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Avoid redundant animation resets in updateIdleStormState
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@ -1166,9 +1166,14 @@ namespace MWMechanics
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void CharacterController::updateIdleStormState(bool inwater) const
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{
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if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperBodyState::None || inwater)
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if (!mAnimation->hasAnimation("idlestorm"))
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return;
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bool animPlaying = mAnimation->isPlaying("idlestorm");
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if (mUpperBodyState != UpperBodyState::None || inwater)
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{
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mAnimation->disable("idlestorm");
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if (animPlaying)
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mAnimation->disable("idlestorm");
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return;
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}
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@ -1181,7 +1186,7 @@ namespace MWMechanics
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characterDirection.normalize();
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if (stormDirection * characterDirection < -0.5f)
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{
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if (!mAnimation->isPlaying("idlestorm"))
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if (!animPlaying)
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{
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int mask = MWRender::Animation::BlendMask_Torso | MWRender::Animation::BlendMask_RightArm;
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mAnimation->play("idlestorm", Priority_Storm, mask, true, 1.0f, "start", "stop", 0.0f, ~0ul);
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@ -1194,7 +1199,7 @@ namespace MWMechanics
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}
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}
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if (mAnimation->isPlaying("idlestorm"))
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if (animPlaying)
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{
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mAnimation->setLoopingEnabled("idlestorm", false);
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}
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