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Allow Actors to pick an attack type/animation when no AI applies
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@ -1645,12 +1645,14 @@ namespace MWMechanics
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{
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{
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std::string startKey = "start";
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std::string startKey = "start";
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std::string stopKey = "stop";
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std::string stopKey = "stop";
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MWBase::LuaManager::ActorControls* actorControls
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= MWBase::Environment::get().getLuaManager()->getActorControls(mPtr);
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if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon))
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if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon))
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{
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{
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if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
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if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
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mAttackType = "shoot";
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mAttackType = "shoot";
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else if (mPtr == getPlayer())
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else if (mPtr == getPlayer() || actorControls->mDisableAI)
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{
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{
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if (Settings::game().mBestAttack)
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if (Settings::game().mBestAttack)
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{
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{
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