Weapon fixes
This commit is contained in:
@@ -704,6 +704,7 @@ public:
|
||||
void RemoveWeaponAnims(int, float);
|
||||
void CreateDeadPedMoney(void);
|
||||
void CreateDeadPedWeaponPickups(void);
|
||||
// void CreateDeadPedPickupCoors(float *x, float *y, float *z);
|
||||
void SetAttackTimer(uint32);
|
||||
void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
|
||||
void SetRadioStation(void);
|
||||
@@ -899,7 +900,7 @@ public:
|
||||
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
|
||||
return ANIM_WEAPON_FIRE_3RD;
|
||||
else
|
||||
return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE;
|
||||
return GetPrimaryFireAnim(weapon);
|
||||
}
|
||||
|
||||
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
|
||||
@@ -916,6 +917,17 @@ public:
|
||||
else
|
||||
return (AnimationId)0;
|
||||
}
|
||||
|
||||
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
|
||||
// TODO(Miami): Revert that when weapons got ported
|
||||
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
|
||||
return ANIM_FIGHT_PPUNCH;
|
||||
|
||||
if (weapon->m_bAnimDetonate)
|
||||
return ANIM_BOMBER;
|
||||
else
|
||||
return ANIM_WEAPON_FIRE;
|
||||
}
|
||||
// --
|
||||
|
||||
// My additions, because there were many, many instances of that.
|
||||
|
||||
Reference in New Issue
Block a user