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authoraap <aap@papnet.eu>2020-04-23 22:25:18 +0200
committeraap <aap@papnet.eu>2020-04-24 11:42:38 +0200
commitf03b4eec4c37eab75a5bd639279cfcc615105b01 (patch)
treec4be4fa57b16c61d45e8156a51dd07b11e049bba /src/weapons/Weapon.cpp
parent6467e2003a0fc9f6bb5f8b86dd699b674f5e5b9a (diff)
implemented skinned peds, no cutscene hands yet
Diffstat (limited to 'src/weapons/Weapon.cpp')
-rw-r--r--src/weapons/Weapon.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index b7ccb455..54e73a41 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -566,8 +566,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
target.y = 0.0f;
target.z = 0.0f;
- for (RwFrame *i = shooterPed->GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
- RwV3dTransformPoints(target, target, 1, RwFrameGetMatrix(i));
+ shooterPed->TransformToNode(target, PED_HANDR);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}