m_view_bobbing_fall = -1; // Mark the effect as finished
}
+ bool was_under_zero = m_wield_change_timer < 0;
if(m_wield_change_timer < 0.125)
m_wield_change_timer += dtime;
if(m_wield_change_timer > 0.125)
m_wield_change_timer = 0.125;
- if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) {
+ if(m_wield_change_timer >= 0 && was_under_zero) {
if(m_wield_mesh_next) {
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true);