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	Reset lastHitObject when it is retrieved rather than every frame
This seems to be how vanilla MW does it.
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					 2 changed files with 2 additions and 9 deletions
				
			
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			@ -1122,15 +1122,6 @@ namespace MWMechanics
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            // target lists get updated once every 1.0 sec
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            if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
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            // Reset data from previous frame
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            for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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            {
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                // Reset last hit object, which is only valid for one frame
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                // Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
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                // (below)
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                iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
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            }
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            MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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            int hostilesCount = 0; // need to know this to play Battle music
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			@ -732,6 +732,8 @@ namespace MWScript
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                    MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr);
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                    runtime.push(::Misc::StringUtils::ciEqual(objectID, stats.getLastHitObject()));
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                    stats.setLastHitObject(std::string());
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                }
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        };
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