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Play T_X_2_STAND on AI_StandUp (#858) - #1041
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kroplabeskidu wants to merge 1 commit into
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stopped animation also emits its remaining pfx-stop events, instead of clearing all effects
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Fixes #858
In vanilla AI_StandUp checks the current animation, if it's S_X and T_X_2_STAND exists it plays it and waits till the end, otherwise npc just stands up right away. AI_StandUpQuick always stands up right away. So Rupert finishes peeing when you talk to him in the loop, and stops abruptly if he's still in T_STAND_2_PEE, same as in the videos from the issue
Also when an animation gets stopped vanilla still runs its remaining events till the end of the anim, so pfx stop events from S_PEE fire. Did the same for pfx stop and removed the effects.clear() workaround from MdlVisual::stopAnim, it was killing all effects on the npc
Item use anims are left as before, those go through the item state logic