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Always queue movement even when there's none
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@ -2479,9 +2479,7 @@ namespace MWMechanics
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movement.x() *= scale;
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movement.y() *= scale;
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// Update movement
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if (movement != osg::Vec3f())
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world->queueMovement(mPtr, movement);
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world->queueMovement(mPtr, movement);
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}
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mSkipAnim = false;
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