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fix auto duck cancel bug

This commit is contained in:
erorcun 2020-12-21 01:15:40 +03:00
parent ca4602d788
commit 26aed6611e

View file

@ -5899,17 +5899,21 @@ CPed::Duck(void)
ClearDuck();
else if (bIsDucking && bCrouchWhenShooting) {
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
if (!attackAssoc) {
CAnimBlendAssociation *crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
if (!crouchAnim) {
if(GetCrouchFireAnim(weapon))
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!attackAssoc) {
if (!crouchAnim) {
if(GetCrouchReloadAnim(weapon))
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
}
if (!attackAssoc) {
if (!crouchAnim) {
bIsDucking = false;
#if defined FIX_BUGS || defined FREE_CAM
if (IsPlayer())
bCrouchWhenShooting = false;
#endif
}
}
}