fight fix
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c63de7ec43
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@ -4588,14 +4588,14 @@ CPed::FightStrike(CVector &touchedNodePos)
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// He can beat us
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// He can beat us
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if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
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if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
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ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
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ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
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if (nearPed->m_nPedState == PED_FALL
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if (nearPed->m_nPedState == PED_FALL
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|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
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|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
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|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
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|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
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ourCol = &CTempColModels::ms_colModelPedGroundHit;
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ourCol = &CTempColModels::ms_colModelPedGroundHit;
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}
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}
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for (int j = 0; j < ourCol->numSpheres; j++) {
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for (int j = 0; j < ourCol->numSpheres; j++) {
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attackDistance = nearPed->GetPosition() - ourCol->spheres[j].center;
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attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
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attackDistance -= touchedNodePos;
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attackDistance -= touchedNodePos;
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CColSphere *ourPieces = ourCol->spheres;
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CColSphere *ourPieces = ourCol->spheres;
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float maxDistanceToBeat = ourPieces[j].radius + ms_fightMoves[m_lastFightMove].strikeRadius;
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float maxDistanceToBeat = ourPieces[j].radius + ms_fightMoves[m_lastFightMove].strikeRadius;
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