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old bug + comment fix
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08e8dab067
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@ -928,7 +928,7 @@ namespace MWMechanics
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if (timerUpdateAITargets == 0 && iter->first.getTypeName() == typeid(ESM::Creature).name() && !listGuards.empty())
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if (timerUpdateAITargets == 0 && iter->first.getTypeName() == typeid(ESM::Creature).name() && !listGuards.empty())
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{
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{
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sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos);
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sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos);
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listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest creature
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listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest guard
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for (std::list<MWWorld::Ptr>::iterator it = listGuards.begin(); it != listGuards.end(); ++it)
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for (std::list<MWWorld::Ptr>::iterator it = listGuards.begin(); it != listGuards.end(); ++it)
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{
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{
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@ -975,7 +975,7 @@ bool CharacterController::updateWeaponState()
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}
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}
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//if playing combat animation and lowerbody is not busy switch to whole body animation
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//if playing combat animation and lowerbody is not busy switch to whole body animation
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if((weaptype != WeapType_None || UpperCharState_UnEquipingWeap) && animPlaying)
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if((weaptype != WeapType_None || mUpperBodyState == UpperCharState_UnEquipingWeap) && animPlaying)
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{
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{
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if( mMovementState != CharState_None ||
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if( mMovementState != CharState_None ||
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mJumpState != JumpState_None ||
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mJumpState != JumpState_None ||
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