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- Exhumed: Adjust c66b9795b9
to always return the last sequence instead of a nullptr.
* Returning a nullptr and having the caller return from that potentially results in no animation being drawn at all.
* Change here is akin to fix applied in 1cb15ed878
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2 changed files with 3 additions and 4 deletions
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@ -1928,7 +1928,6 @@ static void doPlayerActionSequence(DExhumedPlayer* const pPlayer)
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const auto pPlayerActor = pPlayer->GetActor();
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const auto playerSeq = getSequence(pPlayerActor->nSeqFile, PlayerSeq[pPlayerActor->nAction].nSeqId);
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if (playerSeq == nullptr) return;
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const auto seqSize = playerSeq->frames.Size();
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if (pPlayerActor->nFrame >= seqSize) pPlayerActor->nFrame = seqSize - 1;
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const auto& seqFrame = playerSeq->frames[pPlayerActor->nFrame];
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@ -88,9 +88,9 @@ TArray<Seq>* getFileSeqs(const FName nSeqFile);
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inline Seq* getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0)
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{
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auto seq = getFileSeqs(nSeqFile);
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if (nSeqIndex >= seq->Size()) return nullptr;
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return seq->Data(nSeqIndex);
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const auto seq = getFileSeqs(nSeqFile);
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const auto seqSize = seq->Size();
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return seq->Data((nSeqIndex >= seqSize) ? seqSize - 1 : nSeqIndex);
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}
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END_PS_NS
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