Use SetPedState
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@@ -164,7 +164,7 @@ CPed::SetPointGunAt(CEntity *to)
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if (m_nPedState != PED_ATTACK)
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SetStoredState();
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m_nPedState = PED_AIM_GUN;
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SetPedState(PED_AIM_GUN);
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bIsPointingGunAt = true;
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CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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SetMoveState(PEDMOVE_NONE);
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@@ -222,7 +222,7 @@ CPed::ClearPointGunAt(void)
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RestorePreviousState();
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#else
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if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
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m_nPedState = PED_IDLE;
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SetPedState(PED_IDLE);
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RestorePreviousState();
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}
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#endif
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@@ -281,7 +281,7 @@ CPed::SetAttack(CEntity *victim)
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(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) {
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if (m_nPedState != PED_ATTACK) {
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m_nPedState = PED_ATTACK;
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SetPedState(PED_ATTACK);
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bIsAttacking = false;
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
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animAssoc->SetRun();
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@@ -348,7 +348,7 @@ CPed::SetAttack(CEntity *victim)
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if (m_nPedState != PED_AIM_GUN)
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SetStoredState();
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m_nPedState = PED_ATTACK;
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SetPedState(PED_ATTACK);
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SetMoveState(PEDMOVE_NONE);
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if (bCrouchWhenShooting) {
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
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@@ -786,7 +786,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
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RestoreHeadingRate();
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}
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m_nPedState = PED_FIGHT;
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SetPedState(PED_FIGHT);
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m_fightButtonPressure = 0;
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RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
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CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
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@@ -1062,7 +1062,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
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m_nWaitState = WAITSTATE_FALSE;
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RestoreHeadingRate();
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}
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m_nPedState = PED_FIGHT;
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SetPedState(PED_FIGHT);
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m_fightButtonPressure = 0;
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RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
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CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
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@@ -1796,7 +1796,7 @@ CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCount
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SetStoredState();
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bFindNewNodeAfterStateRestore = false;
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m_nPedState = PED_INVESTIGATE;
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SetPedState(PED_INVESTIGATE);
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m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
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m_eventType = event;
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m_eventOrThreat = pos;
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