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Disable actor collision only after end of death animation
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ebaa6fb5a2
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@ -31,7 +31,7 @@ namespace MWClass
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if (!model.empty())
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if (!model.empty())
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{
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{
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physics.addActor(ptr, model);
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physics.addActor(ptr, model);
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if (getCreatureStats(ptr).isDead())
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if (getCreatureStats(ptr).isDead() && getCreatureStats(ptr).isDeathAnimationFinished())
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MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false);
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MWBase::Environment::get().getWorld()->enableActorCollision(ptr, false);
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}
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}
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}
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}
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@ -135,6 +135,7 @@ namespace MWClass
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data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee);
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data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, ref->mBase->mAiData.mFlee);
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data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
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data->mCreatureStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
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// Persistent actors with 0 health do not play death animation
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if (data->mCreatureStats.isDead())
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if (data->mCreatureStats.isDead())
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data->mCreatureStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
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data->mCreatureStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
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@ -352,6 +352,8 @@ namespace MWClass
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data->mNpcStats.setNeedRecalcDynamicStats(true);
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data->mNpcStats.setNeedRecalcDynamicStats(true);
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}
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}
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// Persistent actors with 0 health do not play death animation
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if (data->mNpcStats.isDead())
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if (data->mNpcStats.isDead())
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data->mNpcStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
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data->mNpcStats.setDeathAnimationFinished(ptr.getClass().isPersistent(ptr));
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