Fixed sliding NPCs by adding a replay cache for animations #757
+335
−17
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Having a single
LatestAction
wasn't enough to bring Actors into a correct animation state. Now non-cell-owners (aka party members) will replay recently run animations when an Actor is spawned in their worldTo discuss
AnimationEventLists
is even acceptable as it will be difficult to maintain the lists. Is there a better way? Comparing actions usingends_with
orstarts_with
doesn't feel right eitherTODOs
GetSitState
,IsSwimming
,GetSleepState
checks and state enforcingmoveStart
is completely missing when it shouldn'tInstant
counterparts when possible1401909EC → 1402C3957
,14067644e → 140654fa4 → 1402b789a
,14067644e → 14064ff77 → 1402b789a
. Might not be related to this fix at all, I don't know. Most often occurred during reconnects on the follower's side with lots of NPCs around