Use original animation names from VCS
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@@ -239,9 +239,9 @@ CCopPed::ArrestPlayer(void)
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if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
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CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN);
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CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ARREST);
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if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ARREST, 4.0f);
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CVector suspMidPos;
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suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID);
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@@ -401,7 +401,7 @@ CCopPed::CopAI(void)
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
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CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
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if (m_fDistanceToTarget > 30.0f) {
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CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
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CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RBLOCK_SHOOT);
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if (crouchShootAssoc)
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crouchShootAssoc->blendDelta = -1000.0f;
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