fixed #102 hopefully not creating other bugs

This commit is contained in:
Pinsplash 2024-05-16 16:50:25 -05:00
parent 054e5d5899
commit d5c071e2af

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@ -6080,8 +6080,15 @@ Activity CAI_BaseNPC::TranslateActivity( Activity idealActivity, Activity *pIdea
if ( baseTranslation != weaponTranslation && HaveSequenceForActivity( baseTranslation ) ) if ( baseTranslation != weaponTranslation && HaveSequenceForActivity( baseTranslation ) )
return baseTranslation; return baseTranslation;
if ( idealWeaponActivity != baseTranslation && HaveSequenceForActivity( idealWeaponActivity ) ) if (idealWeaponActivity != baseTranslation && HaveSequenceForActivity(idealWeaponActivity))
return idealActivity; {
//this used to return idealActivity instead, but i found that this was causing grigori to use non-weapon activities in town 02a.
//i don't know when this bug started happening.
//no other NPCs appear to go down this same code path, but if in the future an NPC is animating incorrectly and this message appears, now you know why.
//this may also remove the need for some weapon acttables referencing readiness levels.
Msg("%s weapon activity is %s, ideal activity %s\n", GetClassname(), GetActivityName(idealWeaponActivity), GetActivityName(idealActivity));
return idealWeaponActivity;
}
if ( idealActivity != idealWeaponActivity && HaveSequenceForActivity( idealActivity ) ) if ( idealActivity != idealWeaponActivity && HaveSequenceForActivity( idealActivity ) )
return idealActivity; return idealActivity;