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Some TODOs done in Peds code
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@ -140,18 +140,12 @@ ModifyStringLabelForControlSetting(char *str)
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}
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}
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inline bool
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IsWeaponSlotAmmoMergeable(uint32 slot)
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{
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return slot == WEAPONSLOT_SHOTGUN || slot == WEAPONSLOT_SUBMACHINEGUN || slot == WEAPONSLOT_RIFLE;
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}
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void
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CPickup::ExtractAmmoFromPickup(CPlayerPed *player)
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{
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eWeaponType weaponType = CPickups::WeaponForModel(m_pObject->GetModelIndex());
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if (m_eType == PICKUP_IN_SHOP || !IsWeaponSlotAmmoMergeable(CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot))
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if (m_eType == PICKUP_IN_SHOP || !CWeaponInfo::IsWeaponSlotAmmoMergeable(CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot))
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return;
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uint32 ammo = m_nQuantity;
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@ -374,14 +368,14 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
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eWeaponType plrWeaponSlot = FindPlayerPed()->GetWeapon(slot).m_eWeaponType;
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if (plrWeaponSlot != weaponType) {
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if (CStreaming::ms_aInfoForModel[m_pObject->GetModelIndex()].m_loadState == STREAMSTATE_LOADED) {
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if (plrWeaponSlot == WEAPONTYPE_UNARMED || (FindPlayerPed()->GetWeapon(slot).m_nAmmoTotal == 0 && !IsWeaponSlotAmmoMergeable(slot))) {
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if (plrWeaponSlot == WEAPONTYPE_UNARMED || (FindPlayerPed()->GetWeapon(slot).m_nAmmoTotal == 0 && !CWeaponInfo::IsWeaponSlotAmmoMergeable(slot))) {
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if (CTimer::GetTimeInMilliseconds() - FindPlayerPed()->m_nPadDownPressedInMilliseconds < 1500) {
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CPickups::PlayerOnWeaponPickup = 6;
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isPickupTouched = false;
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}
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} else {
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CPickups::PlayerOnWeaponPickup = 6;
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if (IsWeaponSlotAmmoMergeable(slot)) {
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if (CWeaponInfo::IsWeaponSlotAmmoMergeable(slot)) {
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if (m_eType == PICKUP_ONCE_TIMEOUT || m_eType == PICKUP_ONCE || m_eType == PICKUP_ON_STREET) {
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ExtractAmmoFromPickup(player);
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FindPlayerPed()->GetWeapon(slot).Reload();
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@ -1384,7 +1378,7 @@ void
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CPickups::RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo(eWeaponType weaponType)
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{
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uint32 weaponSlot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
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if (IsWeaponSlotAmmoMergeable(weaponSlot)) {
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if (CWeaponInfo::IsWeaponSlotAmmoMergeable(weaponSlot)) {
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for (int slot = 0; slot < NUMPICKUPS; slot++) {
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if (aPickUps[slot].m_eType == PICKUP_ONCE || aPickUps[slot].m_eType == PICKUP_ONCE_TIMEOUT || aPickUps[slot].m_eType == PICKUP_ONCE_TIMEOUT_SLOW) {
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if (aPickUps[slot].m_pObject) {
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@ -4712,9 +4712,7 @@ CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
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GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
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} else {
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if (HasWeaponSlot(slot)) {
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// TODO(Miami): Make an enum for that
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if (slot == 4 || slot == 5 || slot == 6)
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if (CWeaponInfo::IsWeaponSlotAmmoMergeable(slot))
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ammo += GetWeapon(slot).m_nAmmoTotal;
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RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon(slot).m_eWeaponType)->m_nModelId);
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@ -24,6 +24,7 @@
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#include "World.h"
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#include "Bike.h"
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#include "Glass.h"
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#include "SpecialFX.h"
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//--MIAMI: file done except TODOs
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@ -952,7 +953,18 @@ CPed::Attack(void)
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}
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}
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// TODO(Miami): CSpecialFX::AddWeaponStreak
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if (IsPlayer()) {
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eWeaponType weaponType = GetWeapon()->m_eWeaponType;
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if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_GOLFCLUB || weaponType == WEAPONTYPE_KATANA) {
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float loopEndWithDelay = animLoopEnd;
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if (loopEndWithDelay >= 98.0f)
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loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
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if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
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if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
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CSpecialFX::AddWeaponStreak(weaponType);
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}
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}
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}
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// Anim breakout on running
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if (IsPlayer()) {
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@ -1447,9 +1459,7 @@ CPed::Fight(void)
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if (tFightMoves[m_curFightMove].startFireTime - streakDelay < currentAssoc->currentTime &&
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streakDelay + tFightMoves[m_curFightMove].endFireTime > currentAssoc->currentTime) {
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// TODO(Miami): AddWeaponStreak
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// CSpecialFX::AddWeaponStreak(v2->m_weapons[(char)v2->m_currentWeapon].nWeaponId);
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CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
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}
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}
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}
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@ -68,6 +68,7 @@ public:
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static eWeaponFire FindWeaponFireType(char *name);
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static eWeaponType FindWeaponType(char *name);
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static void Shutdown(void);
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static bool IsWeaponSlotAmmoMergeable(uint32 slot) { return slot == WEAPONSLOT_SHOTGUN || slot == WEAPONSLOT_SUBMACHINEGUN || slot == WEAPONSLOT_RIFLE; }
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};
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VALIDATE_SIZE(CWeaponInfo, 0x64);
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