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Re-enable lower body crossbow animation playback
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@ -1764,23 +1764,11 @@ bool CharacterController::updateWeaponState()
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break;
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break;
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}
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}
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// Note: apply crossbow reload animation only for upper body
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// since blending with movement animations can give weird result.
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if(!start.empty())
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if(!start.empty())
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{
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{
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int mask = MWRender::Animation::BlendMask_All;
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bool autodisable = mUpperBodyState == UpperBodyState::AttackEnd;
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if (mWeaponType == ESM::Weapon::MarksmanCrossbow)
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mask = MWRender::Animation::BlendMask_UpperBody;
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mAnimation->disable(mCurrentWeapon);
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mAnimation->disable(mCurrentWeapon);
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if (mUpperBodyState == UpperBodyState::AttackEnd)
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mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, autodisable, weapSpeed, start, stop, 0.0f, 0);
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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mask, true,
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weapSpeed, start, stop, 0.0f, 0);
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else
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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mask, false,
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weapSpeed, start, stop, 0.0f, 0);
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}
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}
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}
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}
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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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