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Disallow non-bipedal hand-to-hand refreshes
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2 changed files with 5 additions and 3 deletions
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@ -709,7 +709,9 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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if (mPtr.getClass().isActor())
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if (mPtr.getClass().isActor())
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refreshHitRecoilAnims(idle);
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refreshHitRecoilAnims(idle);
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std::string weap = getWeaponType(mWeaponType)->mShortGroup;
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std::string weap;
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if (mWeaponType != ESM::Weapon::HandToHand || mPtr.getClass().isBipedal(mPtr))
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weap = getWeaponType(mWeaponType)->mShortGroup;
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refreshJumpAnims(weap, jump, idle, force);
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refreshJumpAnims(weap, jump, idle, force);
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refreshMovementAnims(weap, movement, idle, force);
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refreshMovementAnims(weap, movement, idle, force);
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@ -1127,7 +1129,7 @@ bool CharacterController::updateCarriedLeftVisible(const int weaptype) const
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return mAnimation->updateCarriedLeftVisible(weaptype);
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return mAnimation->updateCarriedLeftVisible(weaptype);
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}
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}
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bool CharacterController::updateState(CharacterState& idle)
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bool CharacterController::updateState(CharacterState idle)
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{
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{
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const MWWorld::Class &cls = mPtr.getClass();
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const MWWorld::Class &cls = mPtr.getClass();
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CreatureStats &stats = cls.getCreatureStats(mPtr);
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CreatureStats &stats = cls.getCreatureStats(mPtr);
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@ -205,7 +205,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void clearAnimQueue(bool clearPersistAnims = false);
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void clearAnimQueue(bool clearPersistAnims = false);
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bool updateState(CharacterState& idle);
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bool updateState(CharacterState idle);
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void updateIdleStormState(bool inwater);
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void updateIdleStormState(bool inwater);
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std::string chooseRandomAttackAnimation() const;
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std::string chooseRandomAttackAnimation() const;
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