switch (state)
{
case CargoTelepadState.Teleporting:
- if (_player.HasRunningAnimation(uid, TelepadBeamKey))
- return;
- _player.Stop(uid, player, TelepadIdleKey);
- _player.Play((uid, player), CargoTelepadBeamAnimation, TelepadBeamKey);
+ _player.Stop((uid, player), TelepadIdleKey);
+ if (!_player.HasRunningAnimation(uid, TelepadBeamKey))
+ _player.Play((uid, player), CargoTelepadBeamAnimation, TelepadBeamKey);
break;
case CargoTelepadState.Unpowered:
sprite.LayerSetVisible(CargoTelepadLayers.Beam, false);