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	Merge pull request #1772 from akortunov/deathanim
Fast-forward death animation to end if death animation was finished earlier
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						b619c0de2d
					
				
					 1 changed files with 4 additions and 3 deletions
				
			
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			@ -2026,10 +2026,11 @@ void CharacterController::update(float duration)
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    {
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        // initial start of death animation for actors that started the game as dead
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        // not done in constructor since we need to give scripts a chance to set the mSkipAnim flag
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        if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty() && cls.isPersistent(mPtr))
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        if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty())
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        {
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            // Fast-forward death animation to end for persisting corpses
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            playDeath(1.f, mDeathState);
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            // Fast-forward death animation to end for persisting corpses or corpses after end of death animation
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            if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished())
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                playDeath(1.f, mDeathState);
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        }
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        // We must always queue movement, even if there is none, to apply gravity.
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        world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
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