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move animation disabling code to a better place
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f9c396e0ea
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@ -558,9 +558,6 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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if (mPtr.getClass().isActor())
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if (mPtr.getClass().isActor())
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refreshHitRecoilAnims();
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refreshHitRecoilAnims();
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if (isTurning() && mJumpState != JumpState_InAir)
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mAnimation->disable(mJumpAnimName);
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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if (!mPtr.getClass().isBipedal(mPtr))
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if (!mPtr.getClass().isBipedal(mPtr))
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weap = sWeaponTypeListEnd;
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weap = sWeaponTypeListEnd;
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@ -1883,9 +1880,15 @@ void CharacterController::update(float duration)
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else if(rot.z() != 0.0f && !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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{
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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mAnimation->disable(mJumpAnimName);
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}
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else if(rot.z() < 0.0f)
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else if(rot.z() < 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
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movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
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mAnimation->disable(mJumpAnimName);
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}
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}
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}
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}
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}
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