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72 | 72 | #define FUNC_RpAnimBlendClumpGetNumAssociations 0x4d6b60
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73 | 73 | #define FUNC_RpAnimBlendClumpUpdateAnimations 0x4d34f0
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74 | 74 |
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75 |
| -// This animation name will allow us to play custom animations by simply playing |
76 |
| -// this animation and then in AddAnimation and AddAnimationAndSync hook, we can |
77 |
| -// return our custom animation in the hook instead of run_wuzi. This will trick GTA SA into thinking |
78 |
| -// that it is playing run_wuzi, but in reality, it's playing our custom animation, and Of course, we can |
79 |
| -// return run_wuzi animation within the hook if we want to play it instead. Why run_wuzi? |
80 |
| -// We can also use another animation, but I've tested with this one mostly, so let's stick to this. |
81 |
| -const SString GATEWAY_ANIMATION_NAME = "run_wuzi"; |
82 |
| - |
83 | 75 | class CAnimManagerSAInterface
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84 | 76 | {
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85 | 77 | public:
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@@ -174,6 +166,14 @@ class CAnimManagerSA : public CAnimManager
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174 | 166 | std::list < CAnimBlendAssociation * > m_Associations;
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175 | 167 | ClumpMap_type m_mapOfPedClumps;
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176 | 168 |
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| 169 | + // This animation name will allow us to play custom animations by simply playing this animation |
| 170 | + // and then in AddAnimation and AddAnimationAndSync hook, we can return our custom animation in the |
| 171 | + // hook instead of run_wuzi. This will trick GTA SA into thinking that it is playing run_wuzi, but in |
| 172 | + // reality, it's playing our custom animation, and Of course, we can return run_wuzi animation within |
| 173 | + // the hook if we want to play it instead. Why run_wuzi? We can also use another animation, but I've |
| 174 | + // tested with this one mostly, so let's stick to this. |
| 175 | + const SString m_kGateWayAnimationName = "run_wuzi"; |
| 176 | + |
177 | 177 | };
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178 | 178 |
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179 | 179 | #endif
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