forked from teamnwah/openmw-tes3coop
Don't start the jump animation until after the actor is airborn
A bit counter-intuitive, but otherwise certain jump animations will improperly add an offset to the initial inertia.
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@ -794,9 +794,6 @@ void CharacterController::update(float duration)
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}
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else if(vec.z > 0.0f && mJumpState == JumpState_None)
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{
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forcestateupdate = true;
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mJumpState = JumpState_Falling;
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float z = cls.getJump(mPtr);
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if(vec.x == 0 && vec.y == 0)
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vec = Ogre::Vector3(0.0f, 0.0f, z);
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