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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-24 10:12:18 -0500
committerStar Rauchenberger <fefferburbia@gmail.com>2021-02-24 16:00:53 -0500
commit135e71d650e5a414219729cd84a2c917a3e8f1fb (patch)
tree7d5f2c99a8be34e27bb1644282576371bd0ab98e /src/character_system.cpp
parentb06b259c54e09f1a4026191d6eec9684599bd370 (diff)
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Removed manual animation stuff
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r--src/character_system.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 27c2280..ea469d5 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -349,7 +349,7 @@ void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) {
349 break; 349 break;
350 } 350 }
351 case CharacterMedium::Ladder: { 351 case CharacterMedium::Ladder: {
352 game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb."); 352 game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb");
353 353
354 if (state == CharacterState::Still || state == CharacterState::Crouching) { 354 if (state == CharacterState::Still || state == CharacterState::Crouching) {
355 sprite.animPaused = true; 355 sprite.animPaused = true;