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Fix no footsteps during walking animations (#4359) #4364
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I just have tried it. And I have a question. Based on what did you choose animations |
It’s about partial animations that allow walking, and I only know of two: crry_prtial and silence_reload. There may be more, but I don’t know them. Also, there are animations that consist only of walking and can be looped, namely wuzi_walk and wuzi_cs_pt1. I don’t know of any other animations that allow looping walking. We’re not talking about animations where the character takes two steps and then sits down, but strictly those that are continuously about walking. There are probably more of these, but I only know those two. If you know more such animations, list them here and I’ll add them. |
Some of looped animations from
And that's not all the animations, you can find more. |
Fixed #4359
Some animations allow walking (e.g.,
crry_partial
,silence_reload
) or are entirely based on walking (e.g.,wuzi_walk
,wuzi_cs_pt1
). During these animations, there are no footstep sounds, no footprints, no blood trails, and theonClientPedStep
event is not triggered.This PR, following the new guidelines, is based on reverse engineering - the
CPed::PlayFootSteps
function has been reversed and appropriately modified to fix the bug, instead of using an ASM hook.