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Don't update animation states in skipAnim mode (Fixes #2782)
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@ -1788,14 +1788,17 @@ void CharacterController::update(float duration)
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}
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}
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// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
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if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
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forcestateupdate = updateWeaponState() || forcestateupdate;
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else
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forcestateupdate = updateCreatureState() || forcestateupdate;
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if (!mSkipAnim)
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{
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// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
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if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
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forcestateupdate = updateWeaponState() || forcestateupdate;
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else
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forcestateupdate = updateCreatureState() || forcestateupdate;
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refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
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}
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if (inJump)
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mMovementAnimationControlled = false;
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