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Fixed taking wrong rot angle target when auto-generating run walkpath
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Source/Entities/AHuman.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -235,7 +235,7 @@ int AHuman::Create(const AHuman& reference) {
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m_Paths[BGROUND][RUN].Create(reference.m_Paths[BGROUND][WALK]);
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m_Paths[FGROUND][RUN].SetBaseSpeedMultiplier(reference.m_Paths[FGROUND][WALK].GetSpeed(Speed::FAST) / reference.m_Paths[FGROUND][WALK].GetSpeed(Speed::NORMAL));
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m_Paths[BGROUND][RUN].SetBaseSpeedMultiplier(reference.m_Paths[BGROUND][WALK].GetSpeed(Speed::FAST) / reference.m_Paths[BGROUND][WALK].GetSpeed(Speed::NORMAL));
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m_RotAngleTargets[RUN] = reference.m_RotAngleTargets[RUN];
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m_RotAngleTargets[RUN] = reference.m_RotAngleTargets[WALK];
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}
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m_DeviceState = reference.m_DeviceState;

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