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Added a safeguard to the death animation fix on combat start
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@@ -242,7 +242,7 @@ struct GameObject {
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struct {
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MiscFlags sceneryFlags; // unused for scenery? (aka updated_flags)
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MiscFlags doorFlags; // used for doors states open/locked/jammed (aka cur_open_flags)
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long unused[9]; // offset 0x40 (not saved)
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long unused[9]; // offset 0x40 (not saved)
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} scenery;
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};
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@@ -520,7 +520,8 @@ static void __stdcall combat_begin_anim_stop_hook() {
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const fo::AnimationSet& set = animSet[i];
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if (set.currentAnim >= 1 &&
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(set.animations[set.currentAnim - 1].animType == fo::ANIM_TYPE_ANIMATE_FOREVER ||
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((set.animations[set.currentAnim - 1].source->artFid & 0xFF0000) >> 16 >= fo::ANIM_fall_back &&
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(set.animations[set.currentAnim - 1].source != nullptr &&
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(set.animations[set.currentAnim - 1].source->artFid & 0xFF0000) >> 16 >= fo::ANIM_fall_back &&
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(set.animations[set.currentAnim - 1].source->artFid & 0xFF0000) >> 16 <= fo::ANIM_fall_front_blood)))
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{
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continue;
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