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Ped: WeaponInfo: little fixes and renamings
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2dbe3d5b83
commit
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@ -630,7 +630,7 @@ CPed::SetMoveAnim(void)
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if (!animAssoc) {
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!animAssoc)
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if (!animAssoc)
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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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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if (animAssoc && m_nPedState == PED_FIGHT)
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return;
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return;
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@ -1467,7 +1467,7 @@ CPed::CalculateNewVelocity(void)
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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if(!fightAssoc)
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if(!fightAssoc)
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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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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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
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LimbOrientation newUpperLegs;
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LimbOrientation newUpperLegs;
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@ -358,7 +358,7 @@ CPlayerPed::SetRealMoveAnim(void)
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RestoreHeadingRate();
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RestoreHeadingRate();
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if (!curIdleAssoc) {
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if (!curIdleAssoc) {
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
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nil, true, false, false, false, false, false)) {
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nil, true, false, false, false, false, false)) {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
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@ -372,7 +372,7 @@ CPlayerPed::SetRealMoveAnim(void)
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} else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) {
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} else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) {
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if (!curIdleAssoc) {
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if (!curIdleAssoc) {
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
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nil, true, false, false, false, false, false)) {
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nil, true, false, false, false, false, false)) {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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@ -388,7 +388,7 @@ CPlayerPed::SetRealMoveAnim(void)
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} else if (m_nPedState != PED_FIGHT) {
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} else if (m_nPedState != PED_FIGHT) {
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_IDLE_TIRED
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_IDLE_TIRED
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&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, nil, true, false, false, false, false, false)) {
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&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) {
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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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} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
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} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
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@ -477,7 +477,7 @@ CPlayerPed::SetRealMoveAnim(void)
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curRunAssoc->blendAmount = 0.0f;
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curRunAssoc->blendAmount = 0.0f;
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curRunAssoc->blendDelta = 0.0f;
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curRunAssoc->blendDelta = 0.0f;
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} else if (curSprintAssoc->blendDelta >= 0.0f) {
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} else if (curSprintAssoc->blendDelta >= 0.0f) { // this condition is absent on mobile
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// Stop sprinting when tired
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// Stop sprinting when tired
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curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
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curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
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curSprintAssoc->blendDelta = -1.0f;
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curSprintAssoc->blendDelta = -1.0f;
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@ -164,10 +164,9 @@ CWeaponInfo::LoadWeaponData(void)
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line[linelen] = '\0';
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line[linelen] = '\0';
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// skip white space
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// skip white space
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for (lp = 0; line[lp] <= ' '; lp++);
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for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++);
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if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
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if (line[lp] == '\0' || line[lp] == '#')
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line[lp] == '#')
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continue;
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continue;
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spread = 0.0f;
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spread = 0.0f;
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