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Rename updateState back into updateWeaponState
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@ -1110,7 +1110,7 @@ bool CharacterController::updateCarriedLeftVisible(const int weaptype) const
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return mAnimation->updateCarriedLeftVisible(weaptype);
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return mAnimation->updateCarriedLeftVisible(weaptype);
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}
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}
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bool CharacterController::updateState(CharacterState idle)
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bool CharacterController::updateWeaponState(CharacterState idle)
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{
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{
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const auto world = MWBase::Environment::get().getWorld();
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const auto world = MWBase::Environment::get().getWorld();
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auto& prng = world->getPrng();
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auto& prng = world->getPrng();
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@ -2253,7 +2253,7 @@ void CharacterController::update(float duration)
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if (!mSkipAnim)
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if (!mSkipAnim)
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{
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{
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refreshCurrentAnims(idlestate, movestate, jumpstate, updateState(idlestate));
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refreshCurrentAnims(idlestate, movestate, jumpstate, updateWeaponState(idlestate));
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updateIdleStormState(inwater);
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updateIdleStormState(inwater);
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}
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}
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@ -201,7 +201,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void clearAnimQueue(bool clearPersistAnims = false);
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void clearAnimQueue(bool clearPersistAnims = false);
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bool updateState(CharacterState idle);
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bool updateWeaponState(CharacterState idle);
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void updateIdleStormState(bool inwater) const;
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void updateIdleStormState(bool inwater) const;
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std::string chooseRandomAttackAnimation() const;
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std::string chooseRandomAttackAnimation() const;
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