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@ -1345,7 +1345,7 @@ namespace MWWorld
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}
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const float terrainHeight = ptr.getCell()->isExterior() ? getTerrainHeightAt(pos) : -std::numeric_limits<float>::max();
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pos.z() = std::max(pos.z(), terrainHeight + 20); // place slightly above terrain. will snap down to ground with code below
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pos.z() = std::max(pos.z(), terrainHeight) + 20; // place slightly above terrain. will snap down to ground with code below
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// We still should trace down dead persistent actors - they do not use the "swimdeath" animation.
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bool swims = ptr.getClass().isActor() && isSwimming(ptr) && !(ptr.getClass().isPersistent(ptr) && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished());
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