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@ -315,6 +315,8 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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{
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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if (mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell)
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mAnimation->showWeapons(true);
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}
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else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
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{
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@ -1321,6 +1323,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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mUpperBodyState = UpperCharState_WeapEquiped;
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mAttackingOrSpell = false;
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mAnimation->disable(mCurrentWeapon);
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mAnimation->showWeapons(true);
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if (mPtr == getPlayer())
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MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
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}
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@ -1726,7 +1729,11 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
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else if (isKnockedDown())
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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{
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mUpperBodyState = UpperCharState_WeapEquiped;
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if (mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell)
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mAnimation->showWeapons(true);
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}
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mAnimation->disable(mCurrentWeapon);
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}
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}
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