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-rw-r--r--src/peds/PedFight.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
index 6188f019..ca720479 100644
--- a/src/peds/PedFight.cpp
+++ b/src/peds/PedFight.cpp
@@ -201,7 +201,7 @@ CPed::PointGunAt(void)
weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart);
weaponAssoc->flags &= ~ASSOC_RUNNING;
- if (weaponInfo->m_bCanAimWithArm)
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
@@ -300,7 +300,7 @@ CPed::SetAttack(CEntity *victim)
if (m_pSeekTarget)
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
- if (curWeapon->m_bCanAim) {
+ if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM)) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
if (obstacle)
@@ -342,7 +342,7 @@ CPed::SetAttack(CEntity *victim)
if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
StartFightAttack(200);
} else {
- if (!curWeapon->m_bCanAim)
+ if (!curWeapon->IsFlagSet(WEAPONFLAG_CANAIM))
m_pSeekTarget = nil;
if (m_nPedState != PED_AIM_GUN)
@@ -417,7 +417,7 @@ CPed::ClearAttackByRemovingAnim(void)
if (!weaponAssoc) {
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);
- if (!weaponAssoc && weapon->m_bThrow)
+ if (!weaponAssoc && weapon->IsFlagSet(WEAPONFLAG_THROW))
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
if (!weaponAssoc) {
@@ -569,7 +569,7 @@ CPed::Attack(void)
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
// Long throw granade, molotov
- if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
+ if (!weaponAnimAssoc && ourWeapon->IsFlagSet(WEAPONFLAG_THROW)) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
delayBetweenAnimAndFire = 0.2f;
}
@@ -605,7 +605,7 @@ CPed::Attack(void)
animStart = ourWeapon->m_fAnimLoopStart;
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
- if (ourWeapon->m_bCanAimWithArm)
+ if (ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;