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Make extra sure to ignore movement input for scripted animations (#7833)
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@ -2070,7 +2070,7 @@ namespace MWMechanics
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vec.x() *= speed;
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vec.y() *= speed;
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if (isKnockedOut() || isKnockedDown() || isRecovery())
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if (isKnockedOut() || isKnockedDown() || isRecovery() || isScriptedAnimPlaying())
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vec = osg::Vec3f();
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CharacterState movestate = CharState_None;
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