From 2cad49940e96b53adac413f66dcbc690774dba44 Mon Sep 17 00:00:00 2001 From: erorcun Date: Sun, 7 Feb 2021 21:13:54 +0300 Subject: Use our synonyms for attack anims again --- src/peds/PedFight.cpp | 50 +++++++++++++++++++++++++------------------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'src/peds/PedFight.cpp') diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index 66c71927..79e01211 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -182,14 +182,14 @@ CPed::SetPointGunAt(CEntity *to) if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) { aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); } else { - aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1); + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); } if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) { aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f); } else { - aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_1); + aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE); } aimAssoc->blendAmount = 0.0f; @@ -204,7 +204,7 @@ CPed::PointGunAt(void) { CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); float animLoopStart = weaponInfo->m_fAnimLoopStart; - CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1); + CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) { if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) { weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo)); @@ -240,7 +240,7 @@ CPed::ClearPointGunAt(void) RestorePreviousState(); } weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (!animAssoc || animAssoc->blendDelta < 0.0f) { if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo)); @@ -284,7 +284,7 @@ CPed::SetAttack(CEntity *victim) SetPedState(PED_ATTACK); bIsAttacking = false; - CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_EXTRA1, 8.0f); + CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); @@ -304,7 +304,7 @@ CPed::SetAttack(CEntity *victim) if (m_nPedState != PED_ATTACK) { SetPedState(PED_ATTACK); bIsAttacking = false; - CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_EXTRA1, 8.0f); + CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); @@ -397,7 +397,7 @@ CPed::SetAttack(CEntity *victim) AnimationId fireAnim; if (curWeapon->IsFlagSet(WEAPONFLAG_THROW)) - fireAnim = ANIM_ATTACK_EXTRA1; + fireAnim = ANIM_THROWABLE_START_THROW; else if (CGame::nastyGame && (curWeapon->IsFlagSet(WEAPONFLAG_GROUND_2ND) || curWeapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))) { PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil); if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) { @@ -509,13 +509,13 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) } } } - } else if (attackAssoc && attackAssoc->animId == ANIM_ATTACK_EXTRA1 && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) { + } else if (attackAssoc && attackAssoc->animId == ANIM_THROWABLE_START_THROW && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) { if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) { attackAssoc->blendDelta = -1000.0f; - newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_ATTACK_2); + newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROWU); } else { attackAssoc->blendDelta = -1000.0; - newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_ATTACK_1); + newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW); } newAnim->SetFinishCallback(FinishedAttackCB, ped); @@ -538,17 +538,17 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) AnimationId groundAnim = GetFireAnimGround(currentWeapon); CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim); if (!(groundAnimAssoc && (groundAnimAssoc->blendAmount > 0.95f || groundAnimAssoc->blendDelta > 0.0f))) { - if (attackAssoc && attackAssoc->animId == ANIM_ATTACK_1) { + if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK) { newAnim = CAnimManager::BlendAnimation( ped->GetClump(), currentWeapon->m_AnimToPlay, GetSecondFireAnim(currentWeapon), 8.0f); } else { newAnim = CAnimManager::BlendAnimation( - ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_ATTACK_1, 8.0f); + ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f); } newAnim->SetFinishCallback(FinishedAttackCB, ped); } } else { - if (attackAssoc && attackAssoc->animId == ANIM_ATTACK_1 && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) { + if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) { attackAssoc->blendDelta = -8.0f; attackAssoc->flags |= ASSOC_DELETEFADEDOUT; ped->ClearAttack(); @@ -556,7 +556,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) } if (attackAssoc) { if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) { - if ((attackAssoc->animId == ANIM_ATTACK_1 || attackAssoc->animId == ANIM_ATTACK_2) && ped->GetWeapon()->m_nAmmoTotal > 0) { + if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) { ped->RemoveWeaponModel(currentWeapon->m_nModelId); ped->AddWeaponModel(currentWeapon->m_nModelId); } @@ -831,12 +831,12 @@ CPed::Attack(void) if(ourWeapon->m_AnimToPlay != ASSOCGRP_BASEBALLBAT && ourWeapon->m_AnimToPlay != ASSOCGRP_GOLFCLUB) { if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE) { - TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_ATTACK_2 && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); + TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); } else { firePos = GetMatrix() * firePos; } } else { - if (weaponAnimAssoc->animId == ANIM_ATTACK_2) + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND) firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; firePos = GetMatrix() * firePos; @@ -859,7 +859,7 @@ CPed::Attack(void) } switch (ourWeapon->m_AnimToPlay) { case ASSOCGRP_UNARMED: - if (weaponAnimAssoc->animId == ANIM_ATTACK_1 || weaponAnimAssoc->animId == ANIM_ATTACK_EXTRA1) + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8))); break; case ASSOCGRP_KNIFE: @@ -882,7 +882,7 @@ CPed::Attack(void) } else { CVector firePos = ourWeapon->m_vecFireOffset; - if (weaponAnimAssoc->animId == ANIM_ATTACK_2) + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND) firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; firePos = GetMatrix() * firePos; @@ -996,7 +996,7 @@ CPed::Attack(void) weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this); } else if (GetSecondFireAnim(ourWeapon)) { if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) { - weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_ATTACK_1, 8.0f); + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f); } else { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f); } @@ -1929,7 +1929,7 @@ CPed::EndFight(uint8 endType) RestorePreviousState(); CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE); if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE); if (animAssoc) animAssoc->flags |= ASSOC_DELETEFADEDOUT; @@ -4146,27 +4146,27 @@ CPed::RemoveWeaponAnims(int unused, float animDelta) CAnimBlendAssociation *weaponAssoc; //CWeaponInfo::GetWeaponInfo(unused); - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (weaponAssoc) { weaponAssoc->blendDelta = animDelta; weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; } - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_2); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND); if (weaponAssoc) { weaponAssoc->blendDelta = animDelta; weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; } - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_3); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_3RD); if (weaponAssoc) { weaponAssoc->blendDelta = animDelta; weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; } - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA1); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD); if (weaponAssoc) { weaponAssoc->blendDelta = animDelta; weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; } - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE); if (weaponAssoc) { weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; if (weaponAssoc->flags & ASSOC_PARTIAL) -- cgit v1.2.3