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Rename CharState_Alive back to CharState_Idle
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613529f1d6
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@ -169,7 +169,7 @@ namespace MWMechanics
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/* Kind of a hack. Activators need a character controller to manage an idle state. */
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if(ptr.getTypeName() == typeid(ESM::Activator).name() ||
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!MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead())
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mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Alive)));
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mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Idle)));
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else
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mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Dead)));
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}
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@ -213,7 +213,7 @@ namespace MWMechanics
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if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead())
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{
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if(iter->second.getState() == CharState_Dead)
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iter->second.setState(CharState_Alive);
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iter->second.setState(CharState_Idle);
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updateActor(iter->first, totalDuration);
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if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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@ -43,7 +43,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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mAnimation->setController(this);
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switch(mState)
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{
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case CharState_Alive:
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case CharState_Idle:
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mCurrentGroup = "idle";
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mAnimation->play(mCurrentGroup, "start");
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break;
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@ -164,7 +164,7 @@ void CharacterController::setState(CharacterState state)
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mAnimQueue.clear();
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switch(mState)
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{
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case CharState_Alive:
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case CharState_Idle:
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mCurrentGroup = "idle";
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mAnimation->play(mCurrentGroup, "start");
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break;
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@ -12,7 +12,7 @@ namespace MWMechanics
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{
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enum CharacterState {
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CharState_Alive,
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CharState_Idle,
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CharState_Dead
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};
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