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authorAndy Brenneke <sneakymax@gmail.com>2018-08-25 03:17:19 -0700
committerAndy Brenneke <sneakymax@gmail.com>2018-08-25 03:17:19 -0700
commit6714f73d9e2bbe71128c45bfc03f6ba02c329cb3 (patch)
tree2a48cc7f8c1aae16fb6e63e807deab0a8ea7356e
parentf72f74486d3f07b2be0c6480c6c0d34edd47794f (diff)
Fix advancing based on condition in AnimationNodeStateMachinePlayback
-rw-r--r--scene/animation/animation_node_state_machine.cpp2
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;