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Override non-biped follow animation by movement
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1 changed files with 5 additions and 1 deletions
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@ -1647,7 +1647,11 @@ bool CharacterController::updateWeaponState()
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if (animPlaying)
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if (animPlaying)
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mAnimation->disable(mCurrentWeapon);
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mAnimation->disable(mCurrentWeapon);
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mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, false, weapSpeed, mAttackType + ' ' + start, mAttackType + ' ' + stop, 0.0f, 0);
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MWRender::Animation::AnimPriority priorityFollow(priorityWeapon);
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// Follow animations have lower priority than movement for non-biped creatures, logic be damned
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if (!cls.isBipedal(mPtr))
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priorityFollow = Priority_Default;
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mAnimation->play(mCurrentWeapon, priorityFollow, MWRender::Animation::BlendMask_All, false, weapSpeed, mAttackType + ' ' + start, mAttackType + ' ' + stop, 0.0f, 0);
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mUpperBodyState = UpperBodyState::AttackEnd;
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mUpperBodyState = UpperBodyState::AttackEnd;
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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