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Make creature's model take priority over base_anim.nif (Fixes #2055)
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@ -27,9 +27,9 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
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setObjectRoot(model, false);
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setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
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addAnimSource(model);
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if((ref->mBase->mFlags&ESM::Creature::Bipedal))
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addAnimSource("meshes\\base_anim.nif");
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addAnimSource(model);
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}
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}
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@ -47,9 +47,9 @@ CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr)
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setObjectRoot(model, false);
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setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
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addAnimSource(model);
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if((ref->mBase->mFlags&ESM::Creature::Bipedal))
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addAnimSource("meshes\\base_anim.nif");
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addAnimSource(model);
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mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
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