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Don't "jump" with 0 vertical velocity in all cases (bug #5106)
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2 changed files with 3 additions and 2 deletions
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@ -116,6 +116,7 @@
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Bug #5093: Hand to hand sound plays on knocked out enemies
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Bug #5099: Non-swimming enemies will enter water if player is water walking
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Bug #5105: NPCs start combat with werewolves from any distance
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Bug #5106: Still can jump even when encumbered
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Bug #5110: ModRegion with a redundant numerical argument breaks script execution
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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@ -2065,7 +2065,8 @@ void CharacterController::update(float duration, bool animationOnly)
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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}
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if(sneak || inwater || flying || incapacitated || !solid)
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float z = cls.getJump(mPtr);
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if(sneak || inwater || flying || incapacitated || !solid || z <= 0)
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vec.z() = 0.0f;
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bool inJump = true;
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@ -2088,7 +2089,6 @@ void CharacterController::update(float duration, bool animationOnly)
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else if(vec.z() > 0.0f && mJumpState != JumpState_InAir)
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{
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// Started a jump.
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float z = cls.getJump(mPtr);
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if (z > 0)
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{
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if(vec.x() == 0 && vec.y() == 0)
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