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@ -2291,6 +2291,21 @@ void CCharacterCL::endAnimTransition()
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// If the next mode in the automaton != Current Mode
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// If the next mode in the automaton != Current Mode
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if(_CurrentState->NextMode != _Mode)
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if(_CurrentState->NextMode != _Mode)
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{
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{
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// Undo previous behaviour
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switch(_Mode)
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{
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case MBEHAV::DEATH:
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// Restore collisions.
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if(_Primitive)
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{
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// TODO: Without this dynamic cast
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if(dynamic_cast<CPlayerCL *>(this))
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_Primitive->setOcclusionMask(MaskColPlayer);
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else
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_Primitive->setOcclusionMask(MaskColNpc);
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}
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break;
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}
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if(ClientCfg.UsePACSForAll && _Primitive)
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if(ClientCfg.UsePACSForAll && _Primitive)
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_Primitive->setCollisionMask(MaskColNone);
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_Primitive->setCollisionMask(MaskColNone);
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//// AJOUT ////
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//// AJOUT ////
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