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anims done. ped fight hacked to compile
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@ -29,6 +29,7 @@ enum AssocGroupId
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ASSOCGRP_SNIPER,
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ASSOCGRP_THROW,
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ASSOCGRP_FLAMETHROWER,
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ASSOCGRP_ROCKETLAUNCHER,
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ASSOCGRP_MEDIC,
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ASSOCGRP_SUNBATHE,
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ASSOCGRP_PLAYER_IDLE,
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@ -40,6 +41,7 @@ enum AssocGroupId
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ASSOCGRP_PLAYER1ARMED,
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ASSOCGRP_PLAYER2ARMED,
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ASSOCGRP_PLAYERBBBAT,
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ASSOCGRP_AICHAINSAW,
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ASSOCGRP_PLAYERCHAINSAW,
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ASSOCGRP_SHUFFLE,
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ASSOCGRP_OLD,
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@ -64,11 +66,33 @@ enum AssocGroupId
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ASSOCGRP_ROCKETBACK,
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ASSOCGRP_ROCKETLEFT,
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ASSOCGRP_ROCKETRIGHT,
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ASSOCGRP_CHAINSAWBACK,
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ASSOCGRP_CHAINSAWLEFT,
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ASSOCGRP_CHAINSAWRIGHT,
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#endif
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ASSOCGRP_MPNOTE,
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ASSOCGRP_CSMISC,
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ASSOCGRP_DONH2,
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ASSOCGRP_DONH3,
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ASSOCGRP_JDT2,
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ASSOCGRP_JDT4,
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ASSOCGRP_JDT5,
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ASSOCGRP_JDT6,
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ASSOCGRP_MAR1,
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ASSOCGRP_MAR2,
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ASSOCGRP_MAR3,
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ASSOCGRP_SAL1,
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ASSOCGRP_SAL2,
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ASSOCGRP_SAL3,
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ASSOCGRP_SAL4,
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ASSOCGRP_SAL6,
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ASSOCGRP_SAL7,
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ASSOCGRP_VIC2,
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ASSOCGRP_VIC3,
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ASSOCGRP_VIC4,
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ASSOCGRP_VIC6,
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ASSOCGRP_TOURIST,
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ASSOCGRP_MAC2,
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ASSOCGRP_VIC7,
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NUM_ANIM_ASSOC_GROUPS
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};
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@ -40,32 +40,25 @@ enum AnimationId
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ANIM_HIT_BACK,
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ANIM_HIT_RIGHT,
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ANIM_FLOOR_HIT,
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ANIM_HIT_BODYBLOW,
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ANIM_HIT_CHEST,
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ANIM_HIT_HEAD,
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ANIM_HIT_WALK,
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ANIM_HIT_WALL,
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ANIM_FLOOR_HIT_F,
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ANIM_HIT_BEHIND,
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ANIM_FIGHT_IDLE,
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ANIM_FIGHT2_IDLE,
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ANIM_FIGHT_SH_F,
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ANIM_FIGHT_BODYBLOW,
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ANIM_FIGHT_HEAD,
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ANIM_FIGHT_KICK,
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ANIM_FIGHT_KNEE,
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ANIM_FIGHT_LHOOK,
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ANIM_FIGHT_PUNCH,
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ANIM_FIGHT_ROUNDHOUSE,
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ANIM_FIGHT_LONGKICK,
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ANIM_FIGHT_PPUNCH,
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ANIM_FIGHT_JAB,
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ANIM_FIGHT_ELBOW_L,
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ANIM_FIGHT_ELBOW_R,
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ANIM_FIGHT_BKICK_L,
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ANIM_FIGHT_BKICK_R,
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ANIM_L_HOOK,
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ANIM_R_HOOK,
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ANIM_UPPERCUT,
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ANIM_HEADBUTT,
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ANIM_FRONTKICK,
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ANIM_ROUNDHOUSE,
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ANIM_HIT_L_HOOK,
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ANIM_HIT_R_HOOK,
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ANIM_HIT_UPPERCUT,
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ANIM_HIT_HEADBUTT,
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ANIM_HIT_FRONTKICK,
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ANIM_HIT_RHOUSE,
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ANIM_BOMBER,
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ANIM_PUNCH_R,
