From 46aac016fd73425dc0d1eb600740328fa562adaf Mon Sep 17 00:00:00 2001 From: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> Date: Thu, 23 Oct 2025 21:41:16 -0700 Subject: [PATCH] fix: unintended stopping (#1922) --- dGame/dPropertyBehaviors/PropertyBehavior.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/dGame/dPropertyBehaviors/PropertyBehavior.cpp b/dGame/dPropertyBehaviors/PropertyBehavior.cpp index d52a5380..139b6d04 100644 --- a/dGame/dPropertyBehaviors/PropertyBehavior.cpp +++ b/dGame/dPropertyBehaviors/PropertyBehavior.cpp @@ -183,12 +183,11 @@ void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) { UpdateResult updateResult{}; activeState.Update(deltaTime, modelComponent, updateResult); if (updateResult.newState.has_value() && updateResult.newState.value() != m_ActiveState) { - LOG("Behavior %llu is changing from state %s to %s", StringifiedEnum::ToString(m_ActiveState).data(), StringifiedEnum::ToString(updateResult.newState.value()).data()); + LOG("Behavior %llu is changing from state %s to %s", m_BehaviorId, StringifiedEnum::ToString(m_ActiveState).data(), StringifiedEnum::ToString(updateResult.newState.value()).data()); GameMessages::ResetModelToDefaults resetMsg{}; resetMsg.bResetPos = false; resetMsg.bResetRot = false; resetMsg.bUnSmash = false; - resetMsg.bResetBehaviors = false; modelComponent.OnResetModelToDefaults(resetMsg); HandleMsg(resetMsg); m_ActiveState = updateResult.newState.value();