Moved GetReloadingAnimation() to Utils.cs

This commit is contained in:
EntenKoeniq
2022-04-22 14:31:34 +02:00
parent 418c74c972
commit 6463d1e535
2 changed files with 89 additions and 89 deletions

View File

@ -259,7 +259,7 @@ namespace CoopClient.Entities.Player
{
if (!_isPlayingAnimation)
{
string[] reloadingAnim = GetReloadingAnimation();
string[] reloadingAnim = Character.GetReloadingAnimation();
if (reloadingAnim != null)
{
_isPlayingAnimation = true;
@ -322,94 +322,6 @@ namespace CoopClient.Entities.Player
}
}
private string[] GetReloadingAnimation()
{
switch (Character.Weapons.Current.Hash)
{
case WeaponHash.Revolver:
case WeaponHash.RevolverMk2:
case WeaponHash.DoubleActionRevolver:
case WeaponHash.NavyRevolver:
return new string[2] { "anim@weapons@pistol@revolver_str", "reload_aim" };
case WeaponHash.APPistol:
return new string[2] { "weapons@pistol@ap_pistol_str", "reload_aim" };
case WeaponHash.Pistol50:
return new string[2] { "weapons@pistol@pistol_50_str", "reload_aim" };
case WeaponHash.Pistol:
case WeaponHash.PistolMk2:
case WeaponHash.PericoPistol:
case WeaponHash.SNSPistol:
case WeaponHash.SNSPistolMk2:
case WeaponHash.HeavyPistol:
case WeaponHash.VintagePistol:
case WeaponHash.CeramicPistol:
case WeaponHash.MachinePistol:
return new string[2] { "weapons@pistol@pistol_str", "reload_aim" };
case WeaponHash.AssaultRifle:
case WeaponHash.AssaultrifleMk2:
return new string[2] { "weapons@rifle@hi@assault_rifle_str", "reload_aim" };
case WeaponHash.SniperRifle:
return new string[2] { "weapons@rifle@hi@sniper_rifle_str", "reload_aim" };
case WeaponHash.HeavySniper:
case WeaponHash.HeavySniperMk2:
return new string[2] { "weapons@rifle@lo@sniper_heavy_str", "reload_aim" };
case WeaponHash.PumpShotgun:
case WeaponHash.PumpShotgunMk2:
return new string[2] { "weapons@rifle@pump_str", "reload_aim" };
case WeaponHash.Railgun:
return new string[2] { "weapons@rifle@lo@rail_gun_str", "reload_aim" };
case WeaponHash.SawnOffShotgun:
return new string[2] { "weapons@rifle@lo@sawnoff_str", "reload_aim" };
case WeaponHash.AssaultShotgun:
return new string[2] { "weapons@rifle@lo@shotgun_assault_str", "reload_aim" };
case WeaponHash.BullpupShotgun:
return new string[2] { "weapons@rifle@lo@shotgun_bullpup_str", "reload_aim" };
case WeaponHash.AdvancedRifle:
return new string[2] { "weapons@submg@advanced_rifle_str", "reload_aim" };
case WeaponHash.CarbineRifle:
case WeaponHash.CarbineRifleMk2:
case WeaponHash.CompactRifle:
return new string[2] { "weapons@rifle@lo@carbine_str", "reload_aim" };
case WeaponHash.Gusenberg:
return new string[2] { "anim@weapons@machinegun@gusenberg_str", "reload_aim" };
case WeaponHash.Musket:
return new string[2] { "anim@weapons@musket@musket_str", "reload_aim" };
case WeaponHash.FlareGun:
return new string[2] { "anim@weapons@pistol@flare_str", "reload_aim" };
case WeaponHash.SpecialCarbine:
case WeaponHash.SpecialCarbineMk2:
return new string[2] { "anim@weapons@rifle@lo@spcarbine_str", "reload_aim" };
case WeaponHash.CombatPDW:
return new string[2] { "anim@weapons@rifle@lo@pdw_str", "reload_aim" };
case WeaponHash.BullpupRifle:
case WeaponHash.BullpupRifleMk2:
return new string[2] { "anim@weapons@submg@bullpup_rifle_str", "reload_aim" };
case WeaponHash.AssaultSMG:
return new string[2] { "weapons@submg@assault_smg_str", "reload_aim" };
case WeaponHash.MicroSMG:
case WeaponHash.MiniSMG:
return new string[2] { "weapons@submg@lo@micro_smg_str", "reload_aim" };
case WeaponHash.SMG:
case WeaponHash.SMGMk2:
return new string[2] { "weapons@rifle@smg_str", "reload_aim" };
case WeaponHash.GrenadeLauncher:
case WeaponHash.GrenadeLauncherSmoke:
case WeaponHash.CompactGrenadeLauncher:
return new string[2] { "weapons@heavy@grenade_launcher_str", "reload_aim" };
case WeaponHash.RPG:
case WeaponHash.Firework:
return new string[2] { "weapons@heavy@rpg_str", "reload_aim" };
case WeaponHash.CombatMG:
case WeaponHash.CombatMGMk2:
return new string[2] { "weapons@machinegun@combat_mg_str", "reload_aim" };
case WeaponHash.MG:
return new string[2] { "weapons@machinegun@mg_str", "reload_aim" };
default:
GTA.UI.Notification.Show($"~r~Reloading failed! Weapon ~g~[{CurrentWeaponHash}]~r~ no found!");
return null;
}
}
private void DisplayShooting()
{
if (!Character.IsInRange(Position, 0.5f))