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remove incorrect comment
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1 changed files with 1 additions and 4 deletions
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@ -993,11 +993,8 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
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}
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{
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// the current frame is set on the server in update() in ModelEntityItem.cpp
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// the current frame is set on the server in update() in ModelEntityItem.cpp
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int animationCurrentFrame = (int)(glm::floor(entity->getAnimationCurrentFrame()));
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// in the case where the last frame is greater than the framecount then clamp
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// it to the end of the animation until it loops around.
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if (animationCurrentFrame < 0 || animationCurrentFrame >= frameCount) {
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animationCurrentFrame = 0;
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}
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