mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 06:35:54 +00:00
Ducking, shooting vehicle occupants and weapon fixes
This commit is contained in:
parent
e9e533b0cb
commit
0625954bb7
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@ -1861,6 +1861,19 @@ CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
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dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
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}
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CColPoint&
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CColPoint::operator=(const CColPoint& other)
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{
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point = other.point;
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normal = other.normal;
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surfaceA = other.surfaceA;
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pieceA = other.pieceA;
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surfaceB = other.surfaceB;
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pieceB = other.pieceB;
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// doesn't copy depth
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return *this;
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}
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CColModel::CColModel(void)
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{
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numSpheres = 0;
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@ -89,6 +89,8 @@ struct CColPoint
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uint8 surfaceB;
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uint8 pieceB;
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float depth;
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CColPoint& operator=(const CColPoint& other);
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};
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struct CStoredCollPoly
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@ -767,7 +767,7 @@ void CControllerConfigManager::AffectControllerStateOn_ButtonDown_FirstPersonOnl
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if (button == GetControllerKeyAssociatedWithAction(PED_SNIPER_ZOOM_OUT, type))
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state.Cross = 255;
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if (button == GetControllerKeyAssociatedWithAction(PED_DUCK, type))
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state.RightShock = 255;
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state.LeftShock = 255;
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}
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void CControllerConfigManager::AffectControllerStateOn_ButtonDown_ThirdPersonOnly(int32 button, eControllerType type, CControllerState &state)
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@ -785,7 +785,7 @@ void CControllerConfigManager::AffectControllerStateOn_ButtonDown_ThirdPersonOnl
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if (button == GetControllerKeyAssociatedWithAction(PED_SPRINT, type))
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state.Cross = 255;
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if (button == GetControllerKeyAssociatedWithAction(PED_DUCK, type))
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state.RightShock = 255;
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state.LeftShock = 255;
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if (FrontEndMenuManager.m_ControlMethod == CONTROL_CLASSIC)
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{
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@ -2336,6 +2336,14 @@ bool CPad::TargetJustDown(void)
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return false;
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}
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bool CPad::DuckJustDown(void)
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{
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if (ArePlayerControlsDisabled())
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return false;
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return !!(NewState.LeftShock && !OldState.LeftShock);
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}
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bool CPad::JumpJustDown(void)
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{
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if ( ArePlayerControlsDisabled() )
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@ -237,6 +237,7 @@ public:
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bool CycleWeaponRightJustDown(void);
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bool GetTarget(void);
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bool TargetJustDown(void);
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bool DuckJustDown(void);
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bool JumpJustDown(void);
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bool GetSprint(void);
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bool ShiftTargetLeftJustDown(void);
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@ -1113,19 +1113,15 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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}
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} else {
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
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{
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
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attackAssoc->blendDelta = -8.0f;
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attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
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ped->ClearAttack();
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return;
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}
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if (attackAssoc)
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{
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if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW)
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{
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if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0)
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{
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if (attackAssoc) {
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if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
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if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) {
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ped->RemoveWeaponModel(currentWeapon->m_nModelId);
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ped->AddWeaponModel(currentWeapon->m_nModelId);
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}
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@ -1661,7 +1657,6 @@ CPed::ClearDuck(bool clearTimer)
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
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}
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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}
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@ -6808,30 +6803,6 @@ CPed::Die(void)
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// UNUSED: This is a perfectly empty function.
