Use original animation names from VCS
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@@ -521,7 +521,7 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
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state->aFunctionCallbackID[i] = 0;
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}
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}else{
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state->aAnimId[i] = NUM_STD_ANIMS;
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state->aAnimId[i] = ANIM_STD_NUM;
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state->aCurTime[i] = 0;
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state->aSpeed[i] = 85;
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state->aFunctionCallbackID[i] = 0;
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@@ -548,7 +548,7 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
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}
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}
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else {
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state->aAnimId2[i] = NUM_STD_ANIMS;
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state->aAnimId2[i] = ANIM_STD_NUM;
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state->aCurTime2[i] = 0;
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state->aSpeed2[i] = 85;
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state->aFunctionCallbackID2[i] = 0;
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@@ -611,13 +611,13 @@ bool HasAnimGroupLoaded(uint8 group)
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void CReplay::RetrievePedAnimation(CPed *ped, CStoredAnimationState *state)
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{
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CAnimBlendAssociation* anim1;
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if (state->animId <= 3)
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if (state->animId <= ANIM_STD_IDLE)
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anim1 = CAnimManager::BlendAnimation(
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(RpClump*)ped->m_rwObject, ped->m_animGroup, (AnimationId)state->animId, 100.0f);
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else if (HasAnimGroupLoaded(state->groupId))
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anim1 = CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, (AssocGroupId)state->groupId, (AnimationId)state->animId, 100.0f);
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else
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anim1 = CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WALK, 100.0f);
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anim1 = CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_STD_WALK, 100.0f);
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anim1->SetCurrentTime(state->time * 4.0f / 255.0f);
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anim1->speed = state->speed * 3.0f / 255.0f;
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@@ -629,7 +629,7 @@ void CReplay::RetrievePedAnimation(CPed *ped, CStoredAnimationState *state)
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float blend = state->blendAmount * 2.0f / 255.0f;
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CAnimBlendAssociation* anim2 = CAnimManager::BlendAnimation(
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(RpClump*)ped->m_rwObject,
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(state->secAnimId > 3) ? (AssocGroupId)state->secGroupId : ped->m_animGroup,
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(state->secAnimId > ANIM_STD_IDLE) ? (AssocGroupId)state->secGroupId : ped->m_animGroup,
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(AnimationId)state->secAnimId, 100.0f);
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anim2->SetCurrentTime(time);
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anim2->speed = speed;
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@@ -641,7 +641,7 @@ void CReplay::RetrievePedAnimation(CPed *ped, CStoredAnimationState *state)
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float time = state->partAnimTime * 4.0f / 255.0f;
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float speed = state->partAnimSpeed * 3.0f / 255.0f;
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float blend = state->partBlendAmount * 2.0f / 255.0f;
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if (blend > 0.0f && state->partAnimId != ANIM_IDLE_STANCE && HasAnimGroupLoaded(state->partGroupId)){
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if (blend > 0.0f && state->partAnimId != ANIM_STD_IDLE && HasAnimGroupLoaded(state->partGroupId)){
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CAnimBlendAssociation* anim3 = CAnimManager::BlendAnimation(
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(RpClump*)ped->m_rwObject, (AssocGroupId)state->partGroupId, (AnimationId)state->partAnimId, 1000.0f);
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anim3->SetCurrentTime(time);
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@@ -659,10 +659,10 @@ void CReplay::RetrieveDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationSt
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for (int i = 0; ((assoc = RpAnimBlendClumpGetMainPartialAssociation_N(ped->GetClump(), i))); i++)
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assoc->SetBlend(0.0f, -1.0f);
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for (int i = 0; i < NUM_MAIN_ANIMS_IN_REPLAY; i++) {
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if (state->aAnimId[i] == NUM_STD_ANIMS)
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if (state->aAnimId[i] == ANIM_STD_NUM)
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continue;
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CAnimBlendAssociation* anim = CAnimManager::AddAnimation(ped->GetClump(),
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state->aAnimId[i] > 3 ? (AssocGroupId)state->aGroupId[i] : ped->m_animGroup,
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state->aAnimId[i] > ANIM_STD_IDLE ? (AssocGroupId)state->aGroupId[i] : ped->m_animGroup,
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(AnimationId)state->aAnimId[i]);
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anim->SetCurrentTime(state->aCurTime[i] * 4.0f / 255.0f);
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anim->speed = state->aSpeed[i] * 3.0f / 255.0f;
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@@ -677,10 +677,10 @@ void CReplay::RetrieveDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationSt
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anim->SetDeleteCallback(FindCBFunction(callback & 0x7F), ped);
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}
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for (int i = 0; i < NUM_PARTIAL_ANIMS_IN_REPLAY; i++) {
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if (state->aAnimId2[i] == NUM_STD_ANIMS)
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if (state->aAnimId2[i] == ANIM_STD_NUM)
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continue;
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CAnimBlendAssociation* anim = CAnimManager::AddAnimation(ped->GetClump(),
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state->aAnimId2[i] > 3 ? (AssocGroupId)state->aGroupId2[i] : ped->m_animGroup,
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state->aAnimId2[i] > ANIM_STD_IDLE ? (AssocGroupId)state->aGroupId2[i] : ped->m_animGroup,
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(AnimationId)state->aAnimId2[i]);
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anim->SetCurrentTime(state->aCurTime2[i] * 4.0f / 255.0f);
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anim->speed = state->aSpeed2[i] * 3.0f / 255.0f;
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