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72 | 72 | #define FUNC_RpAnimBlendClumpGetNumAssociations 0x4d6b60 |
73 | 73 | #define FUNC_RpAnimBlendClumpUpdateAnimations 0x4d34f0 |
74 | 74 |
|
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 |
84 | 76 | { |
85 | 77 | public: |
@@ -174,6 +166,14 @@ class CAnimManagerSA : public CAnimManager |
174 | 166 | std::list < CAnimBlendAssociation * > m_Associations; |
175 | 167 | ClumpMap_type m_mapOfPedClumps; |
176 | 168 |
|
| 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 | }; |
178 | 178 |
|
179 | 179 | #endif |
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