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Fix initializing CharacterController with fists or spell equipped
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@ -574,10 +574,14 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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if (cls.hasInventoryStore(mPtr))
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if (cls.hasInventoryStore(mPtr))
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{
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{
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getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
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getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
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if (mWeaponType != WeapType_None)
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{
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mUpperBodyState = UpperCharState_WeapEquiped;
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getWeaponGroup(mWeaponType, mCurrentWeapon);
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}
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if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
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if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
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{
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{
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getWeaponGroup(mWeaponType, mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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mAnimation->showWeapons(true);
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mAnimation->showWeapons(true);
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mAnimation->setWeaponGroup(mCurrentWeapon);
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mAnimation->setWeaponGroup(mCurrentWeapon);
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}
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}
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