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}
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uint8
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CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
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{
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#ifdef FIX_BUGS
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return 1;
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#else
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uint8 retVal = 2;
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float headZ = GetNodePosition(PED_HEAD).z;
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if (m_nPedState == PED_FALL)
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retVal = 1;
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float colZ = colPoint.point.z;
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if (colZ < headZ)
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retVal = 1;
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if (headZ + 0.2f <= colZ)
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retVal = 0;
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return retVal;
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#endif
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}
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// --MIAMI: Done
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bool
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CPed::DuckAndCover(void)
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@ -778,7 +778,6 @@ public:
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void SetChat(CEntity*, uint32);
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void DeadPedMakesTyresBloody(void);
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void MakeTyresMuddySectorList(CPtrList&);
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uint8 DoesLOSBulletHitPed(CColPoint &point);
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bool DuckAndCover(void);
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void EndFight(uint8);
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void EnterCar(void);
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@ -330,6 +330,8 @@ CPlayerPed::SetRealMoveAnim(void)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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if ((!curRunStopAssoc || !(curRunStopAssoc->IsRunning())) && (!curRunStopRAssoc || !(curRunStopRAssoc->IsRunning()))) {
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@ -400,7 +402,10 @@ CPlayerPed::SetRealMoveAnim(void)
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delete curIdleAssoc;
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!fightIdleAnim)
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fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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delete fightIdleAnim;
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delete curSprintAssoc;
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curSprintAssoc = nil;
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@ -569,6 +574,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
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if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
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return true;
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/*
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if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_RUGER)
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return false;
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@ -576,7 +582,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
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if (DotProduct(distVec,GetForward()) < 0.4f)
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return true;
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*/
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return false;
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}
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@ -623,6 +629,14 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
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ProcessWeaponSwitch(padUsed);
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TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
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if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
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bCrouchWhenShooting = true;
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SetDuck(60000, true);
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} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) {
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ClearDuck(true);
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bCrouchWhenShooting = false;
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}
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if (!padUsed->GetTarget()) {
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RestorePreviousState();
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TheCamera.ClearPlayerWeaponMode();
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@ -730,6 +744,14 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
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ProcessWeaponSwitch(padUsed);
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TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
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if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
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bCrouchWhenShooting = true;
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SetDuck(60000, true);
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} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) {
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ClearDuck(true);
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bCrouchWhenShooting = false;
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}
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if (!padUsed->GetTarget()) {
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RestorePreviousState();
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TheCamera.ClearPlayerWeaponMode();
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@ -803,6 +825,12 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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m_fMoveSpeed = 0.0f;
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}
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}
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if (m_nPedState == PED_ANSWER_MOBILE) {
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SetRealMoveAnim();
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return;
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}
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
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&& padUsed->GetSprint()) {
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m_nMoveState = PEDMOVE_SPRINT;
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@ -1084,7 +1112,7 @@ CPlayerPed::ProcessAnimGroups(void)
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}
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}
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// TODO(Miami): Hella TODO
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// TODO(Miami)
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void
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CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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{
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@ -1094,38 +1122,64 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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CWeaponEffects::ClearCrossHair();
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ClearPointGunAt();
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}
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if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
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bCrouchWhenShooting = true;
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SetDuck(60000, true);
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} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT ||
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padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) {
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ClearDuck(true);
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bCrouchWhenShooting = false;
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}
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if(weaponInfo->m_bCanAim)
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m_wepAccuracy = 95;
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else
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m_wepAccuracy = 100;
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if (!m_pFire) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M4 ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_RUGER) {
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if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) { // TODO(Miami): Cam
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SetStoredState();
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m_nPedState = PED_SNIPER_MODE;
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eWeaponType weapon = GetWeapon()->m_eWeaponType;
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if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE ||
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weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_M4 ||
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weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M60 ||
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weapon == WEAPONTYPE_CAMERA) {
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if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
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#ifdef FREE_CAM
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if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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SetHeading(m_fRotationCur);
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}
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#endif
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
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if (weapon == WEAPONTYPE_ROCKETLAUNCHER)
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TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0);
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else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE)
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else if (weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE)
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TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SNIPER, 0, 0);
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else if (weapon == WEAPONTYPE_CAMERA)
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TheCamera.SetNewPlayerWeaponMode(CCam::MODE_CAMERA, 0, 0);
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else
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TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
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m_fMoveSpeed = 0.0f;
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 1000.0f);
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}
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
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|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
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SetPedState(PED_SNIPER_MODE);
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return;
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}
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if (!TheCamera.Using1stPersonWeaponMode())
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if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_CAMERA)
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return;
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}
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}
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if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) {
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if (m_nSelectedWepSlot == m_currentWeapon) {
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if (m_pPointGunAt) {
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if (m_nPedState == PED_ATTACK) {
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m_fAttackButtonCounter *= Pow(0.94f, CTimer::GetTimeStep());
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} else {
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m_fAttackButtonCounter = 0.0f;
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}
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#ifdef FREE_CAM
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if (CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE && m_fMoveSpeed < 1.0f)
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StartFightAttack(padUsed->GetWeapon());
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@ -1220,7 +1274,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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}
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#endif
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
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if (m_pPointGunAt) {
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// what??
