Use original animation names from VCS

This commit is contained in:
Sergeanur
2021-01-27 18:50:24 +02:00
parent 2d2625bf75
commit 97351ad2c2
26 changed files with 1289 additions and 1291 deletions

View File

@ -257,9 +257,9 @@ CCopPed::ArrestPlayer(void)
if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN);
CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ARREST);
if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ARREST, 4.0f);
CVector suspMidPos;
suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID);

View File

@ -310,7 +310,7 @@ CEmergencyPed::MedicAI(void)
m_nEmergencyPedState = EMERGENCY_PED_STAND_STILL;
} else {
m_nEmergencyPedState = EMERGENCY_PED_FACE_TO_PATIENT;
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_MEDIC, ANIM_CPR, 4.0f);
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_MEDIC, ANIM_MEDIC_CPR, 4.0f);
bIsDucking = true;
}
SetLookTimer(2000);

File diff suppressed because it is too large Load Diff

View File

@ -679,7 +679,7 @@ public:
void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookTimer(int time);
void SetDie(AnimationId anim = ANIM_KO_SHOT_FRONT1, float arg1 = 4.0f, float arg2 = 0.0f);
void SetDie(AnimationId anim = ANIM_STD_KO_FRONT, float arg1 = 4.0f, float arg2 = 0.0f);
void SetDead(void);
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
void RemoveBodyPart(PedNode nodeId, int8 direction);
@ -1015,74 +1015,74 @@ public:
static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
return ANIM_WEAPON_FIRE_3RD;
return ANIM_ATTACK_3;
else
return (AnimationId)0;
}
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
return ANIM_WEAPON_CROUCHFIRE;
return ANIM_ATTACK_2;
else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
return ANIM_WEAPON_FIRE_3RD;
return ANIM_ATTACK_3;
else if (kickFloorIfNone)
return ANIM_KICK_FLOOR;
return ANIM_STD_KICKGROUND;
else
return (AnimationId)0;
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
return ANIM_BOMBER;
return ANIM_STD_DETONATE;
else
return ANIM_WEAPON_FIRE;
return ANIM_ATTACK_1;
}
static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
return ANIM_WEAPON_CROUCHRELOAD;
return ANIM_ATTACK_EXTRA2;
else
return (AnimationId)0;
}
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
return ANIM_WEAPON_CROUCHFIRE;
return ANIM_ATTACK_2;
else
return (AnimationId)0;
}
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
return ANIM_WEAPON_RELOAD;
return ANIM_ATTACK_EXTRA1;
else
return (AnimationId)0;
}
static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE))
return ANIM_MELEE_IDLE_FIGHTMODE;
return ANIM_ATTACK_EXTRA2;
else
return (AnimationId)0;
}
static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD))
return ANIM_MELEE_ATTACK_FINISH;
return ANIM_ATTACK_3;
else
return (AnimationId)0;
}
static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
return ANIM_ATTACK_2; // or ANIM_MELEE_ATTACK_2ND
else
return (AnimationId)0;
}
static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))
return ANIM_MELEE_ATTACK_START;
return ANIM_ATTACK_EXTRA1;
else
return (AnimationId)0;
}
@ -1090,7 +1090,7 @@ public:
static AnimationId GetThrowAnim(CWeaponInfo *weapon)
{
if (weapon->IsFlagSet(WEAPONFLAG_THROW))
return ANIM_THROWABLE_START_THROW;
return ANIM_ATTACK_EXTRA1;
else
return (AnimationId)0;
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -246,7 +246,7 @@ CPlayerPed::MakeChangesForNewWeapon(int32 slot)
void
CPlayerPed::ReApplyMoveAnims(void)
{
static AnimationId moveAnims[] = { ANIM_WALK, ANIM_RUN, ANIM_SPRINT, ANIM_IDLE_STANCE, ANIM_WALK_START };
static AnimationId moveAnims[] = { ANIM_STD_WALK, ANIM_STD_RUN, ANIM_STD_RUNFAST, ANIM_STD_IDLE, ANIM_STD_STARTWALK };
for(int i = 0; i < ARRAY_SIZE(moveAnims); i++) {
CAnimBlendAssociation *curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), moveAnims[i]);
@ -311,13 +311,13 @@ CPlayerPed::SetInitialState(void)
void
CPlayerPed::SetRealMoveAnim(void)
{
CAnimBlendAssociation *curWalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK);
CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
CAnimBlendAssociation *curWalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_WALK);
CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUN);
CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNFAST);
CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_STARTWALK);
CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
if (bResetWalkAnims) {
if (curWalkAssoc)
curWalkAssoc->SetCurrentTime(0.0f);
@ -329,11 +329,11 @@ CPlayerPed::SetRealMoveAnim(void)
}
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
@ -352,10 +352,10 @@ CPlayerPed::SetRealMoveAnim(void)
if (!curIdleAssoc) {
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 8.0f);
} else {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
}
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
}
@ -366,25 +366,25 @@ CPlayerPed::SetRealMoveAnim(void)
if (!curIdleAssoc) {
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
} else {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
}
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
}
if ((m_fCurrentStamina > 0.0f || bIsAimingGun) && curIdleAssoc->animId == ANIM_IDLE_TIRED) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
