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For hit state, cancel non-biped idle if there is an active animation
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@ -752,7 +752,7 @@ namespace MWMechanics
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// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming
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// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming
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// update), the idle animation should be displayed
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// update), the idle animation should be displayed
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if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped)
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if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped)
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|| mMovementState != CharState_None || mHitState != CharState_None)
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|| mMovementState != CharState_None || !mCurrentHit.empty())
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&& !mPtr.getClass().isBipedal(mPtr))
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&& !mPtr.getClass().isBipedal(mPtr))
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{
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{
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resetCurrentIdleState();
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resetCurrentIdleState();
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