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Do not play un-equipping animation when we switch to hand-to-hand
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@ -1229,12 +1229,17 @@ bool CharacterController::updateWeaponState()
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&& mUpperBodyState != UpperCharState_UnEquipingWeap
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&& mUpperBodyState != UpperCharState_UnEquipingWeap
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&& !isStillWeapon)
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&& !isStillWeapon)
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{
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{
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// Note: we do not disable unequipping animation automatically to avoid body desync
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// We can not play un-equip animation when we switch to HtH
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getWeaponGroup(mWeaponType, weapgroup);
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// because we already un-equipped weapon
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mAnimation->play(weapgroup, priorityWeapon,
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if (weaptype != WeapType_HandToHand || mWeaponType == WeapType_Spell)
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MWRender::Animation::BlendMask_All, false,
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{
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1.0f, "unequip start", "unequip stop", 0.0f, 0);
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// Note: we do not disable unequipping animation automatically to avoid body desync
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mUpperBodyState = UpperCharState_UnEquipingWeap;
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getWeaponGroup(mWeaponType, weapgroup);
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mAnimation->play(weapgroup, priorityWeapon,
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MWRender::Animation::BlendMask_All, false,
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1.0f, "unequip start", "unequip stop", 0.0f, 0);
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mUpperBodyState = UpperCharState_UnEquipingWeap;
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}
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if(!downSoundId.empty())
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if(!downSoundId.empty())
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{
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{
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