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@ -764,16 +764,6 @@ void CharacterController::playDeath(float startpoint, CharacterState death)
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{
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mDeathState = death;
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mCurrentDeath = deathStateToAnimGroup(mDeathState);
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// Make sure the character was swimming upon death for forward-compatibility
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if (!MWBase::Environment::get().getWorld()->isSwimming(mPtr))
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{
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if (mDeathState == CharState_SwimDeathKnockDown)
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mCurrentDeath = "deathknockdown";
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else if (mDeathState == CharState_SwimDeathKnockOut)
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mCurrentDeath = "deathknockout";
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}
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mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1);
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// For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
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