diff --git a/CHANGELOG.md b/CHANGELOG.md index 03dc98ae36..5a24702725 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,7 @@ Bug #4127: Weapon animation looks choppy Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses Bug #5129: Stuttering animation on Centurion Archer + Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load 0.48.0 ------ diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 38789412fa..77a5a11220 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -764,16 +764,6 @@ void CharacterController::playDeath(float startpoint, CharacterState death) { mDeathState = death; mCurrentDeath = deathStateToAnimGroup(mDeathState); - - // Make sure the character was swimming upon death for forward-compatibility - if (!MWBase::Environment::get().getWorld()->isSwimming(mPtr)) - { - if (mDeathState == CharState_SwimDeathKnockDown) - mCurrentDeath = "deathknockdown"; - else if (mDeathState == CharState_SwimDeathKnockOut) - mCurrentDeath = "deathknockout"; - } - mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1); // For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.