aim anim max time is equal to half of the anim length

This commit is contained in:
in0finite 2020-03-24 23:54:48 +01:00
parent bc05cb0b4c
commit 0dffb495c6

View file

@ -6,9 +6,12 @@ namespace SanAndreasUnity.Behaviours.Peds.States
public class DriveByState : VehicleSittingState, IAimState public class DriveByState : VehicleSittingState, IAimState
{ {
public float AimAnimMaxTime = 0f;
public float AimAnimFireMaxTime = 0f; // TODO:
// - add real aim anims ?
// - drive-by exiting state - activated when going from drive-by to sitting state, or when trying to exit vehicle
// - camera
// - weapon's gun flash should depend on last time when fired, not on anim time
protected override void EnterVehicleInternal() protected override void EnterVehicleInternal()
@ -94,7 +97,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
var ped = m_ped; var ped = m_ped;
var weapon = ped.CurrentWeapon; var weapon = ped.CurrentWeapon;
var state = m_model.LastAnimState; var state = m_model.LastAnimState;
float aimAnimMaxTime = this.AimAnimMaxTime; float aimAnimMaxTime = state.length * 0.5f;
if (state.time >= aimAnimMaxTime) if (state.time >= aimAnimMaxTime)
{ {