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Ouch, I used && instead of &, this broke actions without a sound
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@ -18,7 +18,7 @@ MWWorld::Action::~Action() {}
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void MWWorld::Action::execute (const Ptr& actor)
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{
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if (!mSoundId.empty() && executeImp (actor))
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if (!mSoundId.empty() & executeImp (actor))
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{
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if (mKeepSound && actor.getRefData().getHandle()=="player")
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{
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