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@@ -3835,11 +3835,13 @@ void Player::updateActionThread()
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// Select an action animation sequence, this assumes that
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// this function is called once per tick.
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if(mActionAnimation.action != PlayerData::NullAnimation)
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+ {
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if (mActionAnimation.forward)
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mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
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else
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mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
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-
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+ }
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+
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// Only need to deal with triggers on the client
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if( isGhost() )
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{
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@@ -4581,6 +4583,7 @@ void Player::updateAnimationTree(bool firstPerson)
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{
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S32 mode = 0;
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if (firstPerson)
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+ {
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if (mActionAnimation.firstPerson)
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mode = 0;
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// TSShapeInstance::MaskNodeRotation;
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@@ -4588,7 +4591,7 @@ void Player::updateAnimationTree(bool firstPerson)
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// TSShapeInstance::MaskNodePosY;
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else
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mode = TSShapeInstance::MaskNodeAllButBlend;
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-
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+ }
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for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
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if (mDataBlock->spineNode[i] != -1)
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mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
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