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Corpse clearing fix
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@ -22,7 +22,7 @@ namespace MWMechanics
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mKnockdown(false), mKnockdownOneFrame(false), mKnockdownOverOneFrame(false),
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mHitRecovery(false), mBlock(false), mMovementFlags(0),
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mFallHeight(0), mRecalcMagicka(false), mLastRestock(0,0), mGoldPool(0), mActorId(-1),
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mDeathAnimation(0), mLevel (0)
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mDeathAnimation(0), mTimeOfDeath(), mLevel (0)
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{
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for (int i=0; i<4; ++i)
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mAiSettings[i] = 0;
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@ -893,7 +893,7 @@ namespace MWWorld
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{
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const MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr);
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static const float fCorpseClearDelay = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCorpseClearDelay")->getFloat();
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if (!ptr.getClass().isPersistent(ptr) && creatureStats.getTimeOfDeath() + fCorpseClearDelay <= MWBase::Environment::get().getWorld()->getTimeStamp())
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if (creatureStats.isDead() && !ptr.getClass().isPersistent(ptr) && creatureStats.getTimeOfDeath() + fCorpseClearDelay <= MWBase::Environment::get().getWorld()->getTimeStamp())
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MWBase::Environment::get().getWorld()->deleteObject(ptr);
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}
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@ -87,6 +87,8 @@ void ESM::CreatureStats::load (ESMReader &esm)
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mDeathAnimation = 0;
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esm.getHNOT (mDeathAnimation, "DANM");
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mTimeOfDeath.mDay = 0;
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mTimeOfDeath.mHour = 0;
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esm.getHNOT (mTimeOfDeath, "DTIM");
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mSpells.load(esm);
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