Closed emoose closed 2 years ago
Oops, missed this one. Pretty nice work! Wouldn't surprise me if the hermite stuff is broken in a similar way, honestly.
Judging by albert's test, I think we should be safe to merge this?
Yeah played through first few stages and cutscenes all seemed fine for me too, should be good to merge.
Should hopefully fix the bug with face animations not being shown, could possibly affect other anims that use
ShapeSet
/ShapeMove
too, I think only hands & face anims use that (during gameplay and cutscenes), but could be wrong - in any case I'm pretty sure the original code was bugged and negative frame numbers weren't intended, so this fix shouldn't break anything at least, if we're lucky maybe it'd help fix some other things too :pThe posts around https://github.com/nipkownix/re4_tweaks/issues/333#issuecomment-1252207436 go into it some more (thanks to albert for testing & brainstorming it with me 😸), code comments should explain what was changed:
Seems to work fine across all the EXEs, might want to wait until it's been tested some more before merging though, not sure if it might affect cutscenes in some way.
E: since this only changes what happens at the end of the anim, and hand anims seem to use the same thing, I wonder if it'd have any effect with the weapon reloads - removing the 30fps flag from sniper reload still gave the jittery mess though, but https://github.com/nipkownix/re4_tweaks/issues/23#issuecomment-1187924132 mentioned removing the flag for crossbow would only break frames at end of the animation, maybe these changes could help with it somehow?