Resume looping default WithSpriteTurret.Sequence after custom anim
It doesn't really make sense not to, and the only trait using PlayCustomAnimation previously did this manually anyway.
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@@ -62,7 +62,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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void PlayAttackAnimation(Actor self)
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{
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if (!string.IsNullOrEmpty(info.AttackSequence))
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wst.PlayCustomAnimation(self, info.AttackSequence, () => wst.CancelCustomAnimation(self));
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wst.PlayCustomAnimation(self, info.AttackSequence);
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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