ok maybe don't override the animation state if it's walk

This commit is contained in:
Kae 2023-06-28 22:59:15 +10:00
parent 0b7ddd05d1
commit 47ae258c2e

View File

@ -1685,7 +1685,7 @@ void Player::processStateChanges() {
}
}
if (m_moveVector.x() != 0.0f && (m_state == State::Run || m_state == State::Walk))
if (m_moveVector.x() != 0.0f && (m_state == State::Run))
m_state = abs(m_moveVector.x()) > 0.5f ? State::Run : State::Walk;
if (m_state == State::Jump && (oldState == State::Idle || oldState == State::Run || oldState == State::Walk || oldState == State::Crouch))