diff --git a/test/animationinfo_test.cpp b/test/animationinfo_test.cpp index 538104958..49f0a64ce 100644 --- a/test/animationinfo_test.cpp +++ b/test/animationinfo_test.cpp @@ -111,7 +111,7 @@ TEST(AnimationInfo, AttackSwordWarrior) // ProcessAnimationPending should be con { RunAnimationTest( { - new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 0, 9), + new SetNewAnimationData(16, 0, AnimationDistributionFlags::ProcessAnimationPending, 0, 9), // ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before. new GameTickData(2, 0), new RenderingData(0.0f, 1), @@ -274,7 +274,7 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated) new GameTickData(10, 0), new RenderingData(0.3f, 10), - // Start of repeated attack, cause plr[pnum].AnimInfo.CurrentFrame > plr[myplr]._pAFNum + // Start of repeated attack, cause plr[pnum].AnimInfo.CurrentFrame > plr[myplr]._pAFNum new SetNewAnimationData(16, 0, static_cast(AnimationDistributionFlags::ProcessAnimationPending | AnimationDistributionFlags::RepeatedAction), 0, 9), // ProcessAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before. new GameTickData(2, 0),