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tweak: removed TP_SKYRIM64 and FT code
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Code/client/ModCompat/BehaviorOrig.cpp

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@@ -28,10 +28,6 @@ template <typename V> void GenerateFromEnum(uint64_t aKey)
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BehaviorVarsMap::getInstance().Register(sig);
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};
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#ifdef TP_SKYRIM
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#include "BehaviorOrig.Skyrim"
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#else
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#include "BehaviorOrig.Fallout4"
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#endif
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} // namespace BehaviorOrig

Code/client/ModCompat/BehaviorVar.cpp

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@@ -33,10 +33,8 @@
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#include "BehaviorVar.h"
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#include "BehaviorVarsMap.h"
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#if TP_SKYRIM64
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#include <Camera/TESCamera.h> // Camera 1st person is only in Skyrim?
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#include <Camera/PlayerCamera.h>
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#endif
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#include <mutex>
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std::mutex mutex_lock;
@@ -326,7 +324,6 @@ const AnimationGraphDescriptor* BehaviorVar::Patch(BSAnimationGraphManager* apMa
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auto hash = pExtendedActor->GraphDescriptorHash;
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const AnimationGraphDescriptor* pGraph = AnimationGraphDescriptorManager::Get().GetDescriptor(hash);
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#if TP_SKYRIM64
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// If it is the player-character AND they are in 1st person, we don't have the data to mod them;
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// Use the base game animation graphs until a Master Behavior actor enters the room. Could be an NPC,
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// but will always happen no later than when the 2nd person joins the server and room.
@@ -336,7 +333,6 @@ const AnimationGraphDescriptor* BehaviorVar::Patch(BSAnimationGraphManager* apMa
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hash = AnimationGraphDescriptor_Master_Behavior::m_key;
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pGraph = AnimationGraphDescriptorManager::Get().GetDescriptor(hash);
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}
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#endif
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// If we found the descriptor we're done.
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if (pGraph)

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