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ANIM_FIGHT_PPUNCH2,
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@ -164,6 +157,7 @@ enum AnimationId
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ANIM_EV_STEP,
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ANIM_EV_DIVE,
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ANIM_COMMANDO_ROLL,
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ANIM_XPRESS_SCRATCH,
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ANIM_ROAD_CROSS,
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ANIM_TURN_180,
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@ -269,5 +263,66 @@ enum AnimationId
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ANIM_STRIP_F,
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ANIM_STRIP_G,
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ANIM_MPNOTE,
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ANIM_MPNOTE_LOOP,
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ANIM_IDLE_LOOK,
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ANIM_IDLE_NO,
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ANIM_IDLE_YES,
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ANIM_IDLE_CHAT2,
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ANIM_IDLE_COUGH,
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ANIM_IDLE_GIGGLE_FEMALE,
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ANIM_IDLE_TOUGH_CHAT,
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ANIM_IDLE_CELL_TALK,
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ANIM_DONH2_CAMERA,
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ANIM_DONH3_HAPPY,
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ANIM_JDT2_ANXIOUS_TALK,
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ANIM_JDT2_SHRUG,
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ANIM_JDT4_DILDO_TALK,
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ANIM_JDT5_CALM_DOWN,
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ANIM_JDT5_POINT,
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ANIM_JDT6_PICKUP,
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ANIM_JDT6_DOORKNOCK,
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ANIM_MAR1_SKIRT,
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ANIM_MAR2_CELL_ANSWER,
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ANIM_MAR2_CELL_END,
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ANIM_MAR2_CELL_TALK,
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ANIM_MAR2_FOOT_TAP,
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ANIM_MAR3_HOOCHY,
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ANIM_MAR3_NOTE_IDLE,
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ANIM_MAR3_NOTE_PICK,
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ANIM_SAL1_BIREFCASE_DOWN,
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ANIM_SAL2_IDLE_SEATED,
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ANIM_SAL2_SEAT_TO_STAND,
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ANIM_SAL3_SEATED_TALK,
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ANIM_SAL3_SEATED_IDLE,
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ANIM_SAL3_SIT_DOWN,
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ANIM_SAL4_DUSTDOWN,
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ANIM_SAL4_GIRLRUN,
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ANIM_SAL6_ANGRY_SEATED,
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ANIM_SAL6_IDLE_SEATED,
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ANIM_SAL7_LOOKOUT,
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ANIM_VIC2_POINT_ANGRY,
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ANIM_VIC3_WAFT,
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ANIM_VIC3_PICKUP_ROLL,
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ANIM_VIC4_CARRY_BOX,
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ANIM_VIC4_CELL_LOOK,
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ANIM_VIC4_CRATE_IDLE,
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ANIM_VIC6_CELL_ANGRY,
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ANIM_TOURIST3,
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ANIM_TOURIST2,
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ANIM_TOURIST1,
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ANIM_MAC2_PLEAD,
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ANIM_VIC7_PROD_WITH_FOOT,
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NUM_ANIMS
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};
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@ -4363,14 +4363,18 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (weaponType == WEAPONTYPE_BRASSKNUCKLE) {
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CPed* ped = params.m_pPed;
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uint32 fightMove = ped->m_curFightMove;
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if (fightMove == FIGHTMOVE_BACKLEFT || fightMove == FIGHTMOVE_STDPUNCH || fightMove == FIGHTMOVE_PUNCH ||
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// LCS:removed for now
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//if (fightMove == FIGHTMOVE_BACKLEFT || fightMove == FIGHTMOVE_STDPUNCH || fightMove == FIGHTMOVE_PUNCH ||
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if (
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ped->m_nPedState == PED_ATTACK) {
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CEntity* damageEntity = ped->m_pDamageEntity;
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if (!damageEntity)
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m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1;
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else if (damageEntity->GetType() != ENTITY_TYPE_PED)
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m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1;
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else if (((CPed*)damageEntity)->m_curFightMove != FIGHTMOVE_HITHEAD)
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// LCS:removed for now
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//else if (((CPed*)damageEntity)->m_curFightMove != FIGHTMOVE_HITHEAD)
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else if(1)
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m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1;
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else
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m_sQueueSample.m_nSampleIndex = SFX_HAMMER_HIT_1;
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@ -100,9 +100,31 @@ enum PedFightMoves
