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Use loopfallback for idle animation groups
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parent
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commit
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@ -2023,9 +2023,10 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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mCurrentIdle.clear();
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mCurrentIdle.clear();
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mIdleState = CharState_SpecialIdle;
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mIdleState = CharState_SpecialIdle;
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bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
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mAnimation->play(groupname, Priority_Default,
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mAnimation->play(groupname, Priority_Default,
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MWRender::Animation::BlendMask_All, false, 1.0f,
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MWRender::Animation::BlendMask_All, false, 1.0f,
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
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}
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}
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else if(mode == 0)
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else if(mode == 0)
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{
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{
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