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Merge pull request #1001 from Sergeanur/animNames
Use original animation names from VCS
This commit is contained in:
@ -230,7 +230,7 @@ CAnimViewer::Update(void)
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if (modelInfo->GetModelType() == MITYPE_PED) {
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int animGroup = ((CPedModelInfo*)modelInfo)->m_animGroup;
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if (animId > ANIM_IDLE_STANCE)
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if (animId > ANIM_STD_IDLE)
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animGroup = ASSOCGRP_STD;
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if (reloadIFP) {
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@ -318,14 +318,14 @@ CAnimViewer::Update(void)
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->GetCircleJustDown()) {
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PlayAnimation(pTarget->GetClump(), animGroup, ANIM_IDLE_STANCE);
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PlayAnimation(pTarget->GetClump(), animGroup, ANIM_STD_IDLE);
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AsciiToUnicode("Idle animation playing", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->GetDPadUpJustDown()) {
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animId--;
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if (animId < 0) {
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animId = NUM_ANIMS - 1;
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animId = ANIM_STD_NUM - 1;
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}
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PlayAnimation(pTarget->GetClump(), animGroup, (AnimationId)animId);
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@ -334,7 +334,7 @@ CAnimViewer::Update(void)
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->GetDPadDownJustDown()) {
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animId = (animId == (NUM_ANIMS - 1) ? 0 : animId + 1);
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animId = (animId == (ANIM_STD_NUM - 1) ? 0 : animId + 1);
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PlayAnimation(pTarget->GetClump(), animGroup, (AnimationId)animId);
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sprintf(gString, "Current anim: %d", animId);
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@ -1644,10 +1644,10 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
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if(CamTargetEntity->m_rwObject){
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// what's going on here?
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if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_PUMP) ||
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RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROW) ||
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RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROWU) ||
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RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_START_THROW)){
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if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_WEAPON_PUMP) ||
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RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_WEAPON_THROW) ||
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RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_THROW_UNDER) ||
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RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_START_THROW)){
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CPed *player = FindPlayerPed();
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float PlayerDist = (Source - player->GetPosition()).Magnitude();
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if(PlayerDist < 2.75f)
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@ -155,8 +155,8 @@ CPlayerInfo::Process(void)
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m_pPed->SetPedState(PED_IDLE);
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m_pPed->SetMoveState(PEDMOVE_STILL);
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CPed::PedSetOutCarCB(0, m_pPed);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_STD_IDLE, 100.0f);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_FALL_LAND, 100.0f);
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m_pPed->SetPosition(sth);
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m_pPed->SetMoveState(PEDMOVE_STILL);
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m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed;
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@ -2123,7 +2123,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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PEDPIECE_TORSO, direction);
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if(pPed->m_nPedState != PED_DIE)
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pPed->SetFall(2000,
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(AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
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(AnimationId)(direction + ANIM_STD_HIGHIMPACT_FRONT), 0);
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if(pCreator && pCreator->IsPed()) {
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eEventType eventType = EVENT_SHOOT_PED;
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if(pPed->m_nPedType == PEDTYPE_COP) eventType = EVENT_SHOOT_COP;
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