From 12d16ddc063bc442c9366aff189f67827aeb09af Mon Sep 17 00:00:00 2001 From: erorcun Date: Wed, 16 Dec 2020 23:28:25 +0300 Subject: Fixes and style changes --- src/peds/PlayerPed.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'src/peds/PlayerPed.cpp') 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; -- cgit v1.2.3