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if (!m_pPointGunAt
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@ -1228,15 +1282,26 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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|| (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson)
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#else
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|| CCamera::m_bUseMouse3rdPerson
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#endif
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|| m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->bInVehicle) {
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#endif
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) {
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ClearWeaponTarget();
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return;
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}
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if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon())) {
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CPed *gunPointed = (CPed*)m_pPointGunAt;
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if (gunPointed && gunPointed->IsPed() &&
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((gunPointed->bInVehicle && (!gunPointed->m_pMyVehicle || !gunPointed->m_pMyVehicle->IsBike())) || !CGame::nastyGame && gunPointed->DyingOrDead())) {
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ClearWeaponTarget();
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return;
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}
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if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) ||
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(!bCanPointGunAtTarget && !weaponInfo->m_bCanAimWithArm)) {
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ClearWeaponTarget();
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return;
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}
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// TODO(Miami): RotatePlayerToTrackTarget
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if (m_pPointGunAt) {
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if (padUsed->ShiftTargetLeftJustDown())
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FindNextWeaponLockOnTarget(m_pPointGunAt, true);
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@ -1247,11 +1312,11 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
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}
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#ifdef FREE_CAM
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else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
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else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || !CCamera::m_bUseMouse3rdPerson) {
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#else
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else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
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else if (!CCamera::m_bUseMouse3rdPerson) {
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#endif
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if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) // TODO(Miami): Cam
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if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget)
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FindWeaponLockOnTarget();
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}
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} else if (m_pPointGunAt) {
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@ -76,7 +76,6 @@ bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosit
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void CBulletInfo::Update(void)
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{
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bool bAddSound = true;
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bPlayerSniperBullet = false;
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for (int i = 0; i < NUM_BULLETS; i++) {
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CBulletInfo* pBullet = &gaBulletInfo[i];
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@ -93,26 +92,23 @@ void CBulletInfo::Update(void)
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CWorld::pIgnoreEntity = pBullet->m_pSource;
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CColPoint point;
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CEntity* pHitEntity;
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if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, true)) {
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if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, false, false, true)) {
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if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle()))
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CStats::InstantHitsHitByPlayer++;
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CWeapon::CheckForShootingVehicleOccupant(&pHitEntity, &point, pBullet->m_eWeaponType, vecOldPos, vecNewPos);
