mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-10 18:29:15 +00:00
Ped: Real weapon fix
This commit is contained in:
parent
d3f2f4f6ac
commit
7b2f17826a
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue