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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
Use our synonyms for attack anims again
This commit is contained in:
parent
97351ad2c2
commit
2cad49940e
@ -232,25 +232,25 @@ AnimAssocDesc aBikeAnimDescs[] = {
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{ ANIM_BIKE_RIDE_P, ASSOC_DELETEFADEDOUT | ASSOC_DRIVING },
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};
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AnimAssocDesc aMeleeAnimDescs[] = {
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{ ANIM_ATTACK_1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
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{ ANIM_ATTACK_EXTRA2, ASSOC_REPEAT },
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{ ANIM_ATTACK_3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
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{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
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{ ANIM_MELEE_ATTACK_FINISH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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};
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AnimAssocDesc aSwingAnimDescs[] = {
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{ ANIM_ATTACK_1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA2, ASSOC_REPEAT },
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{ ANIM_ATTACK_3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
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{ ANIM_MELEE_ATTACK_FINISH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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};
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AnimAssocDesc aWeaponAnimDescs[] = {
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{ ANIM_ATTACK_1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_FIRE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_CROUCHFIRE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_RELOAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_FIRE_3RD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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};
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AnimAssocDesc aMedicAnimDescs[] = {
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{ ANIM_MEDIC_CPR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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@ -241,6 +241,22 @@ enum AnimationId
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ANIM_ATTACK_EXTRA2,
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ANIM_ATTACK_3,
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// our synonyms... because originals are hard to understand
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ANIM_WEAPON_FIRE = ANIM_ATTACK_1,
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ANIM_WEAPON_CROUCHFIRE,
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ANIM_WEAPON_FIRE_2ND = ANIM_WEAPON_CROUCHFIRE,
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ANIM_WEAPON_RELOAD,
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ANIM_WEAPON_CROUCHRELOAD,
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ANIM_WEAPON_FIRE_3RD,
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ANIM_THROWABLE_THROW = ANIM_ATTACK_1,
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ANIM_THROWABLE_THROWU,
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ANIM_THROWABLE_START_THROW,
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ANIM_MELEE_ATTACK = ANIM_ATTACK_1,
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ANIM_MELEE_ATTACK_2ND,
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ANIM_MELEE_ATTACK_START,
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ANIM_MELEE_IDLE_FIGHTMODE,
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ANIM_MELEE_ATTACK_FINISH,
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ANIM_SUNBATHE_IDLE,
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ANIM_SUNBATHE_DOWN,
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ANIM_SUNBATHE_UP,
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@ -617,7 +617,7 @@ CPed::SetMoveAnim(void)
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
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if (!animAssoc)
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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if (animAssoc && m_nPedState == PED_FIGHT)
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return;
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@ -1433,7 +1433,7 @@ CPed::CalculateNewVelocity(void)
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
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if(!fightAssoc)
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
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LimbOrientation newUpperLegs;
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@ -1015,16 +1015,16 @@ public:
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static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_ATTACK_3;
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return ANIM_WEAPON_FIRE_3RD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
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return ANIM_ATTACK_2;
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return ANIM_WEAPON_CROUCHFIRE;
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else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
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return ANIM_ATTACK_3;
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return ANIM_WEAPON_FIRE_3RD;
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else if (kickFloorIfNone)
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return ANIM_STD_KICKGROUND;
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else
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@ -1035,54 +1035,54 @@ public:
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if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
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return ANIM_STD_DETONATE;
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else
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return ANIM_ATTACK_1;
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return ANIM_WEAPON_FIRE;
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}
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static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_ATTACK_EXTRA2;
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return ANIM_WEAPON_CROUCHRELOAD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
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return ANIM_ATTACK_2;
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return ANIM_WEAPON_CROUCHFIRE;
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else
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return (AnimationId)0;
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}
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static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_ATTACK_EXTRA1;
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return ANIM_WEAPON_RELOAD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE))
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return ANIM_ATTACK_EXTRA2;
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return ANIM_MELEE_IDLE_FIGHTMODE;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD))
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return ANIM_ATTACK_3;
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return ANIM_MELEE_ATTACK_FINISH;
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else
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return (AnimationId)0;
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}
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static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
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return ANIM_ATTACK_2; // or ANIM_MELEE_ATTACK_2ND
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return ANIM_WEAPON_FIRE_2ND;
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else
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return (AnimationId)0;
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}
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static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))
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return ANIM_ATTACK_EXTRA1;
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return ANIM_MELEE_ATTACK_START;
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else
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return (AnimationId)0;
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}
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@ -1090,7 +1090,7 @@ public:
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static AnimationId GetThrowAnim(CWeaponInfo *weapon)
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{
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if (weapon->IsFlagSet(WEAPONFLAG_THROW))
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return ANIM_ATTACK_EXTRA1;
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return ANIM_THROWABLE_START_THROW;
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else
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return (AnimationId)0;
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}
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@ -182,14 +182,14 @@ CPed::SetPointGunAt(CEntity *to)
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if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) {
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aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
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} else {
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aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
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aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
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}
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if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
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if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) {
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aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
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} else {
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aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_1);
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aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
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}
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aimAssoc->blendAmount = 0.0f;
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@ -204,7 +204,7 @@ CPed::PointGunAt(void)
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{
