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Fix gate animations. #16113
Gates on bleed do not animate open/closed. This is caused by a badly thought workaround that disables the animation using a condition when the make animation isn't playing!
Considering that the make animation is simply the gate closing, the simple fix here is to start the gate in the open position with zero close delay, and remove the MakeAnimation trait completely. This has a side bonus of allowing the gates to respond and reopen faster after placement.
Make animation and 'normal' closing having different animation speeds was/would be an inconsistency as well, though.
We could make the animations look a bit more fluent by setting the TransitionDelay to multiples of the animation length, though that would have a minor impact on gameplay (GDI gates have 10 frames vs 7 on Nod gates).
But in my opinion it's too minor to hold up this PR.