isThrust = attack.m_type == at_thrust;
bool hasUpperStab = false;
if (!item.isValid())
{
if (srcAgent)
damage = (srcAgent->getTroop()->getAttribute(atr_str) * 0.3f + 2.0f) * attack.m_power;
else
damage = 10.0f;
}
else
{
if (item.getItemKind()->m_properties & itp_has_upper_stab)
{
hasUpperStab = true;
if (attack.m_type == at_overswing)
isThrust = true;
}
damage = (float)item.getDamage(isThrust);
if (!isCouching)
{
damage *= attack.m_power;
damage *= attack.getHoldFactor() * 0.5f + 0.5f;
}
}
The graphical issue is getting causes by the meshes. They are not properly rigged. That issue also appears when not using WSE or WSE2, in most cases it happens with assets of CWE. You need to copy paste the rigging of a similar armour to the meshes.Very well, thanks.
I've also had a graphical issue issue with some items (see below):
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What's odd is that it doesn't happen to every agent with the item equipped, but there's always a few to whom it does in large groups of units. It only affects a few dozen items, but I haven't found any obvious reason why those specifically.
As before, the problem isn't present on the non-WSE2 version.
Do you have any idea what's causing this?
It worked, thanks!The graphical issue is getting causes by the meshes. They are not properly rigged. That issue also appears when not using WSE or WSE2, in most cases it happens with assets of CWE. You need to copy paste the rigging of a similar armour to the meshes.