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Clean up run-to-walk state conversion
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31d636ea20
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@ -68,41 +68,22 @@ std::string getBestAttack (const ESM::Weapon* weapon)
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return "chop";
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}
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// Converts a movement Run state to its equivalent Walk state.
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// Converts a movement Run state to its equivalent Walk state, if there is one.
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MWMechanics::CharacterState runStateToWalkState (MWMechanics::CharacterState state)
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{
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using namespace MWMechanics;
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CharacterState ret = state;
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switch (state)
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{
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case CharState_RunForward:
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ret = CharState_WalkForward;
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break;
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case CharState_RunBack:
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ret = CharState_WalkBack;
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break;
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case CharState_RunLeft:
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ret = CharState_WalkLeft;
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break;
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case CharState_RunRight:
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ret = CharState_WalkRight;
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break;
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case CharState_SwimRunForward:
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ret = CharState_SwimWalkForward;
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break;
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case CharState_SwimRunBack:
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ret = CharState_SwimWalkBack;
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break;
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case CharState_SwimRunLeft:
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ret = CharState_SwimWalkLeft;
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break;
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case CharState_SwimRunRight:
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ret = CharState_SwimWalkRight;
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break;
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default:
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break;
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case CharState_RunForward: return CharState_WalkForward;
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case CharState_RunBack: return CharState_WalkBack;
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case CharState_RunLeft: return CharState_WalkLeft;
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case CharState_RunRight: return CharState_WalkRight;
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case CharState_SwimRunForward: return CharState_SwimWalkForward;
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case CharState_SwimRunBack: return CharState_SwimWalkBack;
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case CharState_SwimRunLeft: return CharState_SwimWalkLeft;
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case CharState_SwimRunRight: return CharState_SwimWalkRight;
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default: return state;
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}
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return ret;
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}
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// Converts a movement state to its equivalent base animation group as long as it is a movement state.
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