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.
This commit is contained in:
reaperrr
2017-07-28 15:49:16 +02:00
committed by abcdefg30
parent c75e64a952
commit 90a4fe7ca1
2 changed files with 2 additions and 2 deletions

View File

@@ -143,7 +143,7 @@ namespace OpenRA.Mods.Common.Traits.Render
{ {
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
{ {
DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence)); CancelCustomAnimation(self);
if (after != null) if (after != null)
after(); after();
}); });

View File

@@ -62,7 +62,7 @@ namespace OpenRA.Mods.Common.Traits.Render
void PlayAttackAnimation(Actor self) void PlayAttackAnimation(Actor self)
{ {
if (!string.IsNullOrEmpty(info.AttackSequence)) if (!string.IsNullOrEmpty(info.AttackSequence))
wst.PlayCustomAnimation(self, info.AttackSequence, () => wst.CancelCustomAnimation(self)); wst.PlayCustomAnimation(self, info.AttackSequence);
} }
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)