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Reset current attack during force update (bug #4922)
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2 changed files with 8 additions and 0 deletions
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@ -43,6 +43,7 @@
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Bug #4896: Title screen music doesn't loop
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Bug #4896: Title screen music doesn't loop
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Bug #4911: Editor: QOpenGLContext::swapBuffers() warning with Qt5
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Bug #4911: Editor: QOpenGLContext::swapBuffers() warning with Qt5
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Bug #4916: Specular power (shininess) material parameter is ignored when shaders are used.
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Bug #4916: Specular power (shininess) material parameter is ignored when shaders are used.
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Bug #4922: Werewolves can not attack if the transformation happens during attack
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Feature #2229: Improve pathfinding AI
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Feature #2229: Improve pathfinding AI
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Feature #3442: Default values for fallbacks from ini file
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Feature #3442: Default values for fallbacks from ini file
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Feature #3610: Option to invert X axis
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Feature #3610: Option to invert X axis
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@ -2554,6 +2554,13 @@ void CharacterController::forceStateUpdate()
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return;
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return;
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clearAnimQueue();
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clearAnimQueue();
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// Make sure we canceled the current attack or spellcasting,
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// because we disabled attack animations anyway.
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mCastingManualSpell = false;
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mAttackingOrSpell = false;
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if (mUpperBodyState != UpperCharState_Nothing)
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mUpperBodyState = UpperCharState_WeapEquiped;
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refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
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refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
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if(mDeathState != CharState_None)
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if(mDeathState != CharState_None)
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