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@ -1281,14 +1281,19 @@ bool CharacterController::updateWeaponState()
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mAttackType = "shoot";
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mAttackType = "shoot";
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else
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else
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{
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{
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if(isWeapon && mPtr == getPlayer() &&
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if (isWeapon)
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{
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if(mPtr == getPlayer() &&
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Settings::Manager::getBool("best attack", "Game"))
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Settings::Manager::getBool("best attack", "Game"))
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{
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{
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MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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}
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}
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else
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else
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determineAttackType();
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setAttackTypeBasedOnMovement();
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}
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else
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setAttackTypeRandomly();
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}
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}
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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@ -2061,7 +2066,18 @@ void CharacterController::updateMagicEffects()
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mAnimation->setLightEffect(light);
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mAnimation->setLightEffect(light);
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}
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}
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void CharacterController::determineAttackType()
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void CharacterController::setAttackTypeRandomly()
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{
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float random = Misc::Rng::rollProbability();
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if (random >= 2/3.f)
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mAttackType = "thrust";
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else if (random >= 1/3.f)
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mAttackType = "slash";
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else
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mAttackType = "chop";
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}
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void CharacterController::setAttackTypeBasedOnMovement()
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{
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{
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float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
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float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
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