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@ -1563,7 +1563,8 @@ namespace MWWorld
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}
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const ESM::NPC *ret = mStore.insert(record);
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if (update) {
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//mRendering->renderPlayer(mPlayer->getPlayer());
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mRendering->renderPlayer(getPlayerPtr());
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scaleObject(getPlayerPtr(), 1.f); // apply race height
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}
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return ret;
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}
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@ -2120,18 +2121,20 @@ namespace MWWorld
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mPlayer->set(player);
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}
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//Ptr ptr = mPlayer->getPlayer();
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//mRendering->setupPlayer(ptr);
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Ptr ptr = mPlayer->getPlayer();
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mRendering->setupPlayer(ptr);
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}
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void World::renderPlayer()
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{
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//mRendering->renderPlayer(mPlayer->getPlayer());
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mRendering->renderPlayer(getPlayerPtr());
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scaleObject(getPlayerPtr(), 1.f); // apply race height
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// At this point the Animation object is live, and the CharacterController associated with it must be created.
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// It has to be done at this point: resetCamera below does animation->setViewMode -> CharacterController::forceStateUpdate
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// so we should make sure not to use a "stale" controller for that.
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MWBase::Environment::get().getMechanicsManager()->add(mPlayer->getPlayer());
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MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr());
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std::string model = getPlayerPtr().getClass().getModel(getPlayerPtr());
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//model = Misc::ResourceHelpers::correctActorModelPath(model);
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@ -2163,6 +2166,8 @@ namespace MWWorld
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MWRender::Animation* World::getAnimation(const MWWorld::Ptr &ptr)
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{
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if (ptr == getPlayerPtr())
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return mRendering->getPlayerAnimation();
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return mRendering->getAnimation(ptr);
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}
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