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author | erorcun <erorcunerorcun@hotmail.com.tr> | 2020-12-21 00:36:09 +0100 |
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committer | erorcun <erorcunerorcun@hotmail.com.tr> | 2020-12-21 00:36:09 +0100 |
commit | 05fb47bdb047c975dadff1f6bf105e81da538892 (patch) | |
tree | dba65dc854525a4b267433c22a23db263c7cc363 | |
parent | Car entering cancel test (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/PlayerPed.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 5ac2c110..7d11f77e 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -1348,14 +1348,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) // On this one we can rotate arm. if (CAN_AIM_WITH_ARM) { if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately! - SetWeaponLockOnTarget(nil); + SetPointGunAt(nil); bIsPointingGunAt = false; // to not stop after attack } pointedGun = 2; SetLookFlag(limitedCam, true); SetAimFlag(limitedCam); SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs. - + } else { m_fRotationDest = limitedCam; changedHeadingRate = 2; |