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temporary: use normal animation logic for walk

pull/1675/head
obligaron 5 years ago committed by Anders Jenbo
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commit
ab28255c68
  1. 3
      Source/player.cpp

3
Source/player.cpp

@ -1545,8 +1545,7 @@ void StartWalk(int pnum, int xvel, int yvel, int xoff, int yoff, int xadd, int y
}
//Start walk animation
int numSkippedFrames = (currlevel == 0 && sgGameInitInfo.bRunInTown) ? (plr[pnum]._pWFrames / 2) : 0;
NewPlrAnim(pnum, plr[pnum]._pWAnim[EndDir], plr[pnum]._pWFrames, 0, plr[pnum]._pWWidth, AnimationDistributionFlags::None, numSkippedFrames);
NewPlrAnim(pnum, plr[pnum]._pWAnim[EndDir], plr[pnum]._pWFrames, 0, plr[pnum]._pWWidth);
plr[pnum]._pdir = EndDir;
plr[pnum]._pVar8 = 0;

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