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fight fix

This commit is contained in:
Nikolay Korolev 2019-07-26 13:39:56 +03:00
parent c63de7ec43
commit dae2d30d8f

View file

@ -4588,14 +4588,14 @@ CPed::FightStrike(CVector &touchedNodePos)
// He can beat us
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
if (nearPed->m_nPedState == PED_FALL
|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
ourCol = &CTempColModels::ms_colModelPedGroundHit;
}
for (int j = 0; j < ourCol->numSpheres; j++) {
attackDistance = nearPed->GetPosition() - ourCol->spheres[j].center;
attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
attackDistance -= touchedNodePos;
CColSphere *ourPieces = ourCol->spheres;
float maxDistanceToBeat = ourPieces[j].radius + ms_fightMoves[m_lastFightMove].strikeRadius;