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Cancel stagger when random attack animations end
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@ -1697,6 +1697,8 @@ bool CharacterController::updateWeaponState()
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else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
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else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
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{
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{
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clearStateAnimation(mCurrentWeapon);
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clearStateAnimation(mCurrentWeapon);
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if (isRecovery())
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mAnimation->disable(mCurrentHit);
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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mUpperBodyState = UpperBodyState::WeaponEquipped;
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}
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}
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