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Prevent movement only when *scripted* animations are playing. Otherwise idle animations of wandering NPCs will slide.
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1 changed files with 3 additions and 4 deletions
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@ -1861,7 +1861,6 @@ namespace MWMechanics
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else
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isFrontAnimPlaying = mAnimation->isPlaying(mAnimQueue.front().mGroup);
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if (!isFrontAnimPlaying)
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{
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if (mAnimQueue.size() > 1)
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@ -2373,7 +2372,7 @@ namespace MWMechanics
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}
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}
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if (!isMovementAnimationControlled() && mAnimQueue.empty())
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if (!isMovementAnimationControlled() && !isScriptedAnimPlaying())
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world->queueMovement(mPtr, vec);
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}
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@ -2442,7 +2441,7 @@ namespace MWMechanics
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}
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// Update movement
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if (isMovementAnimationControlled() && mPtr.getClass().isActor() && mAnimQueue.empty())
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if (isMovementAnimationControlled() && mPtr.getClass().isActor() && !isScriptedAnimPlaying())
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world->queueMovement(mPtr, moved);
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mSkipAnim = false;
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@ -2522,7 +2521,7 @@ namespace MWMechanics
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if (!mAnimation || !mAnimation->hasAnimation(groupname))
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return false;
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// We should not interrupt persistent animations by non-persistent ones
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// We should not interrupt persistent animations by non-scripted ones
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if (isScriptedAnimPlaying() && !scripted)
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return true;
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