Fixed compiling actors frame counts and sprite types when using 3 or 6 frame actors with static movement
@@ -734,13 +734,15 @@ export const compileActors = (actors, { eventPtrs, sprites }) => {
const spriteFrames = sprite.size / 64;
return [
getSpriteOffset(actor.spriteSheetId), // Sprite sheet id // Should be an offset index from map sprites not overall sprites
- spriteFrames === 6
+ moveDec(actor.movementType) === 1 && actor.animate
+ ? 0 // If movement type is static and cycling frames, always set as static sprite
+ : spriteFrames === 6
? 2 // Actor Animated
: spriteFrames === 3
? 1 // Actor
: 0, // Static
- moveDec(actor.movementType) === 1
- ? spriteFrames
+ moveDec(actor.movementType) === 1 && actor.animate
+ ? spriteFrames // If movement type is static and cycling frames, always set full frame count
: spriteFrames === 6
? 2 // Actor Animated
: spriteFrames === 3
