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@ -71,6 +71,13 @@ DedicatedPlayer::~DedicatedPlayer()
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void DedicatedPlayer::update(float dt)
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void DedicatedPlayer::update(float dt)
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{
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{
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// Only move and set anim flags if the framerate isn't too low
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if (dt < 0.1)
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{
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move(dt);
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setAnimFlags();
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}
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::DynamicStat<float> value;
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MWMechanics::DynamicStat<float> value;
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@ -100,13 +107,6 @@ void DedicatedPlayer::update(float dt)
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0);
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// Only move and set anim flags if the framerate isn't too low
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if (dt < 0.1)
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{
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move(dt);
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setAnimFlags();
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}
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}
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}
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void DedicatedPlayer::move(float dt)
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void DedicatedPlayer::move(float dt)
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