A lot of people may have posted this already..... I've noticed that when you pause a game with a 3D enemy in view, whatever animation loop he's currently doing keeps goiing, with the game PAUSED.
o_O
Semicharm at
True, pause doesn't seem to pause the model animations.
Trance at
It also does this when you freeze them with the freezethrower.
TX at
This is because the models are animated engine side, whereas the normal sprites are animated in the game itself. To the game, pause is just a key that modifies a value (ud.pause_on) to be either 1 (normal pause) or 2 (pause while run held, causing the GAME PAUSED text not to appear). When you pause Duke, rather than things actually being "paused" in the strictest sense of the word, the game simply stops moving things around (and in this case, stop changing tspr->picnum values) -- however, the engine is completely oblivious to this. This will likely be addressed in the new animation code, coming when it's done (which, if I had to guess, is some time period after when it's started). :)