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fix, sorry for being sloppy..
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@ -845,7 +845,7 @@ namespace MWMechanics
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{
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{
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if(!paused)
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if(!paused)
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{
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{
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// Reset data from previous frame
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// Update actors from previous frame
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for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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{
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// Reset last hit object, which is only valid for one frame
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// Reset last hit object, which is only valid for one frame
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@ -902,7 +902,7 @@ namespace MWMechanics
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continue;
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continue;
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}
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}
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MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
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MWMechanics::ActiveSpells& spells = iter->first.getClass().getCreatureStats(iter->first).getActiveSpells();
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spells.purge(iter->first.getRefData().getHandle());
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spells.purge(iter->first.getRefData().getHandle());
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// FIXME: see http://bugs.openmw.org/issues/869
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// FIXME: see http://bugs.openmw.org/issues/869
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