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@ -304,15 +304,6 @@ void Cell::readAttack(ActorList& actorList)
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->attack = baseActor.attack;
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// Set the correct drawState here if we've somehow we've missed a previous
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// AnimFlags packet
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if (actor->drawState != MWMechanics::DrawState_::DrawState_Weapon &&
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(actor->attack.type == mwmp::Attack::MELEE || actor->attack.type == mwmp::Attack::RANGED))
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{
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actor->drawState = MWMechanics::DrawState_::DrawState_Weapon;
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actor->setAnimFlags();
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}
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MechanicsHelper::processAttack(actor->attack, actor->getPtr());
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}
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}
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@ -333,8 +324,7 @@ void Cell::readCast(ActorList& actorList)
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// Set the correct drawState here if we've somehow we've missed a previous
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// AnimFlags packet
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if (actor->drawState != MWMechanics::DrawState_::DrawState_Spell &&
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(actor->attack.type == mwmp::Cast::REGULAR || actor->cast.type == mwmp::Cast::ITEM))
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if (actor->drawState != MWMechanics::DrawState_::DrawState_Spell)
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{
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actor->drawState = MWMechanics::DrawState_::DrawState_Spell;
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actor->setAnimFlags();
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