From dbafab2cef0fc7be4fca69dc3664b56b086f583a Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Fri, 4 Mar 2016 03:07:36 +0100 Subject: [PATCH] fixup! First attempt at AssaultWeapon animations! --- src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp index e181daf6..3918e9b8 100644 --- a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp @@ -103,7 +103,7 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) // Play animation EntityWrapper modelEntity = wi.FirstPersonEntity.Parent().Parent(); if (modelEntity.Valid()) { - EntityWrapper blendTree = modelEntity.FirstChildByName("PrimaryBlendTree"); + EntityWrapper blendTree = modelEntity.FirstChildByName("AssaultWeaponBlendTree"); EntityWrapper reloadBlend = blendTree.FirstChildByName("Reload"); Events::AutoAnimationBlend eFireBlend;