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Remove more comments
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@ -67,7 +67,7 @@ namespace MWMechanics
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AiWander::WanderState mState;
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unsigned short mIdleAnimation;
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std::vector<unsigned short> mBadIdles; //Idle animations that when called cause errors
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std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
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PathFinder mPathFinder;
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@ -393,16 +393,13 @@ namespace MWMechanics
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short unsigned& idleAnimation = storage.mIdleAnimation;
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idleAnimation = getRandomIdle();
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// If we should be moving
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if (!idleAnimation && mDistance)
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{
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storage.mState = Wander_MoveNow;
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return;
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}
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// If we aren't going to just stand
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if(idleAnimation)
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{
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// If the idle animation actually exists
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if(std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation)==storage.mBadIdles.end())
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{
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if(!playIdle(actor, idleAnimation))
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@ -416,7 +413,6 @@ namespace MWMechanics
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// Recreate vanilla (broken?) behavior of resetting start time of AIWander:
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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storage.mState = Wander_IdleNow;
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return;
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}
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void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration)
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