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if (pHitEntity->IsPed()) {
|
||||
CPed* pPed = (CPed*)pHitEntity;
|
||||
if (!pPed->DyingOrDead() && pPed != pBullet->m_pSource) {
|
||||
if (pPed->DoesLOSBulletHitPed(point)) {
|
||||
if (pPed->IsPedInControl() && !pPed->bIsDucking) {
|
||||
pPed->ClearAttackByRemovingAnim();
|
||||
CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL);
|
||||
pAnim->SetBlend(0.0f, 8.0f);
|
||||
}
|
||||
pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point));
|
||||
CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000);
|
||||
pBullet->m_bInUse = false;
|
||||
vecNewPos = point.point;
|
||||
}
|
||||
else {
|
||||
bAddSound = false;
|
||||
if (pPed->IsPedInControl() && !pPed->bIsDucking) {
|
||||
pPed->ClearAttackByRemovingAnim();
|
||||
CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL);
|
||||
pAnim->SetBlend(0.0f, 8.0f);
|
||||
}
|
||||
pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point));
|
||||
CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000);
|
||||
pBullet->m_bInUse = false;
|
||||
vecNewPos = point.point;
|
||||
}
|
||||
if (CGame::nastyGame) {
|
||||
CVector vecParticleDirection = (point.point - pPed->GetPosition()) * 0.01f;
|
||||
|
@ -170,7 +166,7 @@ void CBulletInfo::Update(void)
|
|||
vecNewPos = point.point;
|
||||
#endif
|
||||
}
|
||||
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE && bAddSound) {
|
||||
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) {
|
||||
cAudioScriptObject* pAudio;
|
||||
switch (pHitEntity->GetType()) {
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
|
@ -210,7 +206,7 @@ void CBulletInfo::Update(void)
|
|||
CWorld::pIgnoreEntity = nil;
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
CWorld::bIncludeCarTyres = false;
|
||||
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE) {
|
||||
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) {
|
||||
bPlayerSniperBullet = true;
|
||||
PlayerSniperBulletStart = pBullet->m_vecPosition;
|
||||
PlayerSniperBulletEnd = vecNewPos;
|
||||
|
|
|
@ -386,6 +386,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
|||
return fired;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
bool
|
||||
CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right)
|
||||
{
|
||||
|
@ -401,8 +402,11 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right)
|
|||
{
|
||||
DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
|
||||
|
||||
if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
|
||||
if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--;
|
||||
if ( m_nAmmoInClip > 0 )
|
||||
m_nAmmoInClip--;
|
||||
|
||||
if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 && (!shooter || shooter->GetStatus() != STATUS_PLAYER || CStats::GetPercentageProgress() < 100.f))
|
||||
m_nAmmoTotal--;
|
||||
|
||||
m_eWeaponState = WEAPONSTATE_FIRING;
|
||||
|
||||
|
@ -418,8 +422,6 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right)
|
|||
}
|
||||
|
||||
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
||||
if ( shooter == FindPlayerVehicle() )
|
||||
CStats::RoundsFiredByPlayer++;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -898,18 +900,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
|||
|
||||
// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
|
||||
CWorld::bIncludeDeadPeds = true;
|
||||
// bProcessVehicleWheels = true; // TODO(Miami)
|
||||
CWorld::bIncludeCarTyres = true;
|
||||
CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true);
|
||||
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
// bProcessVehicleWheels = false; // TODO(Miami)
|
||||
CWorld::bIncludeCarTyres = false;
|
||||
|
||||
// TODO(Miami)
|
||||
// if (victim)
|
||||
// CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt);
|
||||
if (victim)
|
||||
CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, src, trgt);
|
||||
|
||||
int32 rotSpeed = 1;
|
||||
if ( m_eWeaponType == WEAPONTYPE_M4 )
|
||||
if ( m_eWeaponType == WEAPONTYPE_M4 )
|
||||
rotSpeed = 4;
|
||||
|
||||
CVector bulletPos;
|
||||
|
@ -1579,12 +1580,12 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
target *= info->m_fRange;
|
||||
target += source;
|
||||
CWorld::bIncludeDeadPeds = true;
|
||||
//bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
|
||||
CWorld::bIncludeCarTyres = true;
|
||||
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
|
||||
|
||||
CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
//bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
|
||||
CWorld::bIncludeCarTyres = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2074,7 +2075,7 @@ CWeapon::FireSniper(CEntity *shooter)
|
|||
return true;
|
||||
}
|
||||
|
||||
// --MIAMI: Heavily TODO
|
||||
// --MIAMI: Done
|
||||
bool
|
||||
CWeapon::FireM16_1stPerson(CEntity *shooter)
|
||||
{
|
||||
|
@ -2096,10 +2097,12 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
|
|||
|
||||
CWeaponInfo *info = GetInfo();
|
||||
|
||||
CWorld::bIncludeCarTyres = true;
|
||||
// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
|
||||
|
||||
CColPoint point;
|
||||
CEntity *victim;
|
||||
|
||||
CWorld::bIncludeCarTyres = true;
|
||||
CWorld::pIgnoreEntity = shooter;
