a fix
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79af843ae7
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@ -4534,7 +4534,7 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
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}
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}
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} else {
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} else {
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if (IsPlayer()) {
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if (IsPlayer()) {
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((CPlayerPed*)this)->m_bShouldEvade = 5;
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((CPlayerPed*)this)->m_nEvadeAmount = 5;
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((CPlayerPed*)this)->m_pEvadingFrom = reason;
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((CPlayerPed*)this)->m_pEvadingFrom = reason;
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reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
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reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
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return;
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return;
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@ -36,7 +36,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_fMaxStamina = 150.0f;
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m_fMaxStamina = 150.0f;
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m_fCurrentStamina = m_fMaxStamina;
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m_fCurrentStamina = m_fMaxStamina;
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m_fStaminaProgress = 0.0f;
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m_fStaminaProgress = 0.0f;
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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field_1367 = 0;
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field_1367 = 0;
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m_nShotDelay = 0;
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m_nShotDelay = 0;
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field_1376 = 0.0f;
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field_1376 = 0.0f;
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@ -230,7 +230,7 @@ CPlayerPed::SetInitialState(void)
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m_animGroup = ASSOCGRP_PLAYER;
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m_animGroup = ASSOCGRP_PLAYER;
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m_fMoveSpeed = 0.0f;
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m_fMoveSpeed = 0.0f;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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m_pEvadingFrom = nil;
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bIsPedDieAnimPlaying = false;
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bIsPedDieAnimPlaying = false;
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SetRealMoveAnim();
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SetRealMoveAnim();
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@ -661,9 +661,9 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
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}
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}
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
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if (m_bShouldEvade && m_pEvadingFrom) {
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if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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m_pEvadingFrom = nil;
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} else {
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} else {
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SetJump();
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SetJump();
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@ -710,9 +710,9 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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ClearAttack();
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ClearAttack();
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ClearWeaponTarget();
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ClearWeaponTarget();
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if (m_bShouldEvade && m_pEvadingFrom) {
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if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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m_pEvadingFrom = nil;
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} else {
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} else {
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SetJump();
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SetJump();
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@ -1129,9 +1129,9 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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ClearAttack();
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ClearAttack();
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ClearWeaponTarget();
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ClearWeaponTarget();
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if (m_bShouldEvade && m_pEvadingFrom) {
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if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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m_pEvadingFrom = nil;
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} else {
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} else {
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SetJump();
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SetJump();
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@ -1142,10 +1142,10 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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void
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void
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CPlayerPed::ProcessControl(void)
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CPlayerPed::ProcessControl(void)
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{
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{
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if (m_bShouldEvade)
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if (m_nEvadeAmount != 0)
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m_bShouldEvade = false; //--m_bShouldEvade;
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--m_nEvadeAmount;
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if (!m_bShouldEvade)
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if (m_nEvadeAmount == 0)
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m_pEvadingFrom = nil;
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m_pEvadingFrom = nil;
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if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
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if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
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@ -15,7 +15,7 @@ public:
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float m_fStaminaProgress;
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float m_fStaminaProgress;
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int8 m_nSelectedWepSlot; // eWeaponType
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int8 m_nSelectedWepSlot; // eWeaponType
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bool m_bSpeedTimerFlag;
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bool m_bSpeedTimerFlag;
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bool m_bShouldEvade;
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uint8 m_nEvadeAmount;
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int8 field_1367;
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int8 field_1367;
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uint32 m_nSpeedTimer;
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uint32 m_nSpeedTimer;
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int32 m_nShotDelay;
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int32 m_nShotDelay;
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