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@ -423,6 +423,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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movementAnimName = weap->shortgroup + movementAnimName;
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else
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movementAnimName += weap->shortgroup;
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if(!mAnimation->hasAnimation(movementAnimName))
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{
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movemask = MWRender::Animation::BlendMask_LowerBody;
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@ -451,6 +452,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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}
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else
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{
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// For crossbow animations use 1h ones as fallback
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if (mWeaponType == WeapType_Crossbow)
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movementAnimName += "1h";
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movementAnimName.erase(swimpos, 4);
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if (weap != sWeaponTypeListEnd)
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{
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