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Use SwimTurnLeft/Right animations correctly

This commit is contained in:
Andrei Kortunov 2017-10-17 23:26:55 +04:00
parent a3a7b5b357
commit 4d4d247565

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@ -1874,7 +1874,7 @@ void CharacterController::update(float duration)
: (sneak ? CharState_SneakBack : (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack))); : (isrunning ? CharState_RunBack : CharState_WalkBack)));
} }
else if(rot.z() != 0.0f && !inwater && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())) else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
{ {
if(rot.z() > 0.0f) if(rot.z() > 0.0f)
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight; movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;