diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 5727996d95..76a84cc9e1 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -928,7 +928,7 @@ namespace MWMechanics if (timerUpdateAITargets == 0 && iter->first.getTypeName() == typeid(ESM::Creature).name() && !listGuards.empty()) { sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos); - listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest creature + listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest guard for (std::list::iterator it = listGuards.begin(); it != listGuards.end(); ++it) { diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index db4e599291..b487ffb21f 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -975,7 +975,7 @@ bool CharacterController::updateWeaponState() } //if playing combat animation and lowerbody is not busy switch to whole body animation - if((weaptype != WeapType_None || UpperCharState_UnEquipingWeap) && animPlaying) + if((weaptype != WeapType_None || mUpperBodyState == UpperCharState_UnEquipingWeap) && animPlaying) { if( mMovementState != CharState_None || mJumpState != JumpState_None ||