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Don't override animations played with playgroup
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@ -218,7 +218,7 @@ Ogre::Vector3 CharacterController::update(float duration)
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// Apply any sideways movement manually
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movement.x += vec.x * (speed*duration);
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}
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else
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else if(mAnimQueue.size() == 0)
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setState((inwater ? CharState_IdleSwim : CharState_Idle), true);
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}
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@ -246,7 +246,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
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while(count-- > 0)
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mAnimQueue.push_back(groupname);
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mCurrentGroup = groupname;
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mState = CharState_Idle;
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mState = CharState_SpecialIdle;
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mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"), false);
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}
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else if(mode == 0)
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@ -14,6 +14,7 @@ namespace MWMechanics
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{
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enum CharacterState {
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CharState_SpecialIdle,
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CharState_Idle,
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CharState_Idle2,
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CharState_Idle3,
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