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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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ped attractors
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21329b8440
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@ -5859,17 +5859,17 @@ CPed::SetWaitState(eWaitState state, void *time)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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break;
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break;
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case WAITSTATE_SIT_DOWN:
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case WAITSTATE_SIT_DOWN:
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 4.0f); // TODO(MIAMI): proper anim!
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_SEAT_DOWN, 4.0f);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 10000;
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 10000;
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break;
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break;
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case WAITSTATE_SIT_UP:
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case WAITSTATE_SIT_UP:
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 4.0f); // TODO(MIAMI): proper anim!
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_SEAT_UP, 4.0f);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
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break;
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break;
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case WAITSTATE_SIT_IDLE:
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case WAITSTATE_SIT_IDLE:
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 5000.0f); // TODO(MIAMI): proper anim!
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_SEAT_IDLE, 5000.0f);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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if (time)
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if (time)
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
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@ -5877,7 +5877,7 @@ CPed::SetWaitState(eWaitState state, void *time)
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(25000, 30000);
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(25000, 30000);
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break;
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break;
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case WAITSTATE_USE_ATM:
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case WAITSTATE_USE_ATM:
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 5000.0f); // TODO(MIAMI): proper anim!
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ATM, 5000.0f);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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animAssoc->SetFinishCallback(FinishedWaitCB, this);
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if (time)
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if (time)
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
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@ -18335,11 +18335,11 @@ CPed::ClearWaitState(void)
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AnimationId id;
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AnimationId id;
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switch (m_nWaitState) { // TODO(MIAMI): actual!
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switch (m_nWaitState) { // TODO(MIAMI): actual!
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case WAITSTATE_PLAYANIM_CHAT: id = ANIM_IDLE_CHAT; break;
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case WAITSTATE_PLAYANIM_CHAT: id = ANIM_IDLE_CHAT; break;
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case WAITSTATE_SIT_DOWN: id = ANIM_HANDSUP; break;
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case WAITSTATE_SIT_DOWN: id = ANIM_SEAT_DOWN; break;
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case WAITSTATE_SIT_DOWN_RVRS: id = ANIM_HANDSUP; break;
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case WAITSTATE_SIT_DOWN_RVRS: id = ANIM_SEAT_DOWN2; break;
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case WAITSTATE_SIT_UP: id = ANIM_HANDSUP; break;
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case WAITSTATE_SIT_UP: id = ANIM_SEAT_UP; break;
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case WAITSTATE_SIT_IDLE: id = ANIM_HANDSUP; break;
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case WAITSTATE_SIT_IDLE: id = ANIM_SEAT_IDLE; break;
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case WAITSTATE_USE_ATM: id = ANIM_HANDSUP; break;
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case WAITSTATE_USE_ATM: id = ANIM_ATM; break;
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}
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}
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CAnimBlendAssociation* pAssoc = RpAnimBlendClumpGetAssociation(GetClump(), id);
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CAnimBlendAssociation* pAssoc = RpAnimBlendClumpGetAssociation(GetClump(), id);
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if (pAssoc)
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if (pAssoc)
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@ -865,8 +865,8 @@ public:
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void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
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void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
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void ClearWaitState(void);
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void ClearWaitState(void);
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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CWeapon& GetWeapon(uint8 slot) { return m_weapons[slot]; }
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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PedState GetPedState(void) { return m_nPedState; }
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PedState GetPedState(void) { return m_nPedState; }
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