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Use SwimTurnLeft/Right animations correctly
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@ -1874,7 +1874,7 @@ void CharacterController::update(float duration)
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: (sneak ? CharState_SneakBack
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: (sneak ? CharState_SneakBack
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: (isrunning ? CharState_RunBack : CharState_WalkBack)));
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: (isrunning ? CharState_RunBack : CharState_WalkBack)));
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}
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}
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else if(rot.z() != 0.0f && !inwater && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
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else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
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{
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{
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if(rot.z() > 0.0f)
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if(rot.z() > 0.0f)
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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