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Weapon fixes
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793a6a6d7e
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40ee29fb99
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@ -679,7 +679,7 @@ CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
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if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32) GetWeapon(slot).m_nAmmoTotal);
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
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} else {
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GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
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}
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@ -1187,7 +1187,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
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}
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} else if (weapon->m_bReloadLoop2Start && ped->bIsAttacking) {
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CAnimBlendAssociation *fireAssoc =
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CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE, 8.0f);
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CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
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fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
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fireAssoc->SetRun();
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if (fireAssoc->currentTime != reloadAssoc->hierarchy->totalLength) {
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@ -1302,6 +1302,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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}
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// --MIAMI: Done
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void
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CPed::Attack(void)
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{
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@ -3874,12 +3875,7 @@ CPed::ClearAttackByRemovingAnim(void)
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return;
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CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE);
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// TODO(Miami): Remove when fighting got ported
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if (!weaponAssoc) {
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
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}
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CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weapon));
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if (!weaponAssoc) {
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if (!!weapon->m_bCrouchFire)
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@ -4882,15 +4878,15 @@ CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
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if (slot == -1)
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return;
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GetWeapon(slot).m_nAmmoTotal += ammo;
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GetWeapon(slot).m_nAmmoTotal = ammo;
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if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32)GetWeapon(slot).m_nAmmoTotal);
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
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} else {
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GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
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}
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uint32 newClip = GetWeapon(slot).m_nAmmoTotal;
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int32 newClip = GetWeapon(slot).m_nAmmoTotal;
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if (newClip >= GetWeapon(slot).m_nAmmoInClip)
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newClip = GetWeapon(slot).m_nAmmoInClip;
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GetWeapon(slot).m_nAmmoInClip = newClip;
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@ -4911,7 +4907,7 @@ CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
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if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32)GetWeapon(slot).m_nAmmoTotal);
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
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} else {
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GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
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}
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@ -6341,7 +6337,7 @@ CPed::CreateDeadPedWeaponPickups(void)
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eWeaponType weapon = GetWeapon(i).m_eWeaponType;
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int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
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if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
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if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || (weaponAmmo == 0 && !GetWeapon(i).IsTypeMelee()))
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continue;
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angleToPed = i * 1.75f;
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@ -704,6 +704,7 @@ public:
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void RemoveWeaponAnims(int, float);
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void CreateDeadPedMoney(void);
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void CreateDeadPedWeaponPickups(void);
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// void CreateDeadPedPickupCoors(float *x, float *y, float *z);
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void SetAttackTimer(uint32);
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void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
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void SetRadioStation(void);
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@ -899,7 +900,7 @@ public:
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if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
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return ANIM_WEAPON_FIRE_3RD;
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else
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return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE;
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return GetPrimaryFireAnim(weapon);
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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@ -916,6 +917,17 @@ public:
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else
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return (AnimationId)0;
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}
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static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
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// TODO(Miami): Revert that when weapons got ported
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if (weapon->m_AnimToPlay == ASSOCGRP_STD)
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return ANIM_FIGHT_PPUNCH;
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if (weapon->m_bAnimDetonate)
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return ANIM_BOMBER;
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else
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return ANIM_WEAPON_FIRE;
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}
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// --
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// My additions, because there were many, many instances of that.
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@ -293,9 +293,12 @@ bool
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CPedIK::PointGunAtPosition(CVector const& position)
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{
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// TODO(MIAMI): special cases for some weapons
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RwV3d armPos;
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GetComponentPosition(&armPos, PED_UPPERARMR);
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return PointGunInDirection(
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CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
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CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), m_ped->GetPosition().z, 0.0f));
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CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), armPos.z, 0.0f));
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}
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bool
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@ -92,6 +92,11 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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void CPlayerPed::ClearWeaponTarget()
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{
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if (m_nPedType == PEDTYPE_PLAYER1) {
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// TODO(Miami)
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// if (m_pPointGunAt)
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// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
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m_pPointGunAt = nil;
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TheCamera.ClearPlayerWeaponMode();
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CWeaponEffects::ClearCrossHair();
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@ -213,13 +218,15 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
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TheCamera.ClearPlayerWeaponMode();
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}
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SetCurrentWeapon(weapon);
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m_nSelectedWepSlot = m_currentWeapon;
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GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
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ClearWeaponTarget();
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CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205);
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// WEAPONTYPE_SNIPERRIFLE? Wut?
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CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)));
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if (weaponAnim) {
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weaponAnim->SetRun();
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weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
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@ -666,7 +673,10 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
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if (m_nSelectedWepSlot < 0)
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m_nSelectedWepSlot = 9;
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m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
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if (m_nSelectedWepSlot == 0)
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break;
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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break;
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@ -690,11 +700,16 @@ spentAmmoCheck:
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else
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m_nSelectedWepSlot = 2;
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// BUG: m_nSelectedWepSlot is slot in VC but they compared against weapon types, lol.
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for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
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if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(6).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
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// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
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#ifdef FIX_BUGS
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if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
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#else
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if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
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|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
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/*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) {
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&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
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#endif
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goto switchDetectDone;
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}
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}
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@ -1152,7 +1167,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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// Weapons except throwable and melee ones
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if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) {
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if (weaponInfo->m_nWeaponSlot > 2) {
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if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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@ -2312,14 +2312,16 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
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bool
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CWeapon::HasWeaponAmmoToBeUsed(void)
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{
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switch (m_eWeaponType) {
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case WEAPONTYPE_UNARMED:
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case WEAPONTYPE_BASEBALLBAT:
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// FIX: This is better (not bug tho)
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#if 0
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if (m_eWeaponType <= WEAPONTYPE_CHAINSAW)
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#else
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if (CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE)
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#endif
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return true;
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default:
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else
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return m_nAmmoTotal != 0;
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}
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}
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bool
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CWeapon::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)
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@ -16,8 +16,8 @@ class CWeapon
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public:
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eWeaponType m_eWeaponType;
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eWeaponState m_eWeaponState;
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uint32 m_nAmmoInClip;
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uint32 m_nAmmoTotal;
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int32 m_nAmmoInClip;
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int32 m_nAmmoTotal;
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uint32 m_nTimer;
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bool m_bAddRotOffset;
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@ -14,7 +14,7 @@ public:
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float m_fRange;
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uint32 m_nFiringRate;
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uint32 m_nReload;
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uint32 m_nAmountofAmmunition;
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int32 m_nAmountofAmmunition;
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uint32 m_nDamage;
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float m_fSpeed;
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float m_fRadius;
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