mirror of https://github.com/godotengine/godot
Merge pull request #104018 from SaracenOne/fix_process_state_error
Fix missing `process_state` error in blend spaces.
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commit
edbdca2074
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@ -380,7 +380,13 @@ AnimationNode::NodeTimeInfo AnimationNodeBlendSpace1D::_process(const AnimationM
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Ref<AnimationNodeAnimation> na_c = static_cast<Ref<AnimationNodeAnimation>>(blend_points[cur_closest].node);
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Ref<AnimationNodeAnimation> na_n = static_cast<Ref<AnimationNodeAnimation>>(blend_points[new_closest].node);
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if (na_c.is_valid() && na_n.is_valid()) {
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na_n->process_state = process_state;
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na_c->process_state = process_state;
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na_n->set_backward(na_c->is_backward());
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na_n = nullptr;
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na_c = nullptr;
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}
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// See how much animation remains.
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pi.seeked = false;
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@ -557,7 +557,13 @@ AnimationNode::NodeTimeInfo AnimationNodeBlendSpace2D::_process(const AnimationM
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Ref<AnimationNodeAnimation> na_c = static_cast<Ref<AnimationNodeAnimation>>(blend_points[cur_closest].node);
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Ref<AnimationNodeAnimation> na_n = static_cast<Ref<AnimationNodeAnimation>>(blend_points[new_closest].node);
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if (na_c.is_valid() && na_n.is_valid()) {
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na_n->process_state = process_state;
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na_c->process_state = process_state;
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na_n->set_backward(na_c->is_backward());
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na_n = nullptr;
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na_c = nullptr;
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}
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// See how much animation remains.
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pi.seeked = false;
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