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Ped: WeaponInfo: little fixes and renamings

This commit is contained in:
erorcun 2020-12-28 03:25:26 +03:00
parent 2dbe3d5b83
commit d3f2f4f6ac
3 changed files with 8 additions and 9 deletions

View file

@ -630,7 +630,7 @@ CPed::SetMoveAnim(void)
if (!animAssoc) { if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!animAssoc) if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if (animAssoc && m_nPedState == PED_FIGHT) if (animAssoc && m_nPedState == PED_FIGHT)
return; return;
@ -1467,7 +1467,7 @@ CPed::CalculateNewVelocity(void)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if(!fightAssoc) if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
LimbOrientation newUpperLegs; LimbOrientation newUpperLegs;

View file

@ -358,7 +358,7 @@ CPlayerPed::SetRealMoveAnim(void)
RestoreHeadingRate(); RestoreHeadingRate();
if (!curIdleAssoc) { if (!curIdleAssoc) {
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
nil, true, false, false, false, false, false)) { nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f); curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
@ -372,7 +372,7 @@ CPlayerPed::SetRealMoveAnim(void)
} else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) { } else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) {
if (!curIdleAssoc) { if (!curIdleAssoc) {
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
nil, true, false, false, false, false, false)) { nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
@ -388,7 +388,7 @@ CPlayerPed::SetRealMoveAnim(void)
} else if (m_nPedState != PED_FIGHT) { } else if (m_nPedState != PED_FIGHT) {
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_IDLE_TIRED if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_IDLE_TIRED
&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, nil, true, false, false, false, false, false)) { && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) { } else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
@ -477,7 +477,7 @@ CPlayerPed::SetRealMoveAnim(void)
curRunAssoc->blendAmount = 0.0f; curRunAssoc->blendAmount = 0.0f;
curRunAssoc->blendDelta = 0.0f; curRunAssoc->blendDelta = 0.0f;
} else if (curSprintAssoc->blendDelta >= 0.0f) { } else if (curSprintAssoc->blendDelta >= 0.0f) { // this condition is absent on mobile
// Stop sprinting when tired // Stop sprinting when tired
curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT; curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
curSprintAssoc->blendDelta = -1.0f; curSprintAssoc->blendDelta = -1.0f;

View file

@ -164,10 +164,9 @@ CWeaponInfo::LoadWeaponData(void)
line[linelen] = '\0'; line[linelen] = '\0';
// skip white space // skip white space
for (lp = 0; line[lp] <= ' '; lp++); for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++);
if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines if (line[lp] == '\0' || line[lp] == '#')
line[lp] == '#')
continue; continue;
spread = 0.0f; spread = 0.0f;