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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float animLoopStart = weaponInfo->m_fAnimLoopStart;
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CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
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CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
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if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
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@ -240,7 +240,7 @@ CPed::ClearPointGunAt(void)
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RestorePreviousState();
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}
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weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
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if (!animAssoc || animAssoc->blendDelta < 0.0f) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
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@ -284,7 +284,7 @@ CPed::SetAttack(CEntity *victim)
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SetPedState(PED_ATTACK);
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bIsAttacking = false;
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CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_EXTRA1, 8.0f);
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CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
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animAssoc->SetRun();
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if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
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animAssoc->SetCurrentTime(0.0f);
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@ -304,7 +304,7 @@ CPed::SetAttack(CEntity *victim)
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if (m_nPedState != PED_ATTACK) {
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SetPedState(PED_ATTACK);
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bIsAttacking = false;
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CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_EXTRA1, 8.0f);
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CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
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animAssoc->SetRun();
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if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
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animAssoc->SetCurrentTime(0.0f);
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@ -397,7 +397,7 @@ CPed::SetAttack(CEntity *victim)
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AnimationId fireAnim;
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if (curWeapon->IsFlagSet(WEAPONFLAG_THROW))
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fireAnim = ANIM_ATTACK_EXTRA1;
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fireAnim = ANIM_THROWABLE_START_THROW;
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else if (CGame::nastyGame && (curWeapon->IsFlagSet(WEAPONFLAG_GROUND_2ND) || curWeapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))) {
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PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil);
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if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) {
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@ -509,13 +509,13 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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}
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}
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} else if (attackAssoc && attackAssoc->animId == ANIM_ATTACK_EXTRA1 && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
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} else if (attackAssoc && attackAssoc->animId == ANIM_THROWABLE_START_THROW && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_ATTACK_2);
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROWU);
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} else {
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attackAssoc->blendDelta = -1000.0;
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_ATTACK_1);
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW);
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}
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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@ -538,17 +538,17 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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AnimationId groundAnim = GetFireAnimGround(currentWeapon);
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CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
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if (!(groundAnimAssoc && (groundAnimAssoc->blendAmount > 0.95f || groundAnimAssoc->blendDelta > 0.0f))) {
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if (attackAssoc && attackAssoc->animId == ANIM_ATTACK_1) {
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK) {
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newAnim = CAnimManager::BlendAnimation(
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ped->GetClump(), currentWeapon->m_AnimToPlay, GetSecondFireAnim(currentWeapon), 8.0f);
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} else {
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newAnim = CAnimManager::BlendAnimation(
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ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_ATTACK_1, 8.0f);
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ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f);
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}
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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}
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} else {
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if (attackAssoc && attackAssoc->animId == ANIM_ATTACK_1 && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
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attackAssoc->blendDelta = -8.0f;
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attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
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ped->ClearAttack();
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@ -556,7 +556,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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if (attackAssoc) {
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if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
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if ((attackAssoc->animId == ANIM_ATTACK_1 || attackAssoc->animId == ANIM_ATTACK_2) && ped->GetWeapon()->m_nAmmoTotal > 0) {
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if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) {
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ped->RemoveWeaponModel(currentWeapon->m_nModelId);
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ped->AddWeaponModel(currentWeapon->m_nModelId);
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}
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@ -831,12 +831,12 @@ CPed::Attack(void)
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if(ourWeapon->m_AnimToPlay != ASSOCGRP_BASEBALLBAT && ourWeapon->m_AnimToPlay != ASSOCGRP_GOLFCLUB) {
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if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE) {
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TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_ATTACK_2 && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
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TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
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} else {
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firePos = GetMatrix() * firePos;
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}
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} else {
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if (weaponAnimAssoc->animId == ANIM_ATTACK_2)
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
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firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
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firePos = GetMatrix() * firePos;
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@ -859,7 +859,7 @@ CPed::Attack(void)
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}
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switch (ourWeapon->m_AnimToPlay) {
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case ASSOCGRP_UNARMED:
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if (weaponAnimAssoc->animId == ANIM_ATTACK_1 || weaponAnimAssoc->animId == ANIM_ATTACK_EXTRA1)
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
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break;
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case ASSOCGRP_KNIFE:
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@ -882,7 +882,7 @@ CPed::Attack(void)
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} else {
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CVector firePos = ourWeapon->m_vecFireOffset;
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if (weaponAnimAssoc->animId == ANIM_ATTACK_2)
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
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firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
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firePos = GetMatrix() * firePos;
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@ -996,7 +996,7 @@ CPed::Attack(void)
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weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
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} else if (GetSecondFireAnim(ourWeapon)) {
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if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) {
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||||
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)
|
||||
|
@ -333,7 +333,7 @@ CPlayerPed::SetRealMoveAnim(void)
|
||||
if (!curIdleAssoc)
|
||||
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
|
||||
if (!curIdleAssoc)
|
||||
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
|
||||
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
|
||||
|
||||
if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
|
||||
|
||||
@ -406,7 +406,7 @@ CPlayerPed::SetRealMoveAnim(void)
|
||||
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
|
||||
CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
|
||||
if (!fightIdleAnim)
|
||||
fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
|
||||
fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
|
||||
delete fightIdleAnim;
|
||||
delete curSprintAssoc;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user