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Rename the follow-up upper character state enum
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@ -448,7 +448,7 @@ bool CharacterController::updateNpcState()
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if(!animPlaying)
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if(!animPlaying)
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{
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{
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if(mUpperBodyState == UpperCharState_EquipingWeap ||
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if(mUpperBodyState == UpperCharState_EquipingWeap ||
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mUpperBodyState == UpperCharState_LargeFollowStartToLargeFollowStop)
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mUpperBodyState == UpperCharState_FollowStartToFollowStop)
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mUpperBodyState = UpperCharState_WeapEquiped;
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mUpperBodyState = UpperCharState_WeapEquiped;
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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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@ -480,12 +480,7 @@ bool CharacterController::updateNpcState()
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MWRender::Animation::Group_UpperBody, true,
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MWRender::Animation::Group_UpperBody, true,
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
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0.0f, 0);
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0.0f, 0);
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mUpperBodyState = UpperCharState_LargeFollowStartToLargeFollowStop;
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mUpperBodyState = UpperCharState_FollowStartToFollowStop;
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}
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else if(mUpperBodyState == UpperCharState_LargeFollowStartToLargeFollowStop)
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{
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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}
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}
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}
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@ -104,11 +104,7 @@ enum UpperBodyCharacterState {
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UpperCharState_MinAttackToMaxAttack,
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UpperCharState_MinAttackToMaxAttack,
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UpperCharState_MaxAttackToMinHit,
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UpperCharState_MaxAttackToMinHit,
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UpperCharState_MinHitToHit,
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UpperCharState_MinHitToHit,
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UpperCharState_LargeFollowStartToLargeFollowStop,
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UpperCharState_FollowStartToFollowStop
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UpperCharState_MediumFollowStartToMediumFollowStop,
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UpperCharState_SmallFollowStartToSmallFollowStop,
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UpperCharState_EquipingSpell,
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UpperCharState_UnEquipingSpell
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};
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};
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class CharacterController
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class CharacterController
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