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[Client] Fix graphical glitches related to DedicatedActor initialization
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@ -175,4 +175,7 @@ void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr)
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refId = ptr.getCellRef().getRefId();
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refId = ptr.getCellRef().getRefId();
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refNumIndex = ptr.getCellRef().getRefNum().mIndex;
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refNumIndex = ptr.getCellRef().getRefNum().mIndex;
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mpNum = ptr.getCellRef().getMpNum();
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mpNum = ptr.getCellRef().getMpNum();
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position = ptr.getRefData().getPosition();
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drawState = ptr.getClass().getCreatureStats(ptr).getDrawState();
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}
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}
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@ -125,12 +125,7 @@ void LocalActor::updateAnimFlags(bool forceUpdate)
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#undef __SETFLAG
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#undef __SETFLAG
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if (currentDrawState == MWMechanics::DrawState_Nothing)
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drawState = currentDrawState;
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drawState = 0;
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else if (currentDrawState == MWMechanics::DrawState_Weapon)
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drawState = 1;
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else if (currentDrawState == MWMechanics::DrawState_Spell)
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drawState = 2;
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mwmp::Main::get().getNetworking()->getActorList()->addAnimFlagsActor(*this);
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mwmp::Main::get().getNetworking()->getActorList()->addAnimFlagsActor(*this);
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}
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}
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