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-rw-r--r--src/peds/PlayerPed.cpp12
1 files changed, 7 insertions, 5 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 60499ccd..04f98366 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -341,7 +341,7 @@ CPlayerPed::SetRealMoveAnim(void)
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!curIdleAssoc)
- curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
+ curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
@@ -414,7 +414,7 @@ CPlayerPed::SetRealMoveAnim(void)
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!fightIdleAnim)
- fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
+ fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
delete fightIdleAnim;
delete curSprintAssoc;
@@ -1337,13 +1337,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
+#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting)
// Weapons except throwable and melee ones
if (weaponInfo->m_nWeaponSlot > 2) {
- if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
+ if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
// On this one we can rotate arm.
- if (weaponInfo->m_bCanAimWithArm) {
+ if (CAN_AIM_WITH_ARM) {
if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
SetWeaponLockOnTarget(nil);
bIsPointingGunAt = false; // to not stop after attack
@@ -1372,9 +1373,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
}
}
- } else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK)
+ } else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK)
ClearPointGunAt();
}
+#undef CAN_AIM_WITH_ARM
}
if (changedHeadingRate == 1) {
changedHeadingRate = 0;