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@ -480,10 +480,9 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
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}
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//compute time left for transitions by using the end node
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if (sm->end_node != StringName() && sm->end_node != current) {
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rem = sm->blend_node(current, sm->states[sm->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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rem = sm->blend_node(sm->end_node, sm->states[sm->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
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}
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return rem;
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