OldUnreal / Unreal-testing

OU 227 testing
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strange / wrong skaarj animation #371

Open Reorn opened 3 months ago

Reorn commented 3 months ago

In 227k beta, Skaarj has a strange / wrong animation when getting up. (if bFakedeath = true) After standing up, it hangs in the air and twitches his paws.

Original UnrealGold does not have this bug.

As far as I can see, between the animation of getting up and animation of the start of the attack, the engine plays some additional animation that is not needed.

Maybe, problem is in the call to the SetFall() function, which differs in versions 226 and 227:

226:

function SetFall()
{
    if (Enemy != None)
    {
        NextState = 'Attacking'; //default
        NextLabel = 'Begin';
        NextAnim = 'Fighter';
        GotoState('FallingState');
    }
}

227:

function SetFall()
{
    if (Enemy != None)
    {
        NextState = 'Attacking'; //default
        NextLabel = 'Begin';
        NextAnim = AnimSequence;
        GotoState('FallingState');
    }
}

Recommended bugfix: Return to 226 code, or force NextAnim value in three places:

 if ( (AnimSequence == 'Death2') && (AnimFrame > 0.8) )
 {
  SetFall();
  NextAnim = 'Fighter';
  GotoState('FallingState', 'RiseUp');
 }

Or remove the call to the SetFall() function from the code

 if ( (AnimSequence == 'Death2') && (AnimFrame > 0.8) )
 {
  GotoState('FallingState', 'RiseUp');
 }

TestSkaarj.zip RisingSkaarj