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Ped: WeaponInfo: little fixes and renamings
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498d3a49ac
commit
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@ -299,7 +299,7 @@ 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 && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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if (m_fCurrentStamina < 0.0f && !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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@ -313,7 +313,7 @@ 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 && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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if (m_fCurrentStamina < 0.0f && !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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@ -329,7 +329,7 @@ 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 && curIdleAssoc->animId != ANIM_IDLE_TIRED
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if (m_fCurrentStamina < 0.0f && 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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@ -76,10 +76,9 @@ 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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