if ((m_fCurrentStamina > 0.0f || bIsAimingGun) && curIdleAssoc->animId == ANIM_STD_IDLE_TIRED) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
} else if (m_nPedState != PED_FIGHT) {
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_IDLE_TIRED
if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_STD_IDLE_TIRED
&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
} else if (curIdleAssoc->animId != ANIM_STD_IDLE) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
}
}
m_nMoveState = PEDMOVE_STILL;
@ -395,7 +395,7 @@ CPlayerPed::SetRealMoveAnim(void)
curWalkStartAssoc->blendAmount = 1.0f;
curWalkStartAssoc->blendDelta = 0.0f;
} else {
curWalkStartAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_WALK_START);
curWalkStartAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_STARTWALK);
}
if (curWalkAssoc)
curWalkAssoc->SetCurrentTime(0.0f);
@ -403,10 +403,10 @@ CPlayerPed::SetRealMoveAnim(void)
curRunAssoc->SetCurrentTime(0.0f);
delete curIdleAssoc;
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
if (!fightIdleAnim)
fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA2);
delete fightIdleAnim;
delete curSprintAssoc;
@ -422,11 +422,11 @@ CPlayerPed::SetRealMoveAnim(void)
RestoreHeadingRate();
}
if (!curWalkAssoc) {
curWalkAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_WALK);
curWalkAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_WALK);
curWalkAssoc->blendAmount = 0.0f;
}
if (!curRunAssoc) {
curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_RUN);
curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_RUN);
curRunAssoc->blendAmount = 0.0f;
}
if (curWalkStartAssoc && !(curWalkStartAssoc->IsRunning())) {
@ -453,9 +453,9 @@ CPlayerPed::SetRealMoveAnim(void)
if (m_fMoveSpeed < 0.4f) {
AnimationId runStopAnim;
if (curSprintAssoc->GetProgress() < 0.5) // double
runStopAnim = ANIM_RUN_STOP;
runStopAnim = ANIM_STD_RUNSTOP1;
else
runStopAnim = ANIM_RUN_STOP_R;
runStopAnim = ANIM_STD_RUNSTOP2;
CAnimBlendAssociation* newRunStopAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, runStopAnim);
newRunStopAssoc->blendAmount = 1.0f;
newRunStopAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
@ -498,7 +498,7 @@ CPlayerPed::SetRealMoveAnim(void)
// Transition between run-sprint
curWalkAssoc->blendAmount = 0.0f;
curRunAssoc->blendAmount = 1.0f;
curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_SPRINT, 2.0f);
curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_RUNFAST, 2.0f);
}
UseSprintEnergy();
} else {
@ -629,14 +629,14 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
void
CPlayerPed::RunningLand(CPad *padUsed)
{
CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_LAND);
CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_LAND);
if (landAssoc && landAssoc->currentTime == 0.0f && m_fMoveSpeed > 1.5f
&& padUsed && (padUsed->GetPedWalkLeftRight() != 0.0f || padUsed->GetPedWalkUpDown() != 0.0f)) {
landAssoc->blendDelta = -1000.0f;
landAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
if (m_nPedState == PED_JUMP)
RestorePreviousState();
@ -1258,7 +1258,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
m_fMoveSpeed = 0.0f;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 1000.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE, 1000.0f);
SetPedState(PED_SNIPER_MODE);
return;
}
@ -1700,24 +1700,24 @@ CPlayerPed::ProcessControl(void)
if (m_nPedState == PED_DRIVING && m_objective != OBJECTIVE_LEAVE_CAR) {
if (!CReplay::IsPlayingBack() || m_pMyVehicle) {
if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) {
CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR);
CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS);
if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || (rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR_LOW))) {
if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || (rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS))) {
if (rollDoorAssoc)
m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime);
} else {
// These comparisons are wrong, they return uint16
if (padUsed && (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f || padUsed->GetBrake() != 0.0f)) {
if (rollDoorAssoc)
m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime);
} else {
m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
if (m_pMyVehicle->bLowVehicle)
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR_LOW);
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS);
else
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR);
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS);
rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this);
}
@ -1947,11 +1947,11 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
};
const animAndGroup idleAnims[] = {
{ANIM_IDLE_STRETCH, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_TIME, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_SHOULDER, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_STRETCH_LEG, ASSOCGRP_PLAYER_IDLE},
{ANIM_XPRESS_SCRATCH, ASSOCGRP_STD},
{ANIM_PLAYER_IDLE1, ASSOCGRP_PLAYER_IDLE},
{ANIM_PLAYER_IDLE2, ASSOCGRP_PLAYER_IDLE},
{ANIM_PLAYER_IDLE3, ASSOCGRP_PLAYER_IDLE},
{ANIM_PLAYER_IDLE4, ASSOCGRP_PLAYER_IDLE},
{ANIM_STD_XPRESS_SCRATCH, ASSOCGRP_STD},
};
static int32 lastTime = 0;