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@ -501,9 +501,12 @@ bool CharacterController::updateNpcState()
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if(mAttackType != "shoot")
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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// NOTE: SwishL, SwishM, SwishS - large, medium, small.
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// Based on weapon weight, speed, or attack strength?
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sndMgr->playSound3D(mPtr, "SwishL", 1.0f, 1.0f);
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if(complete < 0.5f)
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sndMgr->playSound3D(mPtr, "SwishL", 1.0f, 1.0f);
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else if(complete < 1.0f)
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sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mPtr, "SwishS", 1.0f, 1.0f);
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}
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stats.setAttackStrength(complete);
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@ -560,10 +563,18 @@ bool CharacterController::updateNpcState()
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weapSpeed, mAttackType+" follow start", mAttackType+" follow stop",
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0.0f, 0);
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else
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{
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float str = stats.getAttackStrength();
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std::string start = mAttackType+((str < 0.5f) ? " small follow start"
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: (str < 1.0f) ? " medium follow start"
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: " large follow start");
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std::string stop = mAttackType+((str < 0.5f) ? " small follow stop"
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: (str < 1.0f) ? " medium follow stop"
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: " large follow stop");
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mAnimation->play(mCurrentWeapon, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
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0.0f, 0);
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weapSpeed, start, stop, 0.0f, 0);
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}
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mUpperBodyState = UpperCharState_FollowStartToFollowStop;
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}
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}
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