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fix for bug scrawl mentioned
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@ -181,7 +181,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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mCurrentHit = sHitList[iHit];
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if(mPtr.getRefData().getHandle()=="player" && !mAnimation->hasAnimation(mCurrentHit))
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{
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//only 4 different hit animations if player is in 1st person
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//only 3 different hit animations if player is in 1st person
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int iHit = rand() % (sHitListSize-3);
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mCurrentHit = sHitList[iHit];
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}
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@ -489,7 +489,7 @@ bool CharacterController::updateNpcState(bool onground, bool inwater, bool isrun
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const bool isWerewolf = stats.isWerewolf();
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bool forcestateupdate = false;
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if(weaptype != mWeaponType)
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown)
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{
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forcestateupdate = true;
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@ -258,6 +258,7 @@ public:
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/** Returns true if the named animation group is playing. */
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bool isPlaying(const std::string &groupname) const;
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//Checks if playing any animation which shouldn't be stopped when switching camera view modes
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bool allowSwitchViewMode() const;
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/** Gets info about the given animation group.
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