diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp index cc27992c..43592d80 100644 --- a/src/peds/PedAI.cpp +++ b/src/peds/PedAI.cpp @@ -2037,7 +2037,8 @@ CPed::SelectGunIfArmed(void) for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { + if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_SHOTGUN || + weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) { SetCurrentWeapon(i); return true; } diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index ca720479..b57f1943 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -522,9 +522,7 @@ CPed::Attack(void) CAnimBlendAssociation *weaponAnimAssoc; int32 weaponAnim; float animStart; - eWeaponType ourWeaponType; float weaponAnimTime; - eWeaponFire ourWeaponFire; float animLoopEnd; CWeaponInfo *ourWeapon; bool attackShouldContinue; @@ -533,9 +531,7 @@ CPed::Attack(void) float delayBetweenAnimAndFire; CVector firePos; - ourWeaponType = GetWeapon()->m_eWeaponType; - ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); - ourWeaponFire = ourWeapon->m_eWeaponFire; + ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); attackShouldContinue = bIsAttacking; reloadAnimAssoc = nil; @@ -576,8 +572,8 @@ CPed::Attack(void) if (!weaponAnimAssoc) { if (attackShouldContinue) { - if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { - if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { + if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { + if (!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); } else { @@ -617,12 +613,12 @@ CPed::Attack(void) } else { firePos = ourWeapon->m_vecFireOffset; - if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) { if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; firePos = GetMatrix() * firePos; - } else if (ourWeaponType != WEAPONTYPE_UNARMED) { + } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR); } else { firePos = GetMatrix() * firePos; @@ -630,10 +626,10 @@ CPed::Attack(void) GetWeapon()->Fire(this, &firePos); - if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE) { RemoveWeaponModel(ourWeapon->m_nModelId); } - if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { + if (!GetWeapon()->m_nAmmoTotal && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { SelectGunIfArmed(); } @@ -666,7 +662,7 @@ CPed::Attack(void) attackShouldContinue = false; } - if (ourWeaponType == WEAPONTYPE_SHOTGUN) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) { weaponAnimTime = weaponAnimAssoc->currentTime; firePos = ourWeapon->m_vecFireOffset; @@ -692,7 +688,7 @@ CPed::Attack(void) if (IsPlayer()) { if (CPad::GetPad(0)->GetSprint()) { // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line. - float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f); + float animBreakOut = ((GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI || GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f); if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) { weaponAnimAssoc->blendDelta = -4.0f; FinishedAttackCB(nil, this); @@ -702,20 +698,20 @@ CPed::Attack(void) } #endif animLoopEnd = ourWeapon->m_fAnimLoopEnd; - if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) + if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) animLoopEnd = 3.4f/6.0f; weaponAnimTime = weaponAnimAssoc->currentTime; // Anim loop end, either start the loop again or finish the attack - if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { + if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) { if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { weaponAnim = weaponAnimAssoc->animId; - if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { + if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); } else { @@ -738,7 +734,7 @@ CPed::Attack(void) // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) { - switch (ourWeaponType) { + switch (GetWeapon()->m_eWeaponType) { case WEAPONTYPE_UZI: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); break; @@ -754,7 +750,7 @@ CPed::Attack(void) } // Fun fact: removing this part leds to reloading flamethrower - if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAnimAssoc->flags &= ~ASSOC_RUNNING; weaponAnimAssoc->blendDelta = -4.0f; diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 1b5e007a..b104f14c 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -628,20 +628,21 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) } } } + // Out of ammo, switch to another weapon } else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) { if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) { - if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) { + if (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON + || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER + || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER) + return; - for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { - if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT) - || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) { - goto switchDetectDone; - } + for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { + if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT) + || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) { + goto switchDetectDone; } - m_nSelectedWepSlot = WEAPONTYPE_UNARMED; } + m_nSelectedWepSlot = WEAPONTYPE_UNARMED; } }