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	Rename CharState_Idle to CharState_Alive
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					 3 changed files with 5 additions and 6 deletions
				
			
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					@ -169,7 +169,7 @@ namespace MWMechanics
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        /* Kind of a hack. Activators need a character controller to manage an idle state. */
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					        /* Kind of a hack. Activators need a character controller to manage an idle state. */
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        if(ptr.getTypeName() == typeid(ESM::Activator).name() ||
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					        if(ptr.getTypeName() == typeid(ESM::Activator).name() ||
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           !MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead())
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					           !MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead())
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            mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Idle)));
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					            mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Alive)));
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        else
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					        else
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            mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Dead)));
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					            mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Dead)));
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    }
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					    }
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					@ -213,7 +213,7 @@ namespace MWMechanics
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                if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead())
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					                if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead())
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                {
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					                {
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                    if(iter->second.getState() == CharState_Dead)
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					                    if(iter->second.getState() == CharState_Dead)
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                        iter->second.setState(CharState_Idle);
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					                        iter->second.setState(CharState_Alive);
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                    updateActor(iter->first, totalDuration);
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					                    updateActor(iter->first, totalDuration);
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                    if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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					                    if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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					@ -43,7 +43,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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    mAnimation->setController(this);
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					    mAnimation->setController(this);
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    switch(mState)
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					    switch(mState)
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    {
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					    {
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        case CharState_Idle:
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					        case CharState_Alive:
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            mCurrentGroup = "idle";
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					            mCurrentGroup = "idle";
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            mAnimation->play(mCurrentGroup, "start");
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					            mAnimation->play(mCurrentGroup, "start");
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            break;
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					            break;
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					@ -121,7 +121,6 @@ Ogre::Vector3 CharacterController::update(float duration)
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void CharacterController::playGroup(const std::string &groupname, int mode, int count)
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					void CharacterController::playGroup(const std::string &groupname, int mode, int count)
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{
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					{
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    // set mState = CharState_Idle?
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    if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
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					    if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
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    {
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					    {
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        count = std::max(count, 1);
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					        count = std::max(count, 1);
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					@ -159,7 +158,7 @@ void CharacterController::setState(CharacterState state)
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    mAnimQueue.clear();
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					    mAnimQueue.clear();
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    switch(mState)
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					    switch(mState)
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    {
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					    {
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        case CharState_Idle:
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					        case CharState_Alive:
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            mCurrentGroup = "idle";
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					            mCurrentGroup = "idle";
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            mAnimation->play(mCurrentGroup, "start");
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					            mAnimation->play(mCurrentGroup, "start");
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            break;
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					            break;
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					@ -12,7 +12,7 @@ namespace MWMechanics
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{
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					{
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enum CharacterState {
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					enum CharacterState {
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    CharState_Idle,
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					    CharState_Alive,
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    CharState_Dead
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					    CharState_Dead
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};
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					};
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