Final adjustments
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@@ -245,7 +245,14 @@ void Character::update(int64_t deltaMs) {
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resetAnim = false;
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anim.currentFrame = 0;
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}
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anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
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if (currentState == AnimationState::WALK)
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{
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anim.currentFrame += static_cast<float>(deltaMs) / 48.f;
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}
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else
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{
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anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
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}
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//std::cout << "Current animation frame: " << anim.currentFrame << " / " << anim.totalFrames << " -- " << anim.lastFrame << std::endl;
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int frms = anim.model.animations[0].keyFrames[anim.model.animations[0].keyFrames.size() - 1].frame;
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if (static_cast<int>(anim.currentFrame) >= frms) {
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+1
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@@ -1838,7 +1838,7 @@ void Location::setup()
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// Cases 1 & 2: phone dialogue done and player has been on foot >15s
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// (the 60s case from the spec collapses into the same trigger — once
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// the car is spawned the second threshold is moot).
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if (dialoguePlayedPhone1 && !inCar && playerOnFootSeconds > 15.0f) {
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if (dialoguePlayedPhone1 && !inCar && playerOnFootSeconds > 23.0f) {
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shouldSpawn = true;
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}
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