using UnityEngine; using SanAndreasUnity.Importing.Animation; namespace SanAndreasUnity.Behaviours.Weapons { public class RLauncher : Weapon { public override AnimId IdleAnim { get { return new AnimId (AnimGroup.Rocket, AnimIndex.idle_rocket); } } public override AnimId WalkAnim { get { return new AnimId (AnimGroup.Rocket, AnimIndex.walk_rocket); } } public override AnimId RunAnim { get { return new AnimId (AnimGroup.Rocket, AnimIndex.run_rocket); } } public override AnimId AimAnim { get { return new AnimId (AnimGroup.Rocket, AnimIndex.RocketFire); } } /*public override void UpdateAnimWhileHolding () { Ped ped = m_ped; if (ped.IsSprintOn) { // because anim reports incorrect velocity (it gives positive velocity, but it should give 0), // we have to make some fixes ped.PlayerModel.PlayAnim (this.IdleAnim); //state.normalizedTime = 0f; //player.AnimComponent.Sample (); //state.enabled = false; ped.PlayerModel.RootFrame.LocalVelocity = Vector3.zero; } else { base.UpdateAnimWhileHolding (); } }*/ } }