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Description
Describe the bug
If you use the new bone functions while local player is headless (setPedHeadless), the bone manipulation will suspend the headless state - which is, reattach the head for as long bones are being manipulated, after which at the end of execution it will automatically remove the head again.
To reproduce
Steps to reproduce the behaviour:
- /crun setPedHeadless(localPlayer, true)
- Run the following script:
local pitch = 0 addEventHandler ( "onClientPedsProcessed", root, function () pitch = pitch + 3 if pitch > 360 then pitch = 0 end setElementBoneRotation(localPlayer, 42, 0, pitch, 0) updateElementRpHAnim(localPlayer) end)
Expected behaviour
setPedHeadless should remain working even while bones are being manipulated in such ways
Version
Client r20845
Additional context
Video demonstration:
https://www.youtube.com/watch?v=hHJSv6nKyYw
This is obviously a trivial and niche issue, but it's a bug after all. The first scenario i can think of where this would have any impact, is when a scripter wants to apply a custom skeletal animation right after the player gets killed (shot in the head, with another script 'blowing off', removing the head)