Some thoughts towards improving our bogus idle handling. Untested.
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@@ -67,14 +67,16 @@ namespace OpenRA.Mods.RA.Render
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{
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base.Tick(self);
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if (inAttack) return;
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if (self.GetCurrentActivity() is Activities.IdleAnimation) return;
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if (self.IsIdle) return;
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if (ChooseMoveAnim(self)) return;
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if (IsProne(self))
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anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
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else
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anim.Play("stand");
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// TODO: Pick new animation only on damage or idle notifications
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//if (IsProne(self))
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// anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
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//else
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// anim.Play("stand");
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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