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bug with sequence of knockouts; giving sense to some hit state code
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2 changed files with 4 additions and 0 deletions
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@ -764,6 +764,7 @@ bool CharacterController::updateWeaponState()
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//commenting out following 2 lines will give a bit different combat dynamics(slower)
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//commenting out following 2 lines will give a bit different combat dynamics(slower)
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mHitState = CharState_None;
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mHitState = CharState_None;
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mCurrentHit.clear();
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mCurrentHit.clear();
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mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
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}
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}
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}
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}
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
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else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
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@ -209,7 +209,10 @@ namespace MWMechanics
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mDynamic[index] = value;
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mDynamic[index] = value;
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if (index == 2 && value.getCurrent() < 0)
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if (index == 2 && value.getCurrent() < 0)
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{
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setKnockedDown(true);
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setKnockedDown(true);
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mDynamic[2].setCurrent(0);
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}
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if (index==0 && mDynamic[index].getCurrent()<1)
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if (index==0 && mDynamic[index].getCurrent()<1)
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{
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{
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