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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.
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@ -160,9 +160,14 @@ func (v *AnimatedEntity) SetTarget(tx, ty float64, action int32) {
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newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
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newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
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}
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}
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if newAnimationMode != v.animationMode {
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v.SetMode(newAnimationMode, v.weaponClass, v.direction)
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}
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newDirection := angleToDirection(float64(angle), v.composite.GetDirectionCount())
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newDirection := angleToDirection(float64(angle), v.composite.GetDirectionCount())
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if newDirection != v.GetDirection() || newAnimationMode != v.animationMode {
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v.SetMode(newAnimationMode, v.weaponClass, newDirection)
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if newDirection != v.GetDirection() {
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v.SetMode(v.animationMode, v.weaponClass, newDirection)
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}
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}
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}
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}
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