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author | aap <aap@papnet.eu> | 2020-12-16 21:54:01 +0100 |
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committer | aap <aap@papnet.eu> | 2020-12-16 21:54:01 +0100 |
commit | 1af5065df708c47376a06e426ae2c10206a0373b (patch) | |
tree | 1da172a230f711262dd2eb0517e3570a8cbce43f /src/peds/PlayerPed.cpp | |
parent | finished CMBlur (diff) | |
parent | Fixes and style changes (diff) | |
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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 60499ccd..04f98366 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -341,7 +341,7 @@ CPlayerPed::SetRealMoveAnim(void) if (!curIdleAssoc) curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); if (!curIdleAssoc) - curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); + curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE); if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) { @@ -414,7 +414,7 @@ CPlayerPed::SetRealMoveAnim(void) delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); if (!fightIdleAnim) - fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); + fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE); delete fightIdleAnim; delete curSprintAssoc; @@ -1337,13 +1337,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { +#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting) // Weapons except throwable and melee ones if (weaponInfo->m_nWeaponSlot > 2) { - if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) { + if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) { float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); // On this one we can rotate arm. - if (weaponInfo->m_bCanAimWithArm) { + if (CAN_AIM_WITH_ARM) { if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately! SetWeaponLockOnTarget(nil); bIsPointingGunAt = false; // to not stop after attack @@ -1372,9 +1373,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2; } } - } else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK) + } else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK) ClearPointGunAt(); } +#undef CAN_AIM_WITH_ARM } if (changedHeadingRate == 1) { changedHeadingRate = 0; |