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character: Don't skip entity update while in the air
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We still want the animations to play while we're not on the ground. We
might want to queue different animations for that, but that's a separate
topic. Also, "ragdoll" is a misnomer.

Always call entity update from character update code.

Signed-off-by: Alexander Shishkin <[email protected]>
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virtuoso committed Oct 4, 2024
1 parent 902daf4 commit 0bcc784
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion core/character.c
Original file line number Diff line number Diff line change
Expand Up @@ -418,7 +418,7 @@ static int character_update(struct entity3d *e, void *data)
motion_reset(&c->mctl, s);

// return 0;
return c->ragdoll ? 0 : c->orig_update(e, data);
return c->orig_update(e, data);
}

struct character *character_new(struct model3dtx *txm, struct scene *s)
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