ducking & anim fix
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@@ -1098,8 +1098,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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return;
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}
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// Not for unarmed, it's for weapons using unarmed anims
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if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
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if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay != ASSOCGRP_THROW) {
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AnimationId groundAnim = GetFireAnimGround(currentWeapon);
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CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
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if (!groundAnimAssoc || groundAnimAssoc->blendAmount <= 0.95f && groundAnimAssoc->blendDelta <= 0.0f) {
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@@ -11392,14 +11391,6 @@ CPed::ProcessControl(void)
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if (m_nWaitState != WAITSTATE_FALSE)
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Wait();
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if (m_nPedState != PED_IDLE) {
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CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
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if(idleAssoc) {
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idleAssoc->blendDelta = -8.0f;
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idleAssoc->flags |= ASSOC_DELETEFADEDOUT;
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}
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}
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switch (m_nPedState) {
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case PED_IDLE:
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Idle();
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