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Do not adjust position for falling actors
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6d3de520e8
commit
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2 changed files with 4 additions and 1 deletions
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@ -18,6 +18,7 @@
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Bug #6987: Set/Mod Blindness should not darken the screen
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Bug #6992: Crossbow reloading doesn't look the same as in Morrowind
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Bug #6993: Shooting your last round of ammunition causes the attack animation to cancel
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Bug #7009: Falling actors teleport to the ground without receiving any damage on cell loading
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Feature #6933: Support high-resolution cursor textures
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Feature #6945: Support S3TC-compressed and BGR/BGRA NiPixelData
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Feature #6979: Add support of loading and displaying LOD assets purely based on their filename extension
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@ -4,10 +4,12 @@
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#include <memory>
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#include "character.hpp"
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#include "creaturestats.hpp"
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#include "greetingstate.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include <components/misc/timer.hpp>
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@ -28,7 +30,7 @@ namespace MWMechanics
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public:
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Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
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: mCharacterController(ptr, animation)
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, mPositionAdjusted(false)
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, mPositionAdjusted(ptr.getClass().getCreatureStats(ptr).getFallHeight() > 0)
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{
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}
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