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{
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FIGHTMOVE_NULL,
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// Attacker
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FIGHTMOVE_STDPUNCH,
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// FIGHTMOVE_STDPUNCH,
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FIGHTMOVE_IDLE,
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FIGHTMOVE_SHUFFLE_F,
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// Combos
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FIGHTMOVE_COMBO_A1,
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FIGHTMOVE_COMBO_A2,
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FIGHTMOVE_COMBO_A3,
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FIGHTMOVE_COMBO_B1,
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FIGHTMOVE_COMBO_B2,
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FIGHTMOVE_COMBO_B3,
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// Melee
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FIGHTMOVE_MELEE1,
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FIGHTMOVE_MELEE2,
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FIGHTMOVE_MELEE3,
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// Special
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FIGHTMOVE_GROUNDKICK,
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// Opponent
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FIGHTMOVE_HITFRONT,
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FIGHTMOVE_HITBACK,
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FIGHTMOVE_HITRIGHT,
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FIGHTMOVE_HITLEFT,
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FIGHTMOVE_HITONFLOOR,
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FIGHTMOVE_HITBEHIND,
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FIGHTMOVE_IDLE2NORM,
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/*
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FIGHTMOVE_KNEE,
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FIGHTMOVE_PUNCHHOOK,
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FIGHTMOVE_PUNCHJAB,
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@ -134,7 +156,16 @@ enum PedFightMoves
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FIGHTMOVE_MELEE2,
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FIGHTMOVE_MELEE3,
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FIGHTMOVE_IDLE2NORM,
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NUM_FIGHTMOVES
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*/
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NUM_FIGHTMOVES,
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// LCS replacements for the old names:
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// NB: this may be totally bogus, i just need it to compile
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FIGHTMOVE_PUNCH = FIGHTMOVE_COMBO_A2,
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FIGHTMOVE_FWDRIGHT = FIGHTMOVE_COMBO_B1,
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FIGHTMOVE_LONGKICK = FIGHTMOVE_COMBO_B2,
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FIGHTMOVE_ROUNDHOUSE = FIGHTMOVE_COMBO_B3,
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};
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enum ePedPieceTypes
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@ -33,6 +33,7 @@ RpClump* flyingClumpTemp;
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FightMove tFightMoves[NUM_FIGHTMOVES] =
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{
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/*
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{ NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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@ -65,6 +66,7 @@ FightMove tFightMoves[NUM_FIGHTMOVES] =
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{ ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
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*/
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};
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static PedOnGroundState
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@ -1115,10 +1117,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
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break;
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}
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} else {
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if (m_curFightMove == FIGHTMOVE_BACKKICK)
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animAssoc->speed = 1.15f;
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else
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animAssoc->speed = 0.8f;
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animAssoc->speed = 0.8f;
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}
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if (IsPlayer())
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animAssoc->SetCurrentTime(0.08f);
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@ -1227,12 +1226,14 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
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default:
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if (hitLevel == HITLEVEL_LOW) {
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hitAnim = ANIM_KO_SHOT_STOM;
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/* LCS: removed
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} else if (CGeneral::GetRandomNumber() & 1) {
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fall = false;
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hitAnim = ANIM_HIT_WALK;
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} else if (CGeneral::GetRandomNumber() & 1) {
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fall = false;
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hitAnim = ANIM_HIT_HEAD;
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*/
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} else {
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hitAnim = ANIM_KO_SHOT_FACE;
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}
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@ -1267,7 +1268,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
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Say(SOUND_PED_DEFEND);
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return;
