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Don't attempt to play non-existing hit animations (Fixes #2856)
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7dd09dd637
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@ -247,15 +247,16 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
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if(mHitState == CharState_None)
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{
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if (mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
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if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
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|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
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&& mAnimation->hasAnimation("knockout"))
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{
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mHitState = CharState_KnockOut;
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mCurrentHit = "knockout";
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul);
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
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}
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else if(knockdown)
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else if(knockdown && mAnimation->hasAnimation("knockdown"))
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{
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mHitState = CharState_KnockDown;
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mCurrentHit = "knockdown";
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@ -263,11 +264,15 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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}
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else if (recovery)
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{
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mHitState = CharState_Hit;
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mCurrentHit = chooseRandomGroup("hit");
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mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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std::string anim = chooseRandomGroup("hit");
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if (mAnimation->hasAnimation(anim))
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{
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mHitState = CharState_Hit;
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mCurrentHit = anim;
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mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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}
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else if (block)
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else if (block && mAnimation->hasAnimation("shield"))
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{
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mHitState = CharState_Block;
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mCurrentHit = "shield";
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