From 0876a2953da5edaefb3e937975c7db5512025c06 Mon Sep 17 00:00:00 2001 From: Ziemas Date: Sun, 29 Dec 2019 05:33:30 +0100 Subject: [PATCH] NPC path: change mode before changing directions. (#271) We need the data of the new mode before making a decision on what direction to use. --- d2render/animated_entity.go | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/d2render/animated_entity.go b/d2render/animated_entity.go index 8c6f9cd6..9c299f30 100644 --- a/d2render/animated_entity.go +++ b/d2render/animated_entity.go @@ -160,9 +160,14 @@ func (v *AnimatedEntity) SetTarget(tx, ty float64, action int32) { newAnimationMode = d2enum.AnimationModeMonsterWalk.String() } + if newAnimationMode != v.animationMode { + v.SetMode(newAnimationMode, v.weaponClass, v.direction) + } + newDirection := angleToDirection(float64(angle), v.composite.GetDirectionCount()) - if newDirection != v.GetDirection() || newAnimationMode != v.animationMode { - v.SetMode(newAnimationMode, v.weaponClass, newDirection) + + if newDirection != v.GetDirection() { + v.SetMode(v.animationMode, v.weaponClass, newDirection) } }