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authorAndrei Karas <akaras@inbox.ru>2016-02-08 20:44:03 +0300
committerAndrei Karas <akaras@inbox.ru>2016-02-08 20:44:03 +0300
commit66c3c6d23bb3286eb49cc6f132813f64f065cbfa (patch)
treec951ea7f4e39d1a326458692a8bf46da4cf0668b /src/being/actorsprite.cpp
parent203045d6184a3e6246b64b3433f43e0bfebc2e31 (diff)
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Stop cast animation also if got skill error message.
But this is not all cases. For always correct stop cast animation, need use animation command "jump" to stand animation.
Diffstat (limited to 'src/being/actorsprite.cpp')
-rw-r--r--src/being/actorsprite.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/being/actorsprite.cpp b/src/being/actorsprite.cpp
index 63f224c3d..b9ab7a8d9 100644
--- a/src/being/actorsprite.cpp
+++ b/src/being/actorsprite.cpp
@@ -250,7 +250,7 @@ void ActorSprite::updateStatusEffect(const int index, const Enable newStatus)
else if (effect->isTrickDead())
setTrickDead(newStatus == Enable_true);
else if (effect->isPostDelay())
- setPostDelay(newStatus == Enable_true);
+ stopCast(newStatus == Enable_true);
#endif
handleStatusEffect(effect, index);
}