Merge remote-tracking branch 'origin/miami' into lcs
# Conflicts: # .github/workflows/reLCS_msvc_amd64.yml # .github/workflows/reLCS_msvc_x86.yml # README.md # gamefiles/TEXT/american.gxt # gamefiles/TEXT/french.gxt # gamefiles/TEXT/german.gxt # gamefiles/TEXT/italian.gxt # gamefiles/TEXT/spanish.gxt # premake5.lua # src/animation/AnimManager.cpp # src/animation/AnimationId.h # src/audio/MusicManager.cpp # src/audio/audio_enums.h # src/control/Script7.cpp # src/core/FileLoader.cpp # src/core/re3.cpp # src/extras/custompipes_d3d9.cpp # src/extras/custompipes_gl.cpp # src/extras/postfx.cpp # src/extras/shaders/colourfilterVC.frag # src/extras/shaders/colourfilterVC_PS.hlsl # src/extras/shaders/make_hlsl.cmd # src/extras/shaders/obj/colourfilterVC_PS.cso # src/extras/shaders/obj/colourfilterVC_PS.inc # src/extras/shaders/obj/colourfilterVC_frag.inc # src/peds/PedFight.cpp # src/render/Font.cpp # src/render/Hud.cpp # src/render/Particle.cpp # src/render/WaterCannon.cpp # src/skel/win/gtavc.ico # src/vehicles/Automobile.cpp # utils/gxt/american.txt # utils/gxt/french.txt # utils/gxt/german.txt # utils/gxt/italian.txt # utils/gxt/spanish.txt
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@@ -696,7 +696,7 @@ public:
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uint32 m_threatFlags;
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uint32 m_threatCheckTimer;
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uint32 m_threatCheckInterval;
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uint32 m_delayedSoundID;
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int32 m_delayedSoundID;
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uint32 m_delayedSoundTimer;
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uint32 m_lastSoundStart;
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uint32 m_soundStart;
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@@ -737,7 +737,7 @@ public:
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void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
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void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim = ANIM_KO_SHOT_FRONT1, float arg1 = 4.0f, float arg2 = 0.0f);
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void SetDie(AnimationId anim = ANIM_STD_KO_FRONT, float arg1 = 4.0f, float arg2 = 0.0f);
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void SetDead(void);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 direction);
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@@ -1092,39 +1092,39 @@ public:
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
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return ANIM_WEAPON_CROUCHFIRE;
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return ANIM_ATTACK_2;
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else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
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return ANIM_WEAPON_FIRE_3RD;
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else if (kickFloorIfNone)
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return ANIM_KICK_FLOOR;
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return ANIM_STD_KICKGROUND;
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else
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return (AnimationId)0;
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}
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static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
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return ANIM_BOMBER;
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return ANIM_STD_DETONATE;
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else
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return ANIM_WEAPON_FIRE;
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return ANIM_ATTACK_1;
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}
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static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_WEAPON_CROUCHRELOAD;
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return ANIM_ATTACK_EXTRA2;
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else
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return (AnimationId)0;
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}
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static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
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return ANIM_WEAPON_CROUCHFIRE;
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return ANIM_ATTACK_2;
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else
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return (AnimationId)0;
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}
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static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_WEAPON_RELOAD;
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return ANIM_ATTACK_EXTRA1;
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else
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return (AnimationId)0;
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}
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@@ -1145,7 +1145,7 @@ public:
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static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
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return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
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return ANIM_WEAPON_FIRE_2ND;
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else
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return (AnimationId)0;
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}
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