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@ -372,6 +372,9 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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}
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}
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}
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}
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if (jumpAnimName.length() > 0)
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mJumpAnimName = jumpAnimName;
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if(mJumpState == JumpState_InAir)
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if(mJumpState == JumpState_InAir)
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{
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{
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mAnimation->disable(mCurrentJump);
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mAnimation->disable(mCurrentJump);
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@ -555,6 +558,9 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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if (mPtr.getClass().isActor())
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if (mPtr.getClass().isActor())
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refreshHitRecoilAnims();
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refreshHitRecoilAnims();
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if (isTurning() && mJumpState != JumpState_InAir)
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mAnimation->disable(mJumpAnimName);
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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if (!mPtr.getClass().isBipedal(mPtr))
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if (!mPtr.getClass().isBipedal(mPtr))
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weap = sWeaponTypeListEnd;
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weap = sWeaponTypeListEnd;
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