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Автор темы
- #1
крашит данный участок кода в лв, что делать?
Код:
if (bHasPreviousRecord)
{
e->get_animation_state()->m_flStrafeChangeCycle = previous_record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_STRAFECHANGE).m_flCycle;
e->get_animation_state()->m_flStrafeChangeWeight = previous_record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_STRAFECHANGE).m_flWeight;
e->get_animation_state()->m_nStrafeSequence = previous_record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_STRAFECHANGE).m_nSequence;
e->get_animation_state()->m_flPrimaryCycle = previous_record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flCycle;
e->get_animation_state()->m_flMoveWeight = previous_record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flWeight;
e->get_animation_state()->m_flAccelerationWeight = previous_record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_LEAN).m_flWeight;
memcpy(e->get_animlayers(), previous_record->m_animation_layers.at(ROTATE_SERVER).data(), sizeof(AnimationLayer) * ANIMATION_LAYER_COUNT);
}
else
{
e->get_animation_state()->m_flStrafeChangeCycle = record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_STRAFECHANGE).m_flCycle;
e->get_animation_state()->m_flStrafeChangeWeight = record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_STRAFECHANGE).m_flWeight;
e->get_animation_state()->m_nStrafeSequence = record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_STRAFECHANGE).m_nSequence;
e->get_animation_state()->m_flPrimaryCycle = record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flCycle;
e->get_animation_state()->m_flMoveWeight = record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flWeight;
e->get_animation_state()->m_flAccelerationWeight = record->m_animation_layers.at(ROTATE_SERVER).at(ANIMATION_LAYER_LEAN).m_flWeight;
memcpy(e->get_animlayers(), record->m_animation_layers.at(ROTATE_SERVER).data(), sizeof(AnimationLayer) * ANIMATION_LAYER_COUNT);
}