@@ -1388,6 +1388,7 @@ namespace MWMechanics
13881388 // Note: we do not disable unequipping animation automatically to avoid body desync
13891389 weapgroup = getWeaponAnimation (mWeaponType );
13901390 int unequipMask = MWRender::BlendMask_All;
1391+ mUpperBodyState = UpperBodyState::Unequipping;
13911392 bool useShieldAnims = mAnimation ->useShieldAnimations ();
13921393 if (useShieldAnims && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell
13931394 && !(mWeaponType == ESM::Weapon::None && weaptype == ESM::Weapon::Spell))
@@ -1402,7 +1403,6 @@ namespace MWMechanics
14021403 mAnimation ->disable (weapgroup);
14031404 playBlendedAnimation (
14041405 weapgroup, priorityWeapon, unequipMask, false , 1 .0f , " unequip start" , " unequip stop" , 0 .0f , 0 );
1405- mUpperBodyState = UpperBodyState::Unequipping;
14061406
14071407 mAnimation ->detachArrow ();
14081408
@@ -1447,6 +1447,7 @@ namespace MWMechanics
14471447 {
14481448 mAnimation ->showWeapons (false );
14491449 int equipMask = MWRender::BlendMask_All;
1450+ mUpperBodyState = UpperBodyState::Equipping;
14501451 if (useShieldAnims && weaptype != ESM::Weapon::Spell)
14511452 {
14521453 equipMask = equipMask | ~MWRender::BlendMask_LeftArm;
@@ -1459,7 +1460,6 @@ namespace MWMechanics
14591460 playBlendedAnimation (weapgroup, priorityWeapon, equipMask, true , 1 .0f , " equip start" ,
14601461 " equip stop" , 0 .0f , 0 );
14611462 }
1462- mUpperBodyState = UpperBodyState::Equipping;
14631463
14641464 // If we do not have the "equip attach" key, show weapon manually.
14651465 if (weaptype != ESM::Weapon::Spell
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