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author | Andy Brenneke <sneakymax@gmail.com> | 2018-08-25 03:17:19 -0700 |
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committer | Andy Brenneke <sneakymax@gmail.com> | 2018-08-25 03:17:19 -0700 |
commit | 6714f73d9e2bbe71128c45bfc03f6ba02c329cb3 (patch) | |
tree | 2a48cc7f8c1aae16fb6e63e807deab0a8ea7356e | |
parent | f72f74486d3f07b2be0c6480c6c0d34edd47794f (diff) |
Fix advancing based on condition in AnimationNodeStateMachinePlayback
-rw-r--r-- | scene/animation/animation_node_state_machine.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 09c36eb081..a71bacd3f6 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -390,7 +390,7 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm, auto_advance = true; } - if (sm->transitions[i].from == current && sm->transitions[i].transition->has_auto_advance()) { + if (sm->transitions[i].from == current && auto_advance) { if (sm->transitions[i].transition->get_priority() < priority_best) { auto_advance_to = i; |