NSMonster: cache idle animation in case it differs (between ACT events, in case of HL MDL)

Develop
Marco Cawthorne 10 months ago
parent 055988da77
commit b4fbab80c5
Signed by: eukara
GPG Key ID: CE2032F0A2882A22

@ -415,6 +415,9 @@ private:
PREDICTED_VECTOR_N(view_ofs)
/* caching variables, don't save these */
float m_actIdle;
nonvirtual void _LerpTurnToEnemy(void);
virtual void _Alerted(void);
#endif

@ -50,6 +50,7 @@ NSMonster::NSMonster(void)
m_flSeeTime = 0.0f;
m_flAnimTime = 0.0f;
m_flTrackingTime = 0.0f;
m_actIdle = -1;
#endif
}
@ -702,7 +703,10 @@ NSMonster::AnimationUpdate(void)
float midspeed = GetWalkSpeed() + ((GetRunSpeed() - GetWalkSpeed()) * 0.5f);
if (spvel < 5) {
fr = AnimIdle();
if (m_actIdle == -1)
m_actIdle = AnimIdle();
fr = m_actIdle;
if (m_iMoveState != MOVESTATE_IDLE)
m_flAnimTime = 0.0f;

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