diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index 8208163b..79c6f367 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -972,20 +972,12 @@ CPed::Attack(void) // Anim loop end, either start the loop again or finish the attack if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) { - if (ourWeapon->IsFlagSet(WEAPONFLAG_RELOAD) && !reloadAnimAssoc) { + if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) { if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) { - CAnimBlendAssociation *newReloadAssoc; - if (bIsDucking) { - newReloadAssoc = CAnimManager::BlendAnimation( - GetClump(), ourWeapon->m_AnimToPlay, - GetCrouchReloadAnim(ourWeapon), - 8.0f); - } else { - newReloadAssoc = CAnimManager::BlendAnimation( - GetClump(), ourWeapon->m_AnimToPlay, - GetReloadAnim(ourWeapon), - 8.0f); - } + CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation( + GetClump(), ourWeapon->m_AnimToPlay, + bIsDucking && GetCrouchReloadAnim(ourWeapon) ? GetCrouchReloadAnim(ourWeapon) : GetReloadAnim(ourWeapon), + 8.0f); newReloadAssoc->SetFinishCallback(FinishedReloadCB, this); } ClearLookFlag(); @@ -1029,23 +1021,23 @@ CPed::Attack(void) weaponAnimAssoc->SetCurrentTime(animLoopStart); weaponAnimAssoc->SetRun(); } - } - } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { - weaponAnimAssoc->SetCurrentTime(animLoopEnd); - weaponAnimAssoc->flags &= ~ASSOC_RUNNING; - SetPointGunAt(m_pPointGunAt); - } else { - ClearAimFlag(); - - // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) - if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType); - - // Fun fact: removing this part leds to reloading flamethrower - if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { - weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; + } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + weaponAnimAssoc->SetCurrentTime(animLoopEnd); weaponAnimAssoc->flags &= ~ASSOC_RUNNING; - weaponAnimAssoc->blendDelta = -4.0f; + SetPointGunAt(m_pPointGunAt); + } else { + ClearAimFlag(); + + // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) + if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType); + + // Fun fact: removing this part leds to reloading flamethrower + if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { + weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; + weaponAnimAssoc->blendDelta = -4.0f; + } } }