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Revert MR 2048
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@ -28,7 +28,6 @@
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Bug #5207: Loose summons can be present in scene
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Bug #5207: Loose summons can be present in scene
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Bug #5279: Ingame console stops auto-scrolling after clicking output
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Bug #5279: Ingame console stops auto-scrolling after clicking output
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Bug #5318: Aiescort behaves differently from vanilla
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Bug #5318: Aiescort behaves differently from vanilla
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Bug #5371: 'Dead' slaughterfish added by mod are animated/alive
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Bug #5377: Console does not appear after using menutest in inventory
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Bug #5377: Console does not appear after using menutest in inventory
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Bug #5379: Wandering NPCs falling through cantons
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Bug #5379: Wandering NPCs falling through cantons
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Bug #5394: Windows snapping no longer works
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Bug #5394: Windows snapping no longer works
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@ -886,10 +886,12 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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{
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{
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/* Don't accumulate with non-actors. */
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/* Don't accumulate with non-actors. */
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mAnimation->setAccumulation(osg::Vec3f(0.f, 0.f, 0.f));
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mAnimation->setAccumulation(osg::Vec3f(0.f, 0.f, 0.f));
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mIdleState = CharState_Idle;
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}
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}
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// Update animation status for living actors
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// Do not update animation status for dead actors
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if (mDeathState == CharState_None && cls.isActor() && !cls.getCreatureStats(mPtr).isDead())
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if(mDeathState == CharState_None && (!cls.isActor() || !cls.getCreatureStats(mPtr).isDead()))
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refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
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refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
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mAnimation->runAnimation(0.f);
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mAnimation->runAnimation(0.f);
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