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author | erorcun <erorcunerorcun@hotmail.com.tr> | 2020-12-20 19:53:06 +0100 |
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committer | erorcun <erorcunerorcun@hotmail.com.tr> | 2020-12-20 19:53:06 +0100 |
commit | ca4602d7888bdf3caefb493c947243b041e6566a (patch) | |
tree | 9e32a6435a723895fc73b46758971b96397f82d6 | |
parent | main.cpp mostly checked against ps2 now (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/PlayerPed.cpp | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 74db3055..5ac2c110 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -1331,7 +1331,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) #ifdef FREE_CAM static int8 changedHeadingRate = 0; + static int8 pointedGun = 0; if (changedHeadingRate == 2) changedHeadingRate = 1; + if (pointedGun == 2) pointedGun = 1; // Rotate player/arm when shooting. We don't have auto-rotation anymore if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam && @@ -1349,7 +1351,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) SetWeaponLockOnTarget(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. @@ -1373,8 +1375,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2; } } - } else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK) - ClearPointGunAt(); + } } #undef CAN_AIM_WITH_ARM } @@ -1382,6 +1383,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) changedHeadingRate = 0; RestoreHeadingRate(); } + if (pointedGun == 1 && m_nPedState != PED_ATTACK) { + pointedGun = 0; + ClearPointGunAt(); + } #endif if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) { |