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Fixes and style changes
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parent
9200810f60
commit
12d16ddc06
7 changed files with 34 additions and 27 deletions
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@ -341,7 +341,7 @@ CPlayerPed::SetRealMoveAnim(void)
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
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@ -414,7 +414,7 @@ CPlayerPed::SetRealMoveAnim(void)
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!fightIdleAnim)
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fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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delete fightIdleAnim;
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delete curSprintAssoc;
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@ -1337,13 +1337,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting)
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// Weapons except throwable and melee ones
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if (weaponInfo->m_nWeaponSlot > 2) {
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if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
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if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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// On this one we can rotate arm.
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if (weaponInfo->m_bCanAimWithArm) {
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if (CAN_AIM_WITH_ARM) {
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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SetWeaponLockOnTarget(nil);
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bIsPointingGunAt = false; // to not stop after attack
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@ -1372,9 +1373,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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}
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}
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} else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK)
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} else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK)
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ClearPointGunAt();
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}
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#undef CAN_AIM_WITH_ARM
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}
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if (changedHeadingRate == 1) {
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changedHeadingRate = 0;
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