implemented skinned peds, no cutscene hands yet

This commit is contained in:
aap 2020-04-23 22:25:18 +02:00
parent 6467e2003a
commit f03b4eec4c
49 changed files with 1869 additions and 301 deletions

View file

@ -6435,9 +6435,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
pPed->FlagToDestroyWhenNextProcessed();
}
else if (CGame::nastyGame && pPed->IsPedInControl()) {
RwMatrix tmp_rw;
CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
}
else {
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
@ -6450,9 +6448,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
assert(pPed);
if (CGame::nastyGame) {
RwMatrix tmp_rw;
CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
}
else {
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);