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Rebuild actor animations on resurrection (Fixes #3124)
A new animation is necessary to set up the correct InventoryStore listener, to get notified of changes like the actor no longer being a werewolf, etc.
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@ -1125,10 +1125,16 @@ namespace MWScript
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ptr.getClass().getCreatureStats(ptr).resurrect();
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ptr.getClass().getCreatureStats(ptr).resurrect();
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else if (ptr.getClass().getCreatureStats(ptr).isDead())
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else if (ptr.getClass().getCreatureStats(ptr).isDead())
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{
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{
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bool wasEnabled = ptr.getRefData().isEnabled();
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MWBase::Environment::get().getWorld()->undeleteObject(ptr);
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MWBase::Environment::get().getWorld()->undeleteObject(ptr);
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// resets runtime state such as inventory, stats and AI. does not reset position in the world
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MWBase::Environment::get().getWorld()->removeContainerScripts(ptr);
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MWBase::Environment::get().getWorld()->removeContainerScripts(ptr);
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// HACK: disable/enable object to re-add it to the scene properly (need a new Animation).
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MWBase::Environment::get().getWorld()->disable(ptr);
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// resets runtime state such as inventory, stats and AI. does not reset position in the world
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ptr.getRefData().setCustomData(NULL);
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ptr.getRefData().setCustomData(NULL);
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if (wasEnabled)
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MWBase::Environment::get().getWorld()->enable(ptr);
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}
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}
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}
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}
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};
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};
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