TYPE::MAGICIAN_STAFF) )
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if( _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet && (_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet->ItemType == ITEM_TYPE::MAGICIAN_STAFF) )
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{
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{
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if( !_Instances[SLOTTYPE::HANDS_SLOT].Current.empty() )
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if( !_Instances[SLOTTYPE::HANDS_SLOT].Current.empty() )
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_Instances[SLOTTYPE::HANDS_SLOT].Current.hide();
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_Instances[SLOTTYPE::HANDS_SLOT].Current.hide();
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@ -3378,8 +3378,9 @@ void CCharacterCL::showOrHideBodyParts( bool objectsVisible )
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if( !objectsVisible )
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if( !objectsVisible )
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{
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{
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// Right Hand
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// Right Hand
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nlassert(SLOTTYPE::RIGHT_HAND_SLOT < _Items.size() && SLOTTYPE::LEFT_HAND_SLOT < _Items.size());
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if(rHandInstIdx<_Instances.size())
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if(rHandInstIdx<_Instances.size())
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if( !(_Items[rHandInstIdx].Sheet && _Items[rHandInstIdx].Sheet->NeverHideWhenEquipped ) )
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if( !(_Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet && _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet->NeverHideWhenEquipped ) )
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if(!_Instances[rHandInstIdx].Current.empty())
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if(!_Instances[rHandInstIdx].Current.empty())
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{
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{
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_Instances[rHandInstIdx].Current.hide();
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_Instances[rHandInstIdx].Current.hide();
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@ -3387,7 +3388,7 @@ void CCharacterCL::showOrHideBodyParts( bool objectsVisible )
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}
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}
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// Left Hand
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// Left Hand
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if(lHandInstIdx <_Instances.size())
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if(lHandInstIdx <_Instances.size())
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if( !(_Items[lHandInstIdx].Sheet && _Items[lHandInstIdx].Sheet->NeverHideWhenEquipped ) )
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if( !(_Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet && _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet->NeverHideWhenEquipped ) )
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if(!_Instances[lHandInstIdx].Current.empty())
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if(!_Instances[lHandInstIdx].Current.empty())
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{
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{
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_Instances[lHandInstIdx].Current.hide();
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_Instances[lHandInstIdx].Current.hide();
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@ -9293,14 +9294,14 @@ const char *CCharacterCL::getBoneNameFromBodyPart(BODY::TBodyPart part, BODY::TS
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const CItemSheet *CCharacterCL::getRightHandItemSheet() const
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const CItemSheet *CCharacterCL::getRightHandItemSheet() const
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{
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{
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if (_RHandInstIdx == CEntityCL::BadIndex) return NULL;
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if (_RHandInstIdx == CEntityCL::BadIndex) return NULL;
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return _Items[_RHandInstIdx].Sheet;
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return _Items[SLOTTYPE::RIGHT_HAND_SLOT].Sheet;
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}
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}
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// *********************************************************************************************
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// *********************************************************************************************
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const CItemSheet *CCharacterCL::getLeftHandItemSheet() const
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const CItemSheet *CCharacterCL::getLeftHandItemSheet() const
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{
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{
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if (_LHandInstIdx == CEntityCL::BadIndex) return NULL;
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if (_LHandInstIdx == CEntityCL::BadIndex) return NULL;
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return _Items[_LHandInstIdx].Sheet;
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return _Items[SLOTTYPE::LEFT_HAND_SLOT].Sheet;
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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