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Minor edits to combat_begin_anim_stop_hook
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@@ -514,22 +514,21 @@ notDude:
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static void __fastcall StopAnimationAtCombatStart() {
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fo::var::anim_in_anim_stop = true;
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fo::var::curr_anim_set = -1;
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fo::var::curr_anim_set = -1;
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for (int i = 0; i < animationLimit; i++) {
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for (int i = 0; i < animationLimit; i++) {
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const fo::AnimationSet& set = animSet[i];
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if (set.currentAnim >= 1 && set.animations[set.currentAnim - 1].animType == fo::ANIM_TYPE_ANIMATE_FOREVER) continue;
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fo::func::anim_set_end(i);
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}
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fo::func::anim_set_end(i);
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}
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fo::var::anim_in_anim_stop = false;
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fo::var::anim_in_anim_stop = false;
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fo::func::object_anim_compact();
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}
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static __declspec(naked) void combat_begin_anim_stop_hook() {
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__asm {
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call StopAnimationAtCombatStart;
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retn;
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jmp StopAnimationAtCombatStart;
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}
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}
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@@ -643,6 +642,7 @@ void Animations::init() {
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SafeWrite16(0x4122D9, 0x9090); // action_get_an_object_
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}
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// Prevent the "forever" type of animation on objects from stopping when entering combat
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HookCall(0x421A48, combat_begin_anim_stop_hook);
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}
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