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Merge pull request #2091 from Capostrophic/fallheight
Avoid falling height reset if on-ground state wasn't actually updated (bug #4411)
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@ -3,6 +3,7 @@
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Bug #2987: Editor: some chance and AI data fields can overflow
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Bug #3623: Fix HiDPI on Windows
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Bug #4411: Reloading a saved game while falling prevents damage in some cases
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Bug #4540: Rain delay when exiting water
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Bug #4701: PrisonMarker record is not hardcoded like other markers
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Bug #4714: Crash upon game load in the repair menu while the "Your repair failed!" message is active
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@ -1339,7 +1339,7 @@ namespace MWPhysics
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float heightDiff = position.z() - oldHeight;
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MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
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if ((wasOnGround && physicActor->getOnGround()) || flying || world->isSwimming(iter->first) || slowFall < 1)
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if ((numSteps > 0 && wasOnGround && physicActor->getOnGround()) || flying || world->isSwimming(iter->first) || slowFall < 1)
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stats.land(iter->first == player);
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else if (heightDiff < 0)
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stats.addToFallHeight(-heightDiff);
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