Oh, I figured it out. I was running this function outside of the main character action, so the action continued to run independently. This wasn't bad, but one of my lines of code said:
Code:
if(key_any == 0){ //if nothing is pressed...
ent_cycle("stand", my.skill46); // play "stand" frames animation
my.skill46 += 2 * time; // "stand" animation speed
my.skill46 %= 100; // loop animation
}
so when I let go of space it was assuming I was just standing there. I had to change it to
Code:
if(key_any == 0 [i][b]&& performing_kick == 0[/b][/i] ){ //if nothing is pressed...
ent_cycle("stand", my.skill46); // play "stand" frames animation
my.skill46 += 2 * time; // "stand" animation speed
my.skill46 %= 100; // loop animation
}
so that while I was kicking the ball, the "stand" animation wouldn't run.