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Use saved fallheight to determine a character's jump state.
The jump state initial state is "none", and it is set after physics simulation. If a save is done just above the ground, the character may land before the first run of the simulation, effectively cancelling the effect of falling.
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@ -86,6 +86,7 @@
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Bug #5703: OpenMW-CS menu system crashing on XFCE
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Bug #5703: OpenMW-CS menu system crashing on XFCE
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Bug #5706: AI sequences stop looping after the saved game is reloaded
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Bug #5706: AI sequences stop looping after the saved game is reloaded
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Bug #5731: Editor: skirts are invisible on characters
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Bug #5731: Editor: skirts are invisible on characters
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Bug #5739: Saving and loading the save a second or two before hitting the ground doesn't count fall damage
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Bug #5758: Paralyzed actors behavior is inconsistent with vanilla
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Bug #5758: Paralyzed actors behavior is inconsistent with vanilla
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Bug #5762: Movement solver is insufficiently robust
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Bug #5762: Movement solver is insufficiently robust
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Feature #390: 3rd person look "over the shoulder"
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Feature #390: 3rd person look "over the shoulder"
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@ -883,7 +883,11 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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}
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}
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if(!cls.getCreatureStats(mPtr).isDead())
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if(!cls.getCreatureStats(mPtr).isDead())
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{
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mIdleState = CharState_Idle;
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mIdleState = CharState_Idle;
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if (cls.getCreatureStats(mPtr).getFallHeight() > 0)
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mJumpState = JumpState_InAir;
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}
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else
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else
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{
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{
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const MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr);
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const MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr);
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