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Don't play a weapon-down sound when unreadying a spell
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1 changed files with 5 additions and 5 deletions
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@ -399,12 +399,9 @@ bool CharacterController::updateNpcState()
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mUpperBodyState = UpperCharState_EquipingWeap;
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mUpperBodyState = UpperCharState_EquipingWeap;
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}
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}
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mWeaponType = weaptype;
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if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
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getWeaponGroup(mWeaponType, mCurrentWeapon);
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if(weapon != inv.end())
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{
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{
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std::string soundid = (mWeaponType == WeapType_None) ?
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std::string soundid = (weaptype == WeapType_None) ?
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MWWorld::Class::get(*weapon).getDownSoundId(*weapon) :
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MWWorld::Class::get(*weapon).getDownSoundId(*weapon) :
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MWWorld::Class::get(*weapon).getUpSoundId(*weapon);
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MWWorld::Class::get(*weapon).getUpSoundId(*weapon);
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if(!soundid.empty())
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if(!soundid.empty())
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@ -413,6 +410,9 @@ bool CharacterController::updateNpcState()
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sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
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sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
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}
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}
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}
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}
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mWeaponType = weaptype;
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getWeaponGroup(mWeaponType, mCurrentWeapon);
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}
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}
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