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@ -1835,7 +1835,7 @@ namespace MWMechanics
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mAnimation->disable(mAnimQueue.front().mGroup);
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mAnimQueue.pop_front();
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bool loopfallback = (mAnimQueue.front().mGroup.compare(0, 4, "idle") == 0);
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bool loopfallback = mAnimQueue.front().mGroup.starts_with("idle");
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mAnimation->play(mAnimQueue.front().mGroup, Priority_Default, MWRender::Animation::BlendMask_All, false,
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
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}
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@ -2463,7 +2463,7 @@ namespace MWMechanics
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clearStateAnimation(mCurrentIdle);
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mIdleState = CharState_SpecialIdle;
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bool loopfallback = (mAnimQueue.front().mGroup.compare(0, 4, "idle") == 0);
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bool loopfallback = mAnimQueue.front().mGroup.starts_with("idle");
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mAnimation->play(anim.mGroup, Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start",
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"stop", complete, anim.mLoopCount, loopfallback);
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}
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@ -2513,7 +2513,7 @@ namespace MWMechanics
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clearStateAnimation(mCurrentIdle);
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mIdleState = CharState_SpecialIdle;
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bool loopfallback = (entry.mGroup.compare(0, 4, "idle") == 0);
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bool loopfallback = entry.mGroup.starts_with("idle");
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mAnimation->play(groupname, persist && groupname != "idle" ? Priority_Persistent : Priority_Default,
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MWRender::Animation::BlendMask_All, false, 1.0f, ((mode == 2) ? "loop start" : "start"), "stop", 0.0f,
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count - 1, loopfallback);
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