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[Client] Improve synchronization of Actor swings
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ce9605957a
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@ -210,6 +210,24 @@ namespace MWMechanics
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storage.updateCombatMove(duration);
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storage.updateCombatMove(duration);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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storage.updateAttack(characterController);
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storage.updateAttack(characterController);
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/*
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Start of tes3mp addition
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Record that this actor is updating an attack so that a packet will be sent about it
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*/
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mwmp::Attack *localAttack = mwmp::Main::get().getMechanicsHelper()->getLocalAttack(actor);
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if (localAttack && localAttack->pressed != storage.mAttack)
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{
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mwmp::Main::get().getMechanicsHelper()->resetAttack(localAttack);
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localAttack->type = mwmp::Attack::MELEE;
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localAttack->pressed = storage.mAttack;
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localAttack->shouldSend = true;
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}
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/*
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End of tes3mp addition
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*/
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}
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}
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else
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else
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{
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{
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@ -272,7 +290,7 @@ namespace MWMechanics
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*/
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*/
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mwmp::Attack *localAttack = mwmp::Main::get().getMechanicsHelper()->getLocalAttack(actor);
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mwmp::Attack *localAttack = mwmp::Main::get().getMechanicsHelper()->getLocalAttack(actor);
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if (localAttack->pressed != false)
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if (localAttack && localAttack->pressed != false)
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{
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{
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mwmp::Main::get().getMechanicsHelper()->resetAttack(localAttack);
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mwmp::Main::get().getMechanicsHelper()->resetAttack(localAttack);
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localAttack->type = mwmp::Attack::MELEE;
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localAttack->type = mwmp::Attack::MELEE;
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@ -625,7 +643,7 @@ namespace MWMechanics
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*/
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*/
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mwmp::Attack *localAttack = mwmp::Main::get().getMechanicsHelper()->getLocalAttack(actor);
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mwmp::Attack *localAttack = mwmp::Main::get().getMechanicsHelper()->getLocalAttack(actor);
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if (localAttack->pressed != true)
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if (localAttack && localAttack->pressed != true)
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{
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{
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mwmp::Main::get().getMechanicsHelper()->resetAttack(localAttack);
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mwmp::Main::get().getMechanicsHelper()->resetAttack(localAttack);
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localAttack->type = mwmp::Attack::MELEE;
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localAttack->type = mwmp::Attack::MELEE;
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