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https://github.com/GTA-ASM/SanAndreasUnity
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try to fix skeleton while running with weapon
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2 changed files with 23 additions and 3 deletions
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@ -11,6 +11,26 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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public override AnimId movementWeaponAnim { get { return m_ped.CurrentWeapon.RunAnim; } }
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protected override void UpdateAnims()
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{
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base.UpdateAnims();
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if (!this.IsActiveState)
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return;
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if (m_ped.CurrentWeapon != null)
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{
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// set y position of unnamed and root frame to 0
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if (m_model.UnnamedFrame != null)
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m_model.UnnamedFrame.transform.localPosition = m_model.UnnamedFrame.transform.localPosition.WithXAndZ();
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if (m_model.RootFrame != null)
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m_model.RootFrame.transform.localPosition = m_model.RootFrame.transform.localPosition.WithXAndZ();
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}
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}
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}
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}
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@ -20,11 +20,11 @@
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- Does 'O' button changes quality level ?
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- **When model is changed for a passenger, his position is moved to start of anim** ;
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- Client can't enter vehicle state - print additional state data ;
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- **Are weapon audio clips unloaded ? - no ; memory is increased by 90 KB for 5 weapons (when ped is spawned) ;**
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- Ped runs through ground when playing run-aim anim with mp5, ak47, etc... when holding gun with 2 hands
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- **When ped changes model, animation clips increase memory usage by 0.8 MB**
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- Rolling: when doing more rolls in a sequence, roll direction can change, and client only uses the original direction
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- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;
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