@@ -1388,6 +1388,7 @@ namespace MWMechanics
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// Note: we do not disable unequipping animation automatically to avoid body desync
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weapgroup = getWeaponAnimation (mWeaponType );
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int unequipMask = MWRender::BlendMask_All;
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+ mUpperBodyState = UpperBodyState::Unequipping;
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bool useShieldAnims = mAnimation ->useShieldAnimations ();
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if (useShieldAnims && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell
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&& !(mWeaponType == ESM::Weapon::None && weaptype == ESM::Weapon::Spell))
@@ -1402,7 +1403,6 @@ namespace MWMechanics
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mAnimation ->disable (weapgroup);
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playBlendedAnimation (
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weapgroup, priorityWeapon, unequipMask, false , 1 .0f , " unequip start" , " unequip stop" , 0 .0f , 0 );
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- mUpperBodyState = UpperBodyState::Unequipping;
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mAnimation ->detachArrow ();
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@@ -1447,6 +1447,7 @@ namespace MWMechanics
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{
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mAnimation ->showWeapons (false );
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int equipMask = MWRender::BlendMask_All;
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+ mUpperBodyState = UpperBodyState::Equipping;
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if (useShieldAnims && weaptype != ESM::Weapon::Spell)
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{
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equipMask = equipMask | ~MWRender::BlendMask_LeftArm;
@@ -1459,7 +1460,6 @@ namespace MWMechanics
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playBlendedAnimation (weapgroup, priorityWeapon, equipMask, true , 1 .0f , " equip start" ,
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" equip stop" , 0 .0f , 0 );
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}
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- mUpperBodyState = UpperBodyState::Equipping;
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// If we do not have the "equip attach" key, show weapon manually.
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if (weaptype != ESM::Weapon::Spell
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