ducking & anim fix

This commit is contained in:
eray orçunus 2020-06-20 20:26:27 +03:00
parent 2d2833f2e4
commit cc60ad1946
5 changed files with 53 additions and 30 deletions

View file

@ -237,14 +237,14 @@ AnimAssocDesc aMeleeAnimDescs[] = {
{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_REPEAT }, // TODO(Miami): Overload that name for melee/swing
{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
{ ANIM_WEAPON_SPECIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION }, // TODO(Miami): Overload that name for melee/swing
};
AnimAssocDesc aSwingAnimDescs[] = {
{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_REPEAT }, // TODO(Miami): Overload that name for melee/swing
{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
{ ANIM_WEAPON_SPECIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL }, // TODO(Miami): Overload that name for melee/swing
};
AnimAssocDesc aWeaponAnimDescs[] = {
@ -1006,6 +1006,7 @@ CAnimManager::UncompressAnimation(CAnimBlendHierarchy *hier)
if(link == nil){
ms_animCache.tail.prev->item->RemoveUncompressedData();
ms_animCache.Remove(ms_animCache.tail.prev);
ms_animCache.tail.prev->item->linkPtr = nil;
link = ms_animCache.Insert(hier);
}
hier->linkPtr = link;