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sixcyCyril SIX
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Fix run animation in town
The character used to run with different animation lengths from the starting point to the steady point. This fixes it by not taking into account `pmWillBeCalled` for deciding the number of skipped frames.
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Source/player.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -138,8 +138,8 @@ void StartWalkAnimation(Player &player, Direction dir, bool pmWillBeCalled)
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{
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int8_t skippedFrames = -2;
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if (leveltype == DTYPE_TOWN && sgGameInitInfo.bRunInTown != 0)
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skippedFrames = 2;
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if (pmWillBeCalled)
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skippedFrames = 3;
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else if (pmWillBeCalled)
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skippedFrames += 1;
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NewPlrAnim(player, player_graphic::Walk, dir, AnimationDistributionFlags::ProcessAnimationPending, skippedFrames);
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}

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