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Diffstat (limited to 'src/weapons/Weapon.cpp')
-rw-r--r--src/weapons/Weapon.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index a987a4c7..dab510be 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -473,9 +473,9 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
if ( isBat && victimPed->IsPlayer() )
- victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+ victimPed->SetFall(3000, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
else
- victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+ victimPed->SetFall(1500, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
shooterPed->m_pSeekTarget = victimPed;
shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget);
@@ -904,7 +904,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
- victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+ victimPed->SetFall(1500, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
}
@@ -917,7 +917,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
{
victimPed->ClearAttackByRemovingAnim();
- CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
@@ -933,7 +933,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
{
victimPed->ClearAttackByRemovingAnim();
- CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
@@ -983,9 +983,9 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
{
CAnimBlendAssociation *asoc;
if ( RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL) )
- asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
+ asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f);
else
- asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
+ asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR, 8.0f);
if ( asoc )
{
@@ -1248,7 +1248,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f);
if ( cantStandup )
- victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+ victimPed->SetFall(1500, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
@@ -1719,7 +1719,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
victimPed->ReactToAttack(FindPlayerPed());
victimPed->ClearAttackByRemovingAnim();
- CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
@@ -2089,7 +2089,7 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
victimPed->ClearAttackByRemovingAnim();
- CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;