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@ -1906,34 +1906,6 @@ void CharacterController::update(float duration)
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else
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forcestateupdate = updateCreatureState() || forcestateupdate;
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/*
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Start of tes3mp addition
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Save or load animation states for this actor, depending on whether it's a local
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or dedicated one
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*/
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if (isLocalActor)
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{
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localActor->hasAnimStates = true;
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localActor->animStates.idlestate = idlestate;
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localActor->animStates.movestate = movestate;
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localActor->animStates.jumpstate = jumpstate;
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localActor->animStates.forcestateupdate = forcestateupdate;
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}
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else if (isDedicatedActor)
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{
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if (dedicatedActor->hasAnimStates)
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{
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idlestate = CharacterState(dedicatedActor->animStates.idlestate);
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movestate = CharacterState(dedicatedActor->animStates.movestate);
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jumpstate = JumpingState(dedicatedActor->animStates.jumpstate);
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forcestateupdate = dedicatedActor->animStates.forcestateupdate;
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}
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}
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/*
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End of tes3mp addition
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*/
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refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
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updateIdleStormState(inwater);
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@ -2483,11 +2455,11 @@ void CharacterController::updateHeadTracking(float duration)
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{
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mwmp::DedicatedActor *dedicatedActor = mwmp::Main::get().getCellController()->getDedicatedActor(mPtr);
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if (dedicatedActor->headPitch != -1)
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xAngleRadians = dedicatedActor->headPitch;
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//if (dedicatedActor->headPitch != -1)
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// xAngleRadians = dedicatedActor->headPitch;
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if (dedicatedActor->headYaw != -1)
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zAngleRadians = dedicatedActor->headYaw;
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//if (dedicatedActor->headYaw != -1)
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// zAngleRadians = dedicatedActor->headYaw;
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}
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/*
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End of tes3mp addition
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