|
||||
CWorld::bIncludeDeadPeds = true;
|
||||
|
||||
|
@ -2109,9 +2112,12 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
|
|||
CVector source = cam->Source;
|
||||
CVector target = cam->Front*info->m_fRange + source;
|
||||
|
||||
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
if (CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true)) {
|
||||
CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target);
|
||||
}
|
||||
CWorld::pIgnoreEntity = nil;
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
|
||||
CWorld::bIncludeCarTyres = false;
|
||||
|
||||
CVector2D front(cam->Front.x, cam->Front.y);
|
||||
|
@ -2129,18 +2135,18 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
|
|||
|
||||
if ( shooter == FindPlayerPed() )
|
||||
{
|
||||
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
|
||||
|
||||
float mult;
|
||||
switch (m_eWeaponType) {
|
||||
case WEAPONTYPE_M4:
|
||||
case WEAPONTYPE_HELICANNON:
|
||||
case WEAPONTYPE_M60:
|
||||
mult = 0.0003f;
|
||||
break;
|
||||
case WEAPONTYPE_RUGER:
|
||||
mult = 0.00015f;
|
||||
break;
|
||||
case WEAPONTYPE_HELICANNON:
|
||||
case WEAPONTYPE_M60:
|
||||
mult = 0.0003f;
|
||||
break;
|
||||
default:
|
||||
mult = 0.0002f;
|
||||
break;
|
||||
|
@ -2151,6 +2157,13 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
|
|||
|
||||
TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * mult;
|
||||
TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * mult;
|
||||
|
||||
// yes, double
|
||||
double notFiringRate = (20.0 - info->m_nFiringRate) / 80.0;
|
||||
double raisedNotFiringRate = Max(1.0, Max(0.0, notFiringRate));
|
||||
|
||||
uint8 shakeFreq = 80.0 * raisedNotFiringRate + 130.0;
|
||||
CPad::GetPad(0)->StartShake(20000.0f * CTimer::GetTimeStep() / shakeFreq, shakeFreq);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -2957,6 +2970,81 @@ CWeapon::AddGunFlashBigGuns(CVector start, CVector end)
|
|||
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x * rnd, ahead.y * rnd, 0.0f));
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CWeapon::CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target)
|
||||
{
|
||||
if (!(*victim)->IsVehicle())
|
||||
return;
|
||||
|
||||
CColSphere headSphere;
|
||||
|
||||
CVehicle *veh = (CVehicle*)*victim;
|
||||
CColPoint origPoint(*point);
|
||||
float radius = 1.0f;
|
||||
bool found = false;
|
||||
CColLine shootLine(source, target);
|
||||
|
||||
if (veh->pDriver && veh->pDriver->bCanBeShotInVehicle) {
|
||||
CVector pos(0.f, 0.f, 0.f);
|
||||
veh->pDriver->TransformToNode(pos, PED_HEAD);
|
||||
headSphere.Set(0.2f, pos + CVector(0.f, 0.f, 0.1f), 0, PEDPIECE_HEAD);
|
||||
if (CCollision::ProcessLineSphere(shootLine, headSphere, *point, radius)) {
|
||||
*victim = veh->pDriver;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) {
|
||||
CPed *passenger = veh->pPassengers[i];
|
||||
if (passenger && passenger->bCanBeShotInVehicle) {
|
||||
CVector pos(0.f, 0.f, 0.f);
|
||||
passenger->TransformToNode(pos, PED_HEAD);
|
||||
headSphere.Set(0.2f, pos + CVector(0.f, 0.f, 0.1f), 0, PEDPIECE_HEAD);
|
||||
if (CCollision::ProcessLineSphere(shootLine, headSphere, *point, radius)) {
|
||||
*victim = passenger;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (veh->IsCar()) {
|
||||
CVector distVec = target - source;
|
||||
if (DotProduct(distVec, veh->GetForward()) < 0.0f && DotProduct(distVec, veh->GetUp()) <= 0.0f) {
|
||||
CColModel *colModel = veh->GetColModel();
|
||||
if (colModel->numTriangles > 0) {
|
||||
bool passesGlass = false;
|
||||
CMatrix invVehMat;
|
||||
Invert(veh->GetMatrix(), invVehMat);
|
||||
shootLine.p0 = invVehMat * shootLine.p0;
|
||||
shootLine.p1 = invVehMat * shootLine.p1;
|
||||
CCollision::CalculateTrianglePlanes(colModel);
|
||||
for (int i = 0; i < colModel->numTriangles; i++) {
|
||||
if (colModel->triangles[i].surface == SURFACE_GLASS &&
|
||||
CCollision::TestLineTriangle(shootLine, colModel->vertices, colModel->triangles[i], colModel->trianglePlanes[i])) {
|
||||
passesGlass = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
CAutomobile *car = (CAutomobile*)veh;
|
||||
|
||||
// No need to damage windscreen if there isn't one.
|
||||
if (passesGlass && car->Damage.ProgressPanelDamage(VEHPANEL_WINDSCREEN)) {
|
||||
if (car->Damage.GetPanelStatus(VEHPANEL_WINDSCREEN) == PANEL_STATUS_SMASHED2)
|
||||
car->Damage.ProgressPanelDamage(VEHPANEL_WINDSCREEN);
|
||||
|
||||
car->SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN, true);
|
||||
DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
*victim = veh;
|
||||
*point = origPoint;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef COMPATIBLE_SAVES
|
||||
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
|
||||
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
|
||||
|
|
|
@ -72,8 +72,11 @@ public:
|
|||
|
||||
static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
|
||||
|
||||
// TODO(Miami): Is that still used?
|
||||
static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
|
||||
|
||||
static void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&);
|
||||
|
||||
#ifdef COMPATIBLE_SAVES
|
||||
void Save(uint8*& buf);
|
||||
void Load(uint8*& buf);
|
||||
|
|
Loading…
Reference in a new issue