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Fix weapon incorrectly showing when saving and loading with spell equipped
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parent
edccb62c1f
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9ea071c1e8
@ -509,7 +509,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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if (cls.hasInventoryStore(mPtr))
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{
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getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
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if(mWeaponType != WeapType_None)
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if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
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{
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getWeaponGroup(mWeaponType, mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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@ -522,8 +522,8 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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mIdleState = CharState_Idle;
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else
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{
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/* FIXME: Get the actual death state used. */
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mDeathState = CharState_Death1;
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int deathindex = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
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playDeath(1.0f, CharacterState(CharState_Death1 + deathindex));
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}
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}
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else
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@ -535,12 +535,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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}
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if(mDeathState != CharState_None)
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{
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int deathindex = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
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playDeath(1.0f, CharacterState(CharState_Death1 + deathindex));
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}
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else
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if(mDeathState == CharState_None)
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refreshCurrentAnims(mIdleState, mMovementState, true);
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}
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