|
|
@ -468,7 +468,8 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
|
|
|
|
|
|
|
|
|
|
|
|
void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force)
|
|
|
|
void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
if(force || idle != mIdleState)
|
|
|
|
if(force || idle != mIdleState ||
|
|
|
|
|
|
|
|
((idle == mIdleState) && !mAnimation->isPlaying(mCurrentIdle) && mAnimQueue.empty()))
|
|
|
|
{
|
|
|
|
{
|
|
|
|
mIdleState = idle;
|
|
|
|
mIdleState = idle;
|
|
|
|
size_t numLoops = ~0ul;
|
|
|
|
size_t numLoops = ~0ul;
|
|
|
|