This commit is contained in:
AzaezelX 2023-03-30 14:19:50 -05:00
parent c6a1a42cf0
commit 1fb4f57f6e

View file

@ -2269,10 +2269,14 @@ void Player::setState(ActionState state, U32 recoverTicks)
case RecoverState: { case RecoverState: {
if (mDataBlock->landSequenceTime > 0.0f) if (mDataBlock->landSequenceTime > 0.0f)
{ {
// Use the land sequence as the basis for the recovery PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::LandAnim];
setActionThread(PlayerData::LandAnim, true, false, true, true); if (anim.sequence != -1)
F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime; {
mShapeInstance->setTimeScale(mActionAnimation.thread,timeScale); // Use the land sequence as the basis for the recovery
setActionThread(PlayerData::LandAnim, true, false, true, true);
F32 timeScale = mShapeInstance->getDuration(mActionAnimation.thread) / mDataBlock->landSequenceTime;
mShapeInstance->setTimeScale(mActionAnimation.thread, timeScale);
}
mRecoverDelay = mDataBlock->landSequenceTime; mRecoverDelay = mDataBlock->landSequenceTime;
} }
else else