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