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Fix weapon animation priority
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@ -1052,7 +1052,7 @@ bool CharacterController::updateWeaponState()
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}
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}
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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priorityWeapon.mPriority[MWRender::Animation::BoneGroup_LowerBody] = 0;
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priorityWeapon.mPriority[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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bool forcestateupdate = false;
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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@ -28,6 +28,7 @@ class CreatureStats;
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enum Priority {
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enum Priority {
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Priority_Default,
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Priority_Default,
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Priority_WeaponLowerBody,
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Priority_Jump,
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Priority_Jump,
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Priority_Movement,
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Priority_Movement,
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Priority_Hit,
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Priority_Hit,
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