Use our synonyms for attack anims again
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@@ -333,7 +333,7 @@ CPlayerPed::SetRealMoveAnim(void)
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
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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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@@ -406,7 +406,7 @@ CPlayerPed::SetRealMoveAnim(void)
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
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CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
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if (!fightIdleAnim)
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fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
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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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