Ped: Real weapon fix

This commit is contained in:
erorcun 2020-12-28 03:52:23 +03:00
parent d3f2f4f6ac
commit 7b2f17826a

View file

@ -972,20 +972,12 @@ CPed::Attack(void)
// Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
if (ourWeapon->IsFlagSet(WEAPONFLAG_RELOAD) && !reloadAnimAssoc) {
if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
CAnimBlendAssociation *newReloadAssoc;
if (bIsDucking) {
newReloadAssoc = CAnimManager::BlendAnimation(
CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(
GetClump(), ourWeapon->m_AnimToPlay,
GetCrouchReloadAnim(ourWeapon),
bIsDucking && GetCrouchReloadAnim(ourWeapon) ? GetCrouchReloadAnim(ourWeapon) : GetReloadAnim(ourWeapon),
8.0f);
} else {
newReloadAssoc = CAnimManager::BlendAnimation(
GetClump(), ourWeapon->m_AnimToPlay,
GetReloadAnim(ourWeapon),
8.0f);
}
newReloadAssoc->SetFinishCallback(FinishedReloadCB, this);
}
ClearLookFlag();
@ -1029,7 +1021,6 @@ CPed::Attack(void)
weaponAnimAssoc->SetCurrentTime(animLoopStart);
weaponAnimAssoc->SetRun();
}
}
} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnimAssoc->SetCurrentTime(animLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
@ -1048,6 +1039,7 @@ CPed::Attack(void)
weaponAnimAssoc->blendDelta = -4.0f;
}
}
}
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
attackShouldContinue = false;