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@ -108,7 +108,8 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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if(!mAnimation)
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return;
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getStateInfo(mState, &mCurrentGroup);
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std::string group;
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getStateInfo(mState, &group);
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if(MWWorld::Class::get(mPtr).isActor())
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{
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/* Accumulate along X/Y only for now, until we can figure out how we should
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@ -120,8 +121,8 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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/* Don't accumulate with non-actors. */
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mAnimation->setAccumulation(Ogre::Vector3(0.0f));
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}
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if(mAnimation->hasAnimation(mCurrentGroup))
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mMovingAnim = mAnimation->play(mCurrentGroup, "start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
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if(mAnimation->hasAnimation(group))
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mMovingAnim = mAnimation->play(group, "start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
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}
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CharacterController::~CharacterController()
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@ -214,10 +215,10 @@ void CharacterController::update(float duration, Movement &movement)
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
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else
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{
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mCurrentGroup = mAnimQueue.front().first;
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size_t count = mAnimQueue.front().second;
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mMovingAnim = mAnimation->play(mAnimQueue.front().first,
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"start", "stop", 0.0f,
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mAnimQueue.front().second);
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mAnimQueue.pop_front();
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mMovingAnim = mAnimation->play(mCurrentGroup, "start", "stop", 0.0f, count);
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}
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}
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@ -248,9 +249,8 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
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if(mode != 0 || getState() != CharState_SpecialIdle)
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{
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mAnimQueue.clear();
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mCurrentGroup = groupname;
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mState = CharState_SpecialIdle;
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mMovingAnim = mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
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mMovingAnim = mAnimation->play(groupname, ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
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}
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else if(mode == 0)
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{
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@ -279,10 +279,7 @@ void CharacterController::setState(CharacterState state, bool loop)
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std::string anim;
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getStateInfo(mState, &anim);
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if((mMovingAnim=mAnimation->hasAnimation(anim)) != false)
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{
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mCurrentGroup = anim;
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mMovingAnim = mAnimation->play(mCurrentGroup, "start", "stop", 0.0f, loop ? (~(size_t)0) : 0);
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}
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mMovingAnim = mAnimation->play(anim, "start", "stop", 0.0f, loop ? (~(size_t)0) : 0);
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}
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}
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