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Unbreak swimdeath fallback
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@ -80,7 +80,6 @@
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Bug #4754: Stack of ammunition cannot be equipped partially
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Bug #4816: GetWeaponDrawn returns 1 before weapon is attached
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Bug #4822: Non-weapon equipment and body parts can't inherit time from parent animation
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Bug #4885: Disable in dialogue result script causes a crash
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Bug #4898: Odd/Incorrect lighting on meshes
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Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses
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Bug #5062: Root bone rotations for NPC animation don't work the same as for creature animation
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@ -883,13 +883,12 @@ namespace MWMechanics
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}
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mDeathState = hitStateToDeathState(mHitState);
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if (mDeathState == CharState_None)
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{
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if (MWBase::Environment::get().getWorld()->isSwimming(mPtr))
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mDeathState = CharState_SwimDeath;
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else if (mAnimation && !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState)))
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mDeathState = chooseRandomDeathState();
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}
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if (mDeathState == CharState_None && MWBase::Environment::get().getWorld()->isSwimming(mPtr))
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mDeathState = CharState_SwimDeath;
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if (mDeathState == CharState_None
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|| (mAnimation && !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState))))
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mDeathState = chooseRandomDeathState();
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// Do not interrupt scripted animation by death
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if (!mAnimation || isScriptedAnimPlaying())
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@ -1160,7 +1159,7 @@ namespace MWMechanics
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else if (action == "shoot release")
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{
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// See notes for melee release above
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if (mAttackStrength != -1.f && mAnimation)
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if (mAttackStrength != -1.f && mAnimation)
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{
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mAnimation->releaseArrow(mAttackStrength);
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mReadyToHit = false;
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