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@ -1960,7 +1960,28 @@ void CharacterController::update(float duration)
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world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
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movement = vec;
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/*
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Start of tes3mp addition
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Character movement setting positions get reset here, so we have to assign them to a
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relevant LocalActor now
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*/
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if (isLocalActor)
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{
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localActor->direction.pos[0] = cls.getMovementSettings(mPtr).mPosition[0];
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localActor->direction.pos[1] = cls.getMovementSettings(mPtr).mPosition[1];
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localActor->direction.pos[2] = cls.getMovementSettings(mPtr).mPosition[2];
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localActor->direction.rot[0] = cls.getMovementSettings(mPtr).mRotation[0];
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localActor->direction.rot[1] = cls.getMovementSettings(mPtr).mRotation[1];
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localActor->direction.rot[2] = cls.getMovementSettings(mPtr).mRotation[2];
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}
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/*
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End of tes3mp addition
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*/
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cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
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// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
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// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
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@ -2011,27 +2032,6 @@ void CharacterController::update(float duration)
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if (mFloatToSurface && cls.isActor() && cls.getCreatureStats(mPtr).isDead() && cls.canSwim(mPtr))
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moved.z() = 1.0;
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/*
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Start of tes3mp addition
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Save or load movement velocity based on whether this is a local or dedicated actor
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*/
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if (isLocalActor)
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{
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localActor->hasMovement = true;
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localActor->movement.x = moved.x();
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localActor->movement.y = moved.y();
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localActor->movement.z = moved.z();
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}
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else if (isDedicatedActor)
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{
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if (dedicatedActor->hasMovement)
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moved = osg::Vec3f(dedicatedActor->movement.x, dedicatedActor->movement.y, dedicatedActor->movement.z);
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}
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/*
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End of tes3mp addition
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*/
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// Update movement
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if(mMovementAnimationControlled && mPtr.getClass().isActor())
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world->queueMovement(mPtr, moved);
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