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authorerorcun <erorcunerorcun@hotmail.com.tr>2020-12-21 00:36:09 +0100
committererorcun <erorcunerorcun@hotmail.com.tr>2020-12-21 00:36:09 +0100
commit05fb47bdb047c975dadff1f6bf105e81da538892 (patch)
treedba65dc854525a4b267433c22a23db263c7cc363 /src/peds/PlayerPed.cpp
parentCar entering cancel test (diff)
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Diffstat (limited to '')
-rw-r--r--src/peds/PlayerPed.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 5ac2c110..7d11f77e 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -1348,14 +1348,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
// On this one we can rotate arm.
if (CAN_AIM_WITH_ARM) {
if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
- SetWeaponLockOnTarget(nil);
+ SetPointGunAt(nil);
bIsPointingGunAt = false; // to not stop after attack
}
pointedGun = 2;
SetLookFlag(limitedCam, true);
SetAimFlag(limitedCam);
SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
-
+
} else {
m_fRotationDest = limitedCam;
changedHeadingRate = 2;