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moved GATEWAY_ANIMATION_NAME from global space into CAnimManagerSA class. Also, renamed it to m_kGateWayAnimationName.
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+9
-9
lines changed

2 files changed

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-9
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Client/game_sa/CAnimManagerSA.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -763,7 +763,7 @@ CAnimBlendHierarchy * CAnimManagerSA::GetAnimBlendHierarchy ( CAnimBlendHierarch
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bool CAnimManagerSA::isGateWayAnimationHierarchy ( CAnimBlendHierarchySAInterface * pInterface )
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{
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return pGame->GetKeyGen()->GetUppercaseKey ( GATEWAY_ANIMATION_NAME.c_str ( ) ) == pInterface->iHashKey;
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return pGame->GetKeyGen()->GetUppercaseKey ( m_kGateWayAnimationName.c_str ( ) ) == pInterface->iHashKey;
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}
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void CAnimManagerSA::InsertPedClumpToMap ( RpClump * pClump, CClientPed * pClientPed )

Client/game_sa/CAnimManagerSA.h

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -72,14 +72,6 @@
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#define FUNC_RpAnimBlendClumpGetNumAssociations 0x4d6b60
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#define FUNC_RpAnimBlendClumpUpdateAnimations 0x4d34f0
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// This animation name will allow us to play custom animations by simply playing
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// this animation and then in AddAnimation and AddAnimationAndSync hook, we can
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// return our custom animation in the hook instead of run_wuzi. This will trick GTA SA into thinking
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// that it is playing run_wuzi, but in reality, it's playing our custom animation, and Of course, we can
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// return run_wuzi animation within the hook if we want to play it instead. Why run_wuzi?
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// We can also use another animation, but I've tested with this one mostly, so let's stick to this.
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const SString GATEWAY_ANIMATION_NAME = "run_wuzi";
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class CAnimManagerSAInterface
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{
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public:
@@ -174,6 +166,14 @@ class CAnimManagerSA : public CAnimManager
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std::list < CAnimBlendAssociation * > m_Associations;
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ClumpMap_type m_mapOfPedClumps;
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// This animation name will allow us to play custom animations by simply playing this animation
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// and then in AddAnimation and AddAnimationAndSync hook, we can return our custom animation in the
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// hook instead of run_wuzi. This will trick GTA SA into thinking that it is playing run_wuzi, but in
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// reality, it's playing our custom animation, and Of course, we can return run_wuzi animation within
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// the hook if we want to play it instead. Why run_wuzi? We can also use another animation, but I've
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// tested with this one mostly, so let's stick to this.
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const SString m_kGateWayAnimationName = "run_wuzi";
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};
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#endif

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