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The anim queue should still update when underwater. CharState_SpecialIdle should be retained until the animation queue is done.
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@ -2306,6 +2306,7 @@ namespace MWMechanics
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jumpstate = JumpState_None;
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jumpstate = JumpState_None;
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}
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}
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updateAnimQueue();
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if (mAnimQueue.empty() || inwater || (sneak && mIdleState != CharState_SpecialIdle))
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if (mAnimQueue.empty() || inwater || (sneak && mIdleState != CharState_SpecialIdle))
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{
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{
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if (inwater)
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if (inwater)
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@ -2315,8 +2316,8 @@ namespace MWMechanics
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else
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else
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idlestate = CharState_Idle;
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idlestate = CharState_Idle;
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}
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}
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else
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else if (!mAnimQueue.empty())
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updateAnimQueue();
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idlestate = CharState_SpecialIdle;
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if (!mSkipAnim)
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if (!mSkipAnim)
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{
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{
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