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@ -225,8 +225,6 @@ namespace MWMechanics
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storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
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{
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stopWalking(actor, storage);
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moveNow = false;
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walking = false;
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chooseAction = true;
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mHasReturnPosition = false;
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}
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@ -329,17 +327,8 @@ namespace MWMechanics
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{
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// End package if duration is complete or mid-night hits:
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
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{
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if(!mRepeat)
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{
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stopWalking(actor, storage);
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return true;
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}
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else
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mStartTime = currentTime;
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}
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else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
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if((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
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(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
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{
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if(!mRepeat)
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{
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@ -447,8 +436,6 @@ namespace MWMechanics
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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storage.mMoveNow = false;
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storage.mWalking = false;
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storage.mChooseAction = true;
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mStuckCount = 0;
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}
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@ -494,8 +481,6 @@ namespace MWMechanics
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if (storage.mWalking)
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{
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stopWalking(actor, storage);
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storage.mMoveNow = false;
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storage.mWalking = false;
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mObstacleCheck.clear();
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storage.mIdleNow = true;
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getRandomIdle(storage.mPlayedIdle);
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@ -601,6 +586,8 @@ namespace MWMechanics
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{
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storage.mPathFinder.clearPath();
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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storage.mMoveNow = false;
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storage.mWalking = false;
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}
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void AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
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