try to fix skeleton while running with weapon

This commit is contained in:
in0finite 2019-07-14 22:06:04 +02:00
parent d380eaeb55
commit 8cde278b13
2 changed files with 23 additions and 3 deletions

View file

@ -11,6 +11,26 @@ namespace SanAndreasUnity.Behaviours.Peds.States
public override AnimId movementWeaponAnim { get { return m_ped.CurrentWeapon.RunAnim; } }
protected override void UpdateAnims()
{
base.UpdateAnims();
if (!this.IsActiveState)
return;
if (m_ped.CurrentWeapon != null)
{
// set y position of unnamed and root frame to 0
if (m_model.UnnamedFrame != null)
m_model.UnnamedFrame.transform.localPosition = m_model.UnnamedFrame.transform.localPosition.WithXAndZ();
if (m_model.RootFrame != null)
m_model.RootFrame.transform.localPosition = m_model.RootFrame.transform.localPosition.WithXAndZ();
}
}
}
}

View file

@ -20,11 +20,11 @@
- Does 'O' button changes quality level ?
- **When model is changed for a passenger, his position is moved to start of anim** ;
- Client can't enter vehicle state - print additional state data ;
- **Are weapon audio clips unloaded ? - no ; memory is increased by 90 KB for 5 weapons (when ped is spawned) ;**
- Ped runs through ground when playing run-aim anim with mp5, ak47, etc... when holding gun with 2 hands
- **When ped changes model, animation clips increase memory usage by 0.8 MB**
- Rolling: when doing more rolls in a sequence, roll direction can change, and client only uses the original direction
- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;