hack around bad interaction between firing anims and idle anims finishing

This commit is contained in:
Chris Forbes
2011-01-30 17:38:34 +13:00
parent ccf04240cf
commit a0926a49ec

View File

@@ -58,12 +58,11 @@ namespace OpenRA.Mods.RA
if (ri.anim.HasSequence(sequence)) if (ri.anim.HasSequence(sequence))
{ {
var previousSequence = ri.anim.CurrentSequence.Name;
ri.anim.PlayThen(sequence, ri.anim.PlayThen(sequence,
() => () =>
{ {
state = IdleState.None; state = IdleState.None;
ri.anim.PlayRepeating(previousSequence); ri.anim.PlayRepeating("stand");
}); });
} }
else else