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Fix code that stopped animation immediately after starting it, due to thinking it has completed (Fixes #1370)
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@ -832,6 +832,8 @@ bool CharacterController::updateWeaponState()
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MWRender::Animation::Group_UpperBody, false,
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weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
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1.0f-complete, 0);
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complete = 0.f;
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mUpperBodyState = UpperCharState_MaxAttackToMinHit;
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}
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else if (mHitState == CharState_KnockDown)
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