using UnityEngine; using SanAndreasUnity.Utilities; using SanAndreasUnity.Importing.Animation; namespace SanAndreasUnity.Behaviours.Peds.States { public class StandAimState : BaseAimMovementState { public override AnimId aimWithArm_LowerAnim { get { return m_ped.CurrentWeapon.IdleAnim; } } public override void OnBecameActive () { base.OnBecameActive (); // m_ped.PlayerModel.PlayAnim (AnimGroup.MyWalkCycle, AnimIndex.GUN_STAND); } protected override AnimationState UpdateAnimsNonAWA () { return StandAimState.UpdateAnimsNonAWA (m_ped); } public static AnimationState UpdateAnimsNonAWA(Ped ped) { ped.PlayerModel.Play2Anims( ped.CurrentWeapon.AimAnim, ped.CurrentWeapon.AimAnimLowerPart ); // some anims don't set root frame velocity, so we have to set it ped.PlayerModel.RootFrame.LocalVelocity = Vector3.zero; var state = ped.PlayerModel.LastAnimState; state.wrapMode = WrapMode.ClampForever; return state; } } }