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https://github.com/DarkflameUniverse/DarkflameServer.git
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fix: unintended stopping (#1922)
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@@ -183,12 +183,11 @@ void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
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UpdateResult updateResult{};
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UpdateResult updateResult{};
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activeState.Update(deltaTime, modelComponent, updateResult);
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activeState.Update(deltaTime, modelComponent, updateResult);
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if (updateResult.newState.has_value() && updateResult.newState.value() != m_ActiveState) {
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if (updateResult.newState.has_value() && updateResult.newState.value() != m_ActiveState) {
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LOG("Behavior %llu is changing from state %s to %s", StringifiedEnum::ToString(m_ActiveState).data(), StringifiedEnum::ToString(updateResult.newState.value()).data());
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LOG("Behavior %llu is changing from state %s to %s", m_BehaviorId, StringifiedEnum::ToString(m_ActiveState).data(), StringifiedEnum::ToString(updateResult.newState.value()).data());
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GameMessages::ResetModelToDefaults resetMsg{};
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GameMessages::ResetModelToDefaults resetMsg{};
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resetMsg.bResetPos = false;
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resetMsg.bResetPos = false;
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resetMsg.bResetRot = false;
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resetMsg.bResetRot = false;
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resetMsg.bUnSmash = false;
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resetMsg.bUnSmash = false;
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resetMsg.bResetBehaviors = false;
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modelComponent.OnResetModelToDefaults(resetMsg);
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modelComponent.OnResetModelToDefaults(resetMsg);
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HandleMsg(resetMsg);
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HandleMsg(resetMsg);
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m_ActiveState = updateResult.newState.value();
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m_ActiveState = updateResult.newState.value();
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