@ -422,7 +422,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
movementAnimName = movestate - > groupname ;
if ( weap ! = sWeaponTypeListEnd & & movementAnimName . find ( " swim " ) = = std : : string : : npos )
{
movementAnimName + = weap - > shortgroup ;
if ( mWeaponType = = WeapType_Spell & & ( mMovementState = = CharState_TurnLeft | | mMovementState = = CharState_TurnRight ) ) // Spellcasting stance turning is a special case
movementAnimName = weap - > shortgroup + movementAnimName ;
else
movementAnimName + = weap - > shortgroup ;
if ( ! mAnimation - > hasAnimation ( movementAnimName ) )
{
movemask = MWRender : : Animation : : BlendMask_LowerBody ;