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path: root/scene/animation/animation_node_state_machine.cpp
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Diffstat (limited to 'scene/animation/animation_node_state_machine.cpp')
-rw-r--r--scene/animation/animation_node_state_machine.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 7c4f84b373..17ce05f130 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -186,8 +186,9 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
path.clear(); //a new one will be needed
- if (current == p_travel)
+ if (current == p_travel) {
return true; //nothing to do
+ }
loops_current = 0; // reset loops, so fade does not happen immediately
@@ -698,16 +699,18 @@ void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_from && transitions[i].to == p_to)
+ if (transitions[i].from == p_from && transitions[i].to == p_to) {
return true;
+ }
}
return false;
}
int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_from && transitions[i].to == p_to)
+ if (transitions[i].from == p_from && transitions[i].to == p_to) {
return i;
+ }
}
return -1;
}