Fix anim id in replay
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c5ff13abca
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2d2625bf75
@ -521,7 +521,7 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
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state->aFunctionCallbackID[i] = 0;
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state->aFunctionCallbackID[i] = 0;
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}
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}
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}else{
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}else{
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state->aAnimId[i] = NUM_ANIMS;
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state->aAnimId[i] = NUM_STD_ANIMS;
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state->aCurTime[i] = 0;
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state->aCurTime[i] = 0;
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state->aSpeed[i] = 85;
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state->aSpeed[i] = 85;
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state->aFunctionCallbackID[i] = 0;
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state->aFunctionCallbackID[i] = 0;
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@ -548,7 +548,7 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
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}
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}
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}
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}
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else {
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else {
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state->aAnimId2[i] = NUM_ANIMS;
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state->aAnimId2[i] = NUM_STD_ANIMS;
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state->aCurTime2[i] = 0;
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state->aCurTime2[i] = 0;
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state->aSpeed2[i] = 85;
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state->aSpeed2[i] = 85;
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state->aFunctionCallbackID2[i] = 0;
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state->aFunctionCallbackID2[i] = 0;
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@ -659,7 +659,7 @@ void CReplay::RetrieveDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationSt
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for (int i = 0; ((assoc = RpAnimBlendClumpGetMainPartialAssociation_N(ped->GetClump(), i))); i++)
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for (int i = 0; ((assoc = RpAnimBlendClumpGetMainPartialAssociation_N(ped->GetClump(), i))); i++)
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assoc->SetBlend(0.0f, -1.0f);
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assoc->SetBlend(0.0f, -1.0f);
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for (int i = 0; i < NUM_MAIN_ANIMS_IN_REPLAY; i++) {
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for (int i = 0; i < NUM_MAIN_ANIMS_IN_REPLAY; i++) {
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if (state->aAnimId[i] == NUM_ANIMS)
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if (state->aAnimId[i] == NUM_STD_ANIMS)
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continue;
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continue;
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CAnimBlendAssociation* anim = CAnimManager::AddAnimation(ped->GetClump(),
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CAnimBlendAssociation* anim = CAnimManager::AddAnimation(ped->GetClump(),
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state->aAnimId[i] > 3 ? (AssocGroupId)state->aGroupId[i] : ped->m_animGroup,
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state->aAnimId[i] > 3 ? (AssocGroupId)state->aGroupId[i] : ped->m_animGroup,
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@ -677,7 +677,7 @@ void CReplay::RetrieveDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationSt
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anim->SetDeleteCallback(FindCBFunction(callback & 0x7F), ped);
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anim->SetDeleteCallback(FindCBFunction(callback & 0x7F), ped);
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}
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}
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for (int i = 0; i < NUM_PARTIAL_ANIMS_IN_REPLAY; i++) {
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for (int i = 0; i < NUM_PARTIAL_ANIMS_IN_REPLAY; i++) {
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if (state->aAnimId2[i] == NUM_ANIMS)
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if (state->aAnimId2[i] == NUM_STD_ANIMS)
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continue;
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continue;
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CAnimBlendAssociation* anim = CAnimManager::AddAnimation(ped->GetClump(),
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CAnimBlendAssociation* anim = CAnimManager::AddAnimation(ped->GetClump(),
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state->aAnimId2[i] > 3 ? (AssocGroupId)state->aGroupId2[i] : ped->m_animGroup,
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state->aAnimId2[i] > 3 ? (AssocGroupId)state->aGroupId2[i] : ped->m_animGroup,
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