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Use the extended animation priority for Hit animations
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50db6ed396
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@ -1374,15 +1374,6 @@ bool CharacterController::updateWeaponState()
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mAnimation->attachArrow();
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mAnimation->attachArrow();
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_WeapEquiped;
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//don't allow to continue playing hit animation on UpperBody after actor had attacked during it
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if(mHitState == CharState_Hit)
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{
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mAnimation->changeBlendMask(mCurrentHit, MWRender::Animation::BlendMask_LowerBody);
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//commenting out following 2 lines will give a bit different combat dynamics(slower)
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mHitState = CharState_None;
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mCurrentHit.clear();
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mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
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}
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}
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}
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
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mUpperBodyState = UpperCharState_Nothing;
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mUpperBodyState = UpperCharState_Nothing;
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