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Fix "holding" animation speed
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@ -78,10 +78,7 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
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return baseSpeed;
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case ECreatureAnimType::HOLDING:
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if ( creature->animation.idleAnimationTime > 0.01)
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return speed / creature->animation.idleAnimationTime;
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else
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return 0.f; // this animation is disabled for current creature
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return creature->animation.idleAnimationTime;
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case ECreatureAnimType::SHOOT_UP:
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case ECreatureAnimType::SHOOT_FRONT:
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