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Make paralysis cancel camera mode changes (#7997)
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@ -176,6 +176,7 @@
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Bug #7943: Using "addSoulGem" and "dropSoulGem" commands to creatures works only with "Weapon & Shield" flagged ones
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Bug #7943: Using "addSoulGem" and "dropSoulGem" commands to creatures works only with "Weapon & Shield" flagged ones
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Bug #7970: Difference of GetPCSleep (?) behavior between vanilla and OpenMW
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Bug #7970: Difference of GetPCSleep (?) behavior between vanilla and OpenMW
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Bug #7980: Paralyzed NPCs' lips move
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Bug #7980: Paralyzed NPCs' lips move
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Bug #7997: Can toggle perspective when paralyzed
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Feature #1415: Infinite fall failsafe
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Feature #1415: Infinite fall failsafe
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #3537: Shader-based water ripples
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Feature #3537: Shader-based water ripples
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@ -1,5 +1,6 @@
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local camera = require('openmw.camera')
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local camera = require('openmw.camera')
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local core = require('openmw.core')
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local core = require('openmw.core')
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local debug = require('openmw.debug')
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local input = require('openmw.input')
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local input = require('openmw.input')
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local util = require('openmw.util')
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local util = require('openmw.util')
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local self = require('openmw.self')
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local self = require('openmw.self')
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@ -207,7 +208,9 @@ local function onFrame(dt)
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primaryMode = mode
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primaryMode = mode
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end
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end
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if mode ~= MODE.Static then
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if mode ~= MODE.Static then
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if not next(noModeControl) then
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local paralysis = Actor.activeEffects(self):getEffect(core.magic.EFFECT_TYPE.Paralyze)
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local paralyzed = not debug.isGodMode() and paralysis.magnitude > 0
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if not next(noModeControl) and not paralyzed then
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updatePOV(dt)
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updatePOV(dt)
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updateVanity(dt)
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updateVanity(dt)
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end
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end
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