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Do not reset mUpperBodyState for weapon->weapon switch (regression #4446)
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@ -1214,7 +1214,6 @@ bool CharacterController::updateWeaponState()
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bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if (!animPlaying || complete >= 1.0f)
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{
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mUpperBodyState = UpperCharState_Nothing;
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forcestateupdate = true;
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mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
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