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}
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m_curFightMove = FIGHTMOVE_HITBODY;
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m_curFightMove = FIGHTMOVE_HITFRONT; // LCS
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break;
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case HITLEVEL_HIGH:
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switch (direction) {
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@ -1281,10 +1282,12 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
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m_curFightMove = FIGHTMOVE_HITRIGHT;
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break;
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default:
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if (unk <= 5)
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m_curFightMove = FIGHTMOVE_HITHEAD;
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else
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m_curFightMove = FIGHTMOVE_HITBIGSTEP;
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// LCS: removed
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//if (unk <= 5)
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// m_curFightMove = FIGHTMOVE_HITHEAD;
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//else
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// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
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m_curFightMove = FIGHTMOVE_HITFRONT;
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break;
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}
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break;
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@ -1300,10 +1303,12 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
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m_curFightMove = FIGHTMOVE_HITRIGHT;
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break;
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default:
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if (unk <= 5)
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m_curFightMove = FIGHTMOVE_HITCHEST;
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else
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m_curFightMove = FIGHTMOVE_HITBIGSTEP;
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// LCS: removed
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//if (unk <= 5)
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// m_curFightMove = FIGHTMOVE_HITCHEST;
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//else
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// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
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m_curFightMove = FIGHTMOVE_HITFRONT;
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break;
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}
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break;
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@ -1457,30 +1462,30 @@ CPed::Fight(void)
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CVector touchingNodePos(0.0f, 0.0f, 0.0f);
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switch (m_curFightMove) {
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case FIGHTMOVE_KNEE:
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TransformToNode(touchingNodePos, PED_LOWERLEGR);
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break;
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case FIGHTMOVE_PUNCHHOOK:
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case FIGHTMOVE_PUNCHJAB:
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TransformToNode(touchingNodePos, PED_HANDL);
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break;
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// case FIGHTMOVE_KNEE:
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// TransformToNode(touchingNodePos, PED_LOWERLEGR);
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// break;
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// case FIGHTMOVE_PUNCHHOOK:
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// case FIGHTMOVE_PUNCHJAB:
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// TransformToNode(touchingNodePos, PED_HANDL);
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// break;
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case FIGHTMOVE_LONGKICK:
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case FIGHTMOVE_ROUNDHOUSE:
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case FIGHTMOVE_FWDLEFT:
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case FIGHTMOVE_BACKRIGHT:
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// case FIGHTMOVE_FWDLEFT:
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// case FIGHTMOVE_BACKRIGHT:
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case FIGHTMOVE_GROUNDKICK:
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TransformToNode(touchingNodePos, PED_FOOTR);
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break;
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case FIGHTMOVE_FWDRIGHT:
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TransformToNode(touchingNodePos, PED_HEAD);
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break;
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case FIGHTMOVE_BACKKICK:
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case FIGHTMOVE_BACKFLIP:
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TransformToNode(touchingNodePos, PED_FOOTL);
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break;
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case FIGHTMOVE_BACKLEFT:
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TransformToNode(touchingNodePos, PED_UPPERARML);
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break;
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// case FIGHTMOVE_BACKKICK:
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// case FIGHTMOVE_BACKFLIP:
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// TransformToNode(touchingNodePos, PED_FOOTL);
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// break;
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// case FIGHTMOVE_BACKLEFT:
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// TransformToNode(touchingNodePos, PED_UPPERARML);
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// break;
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default:
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TransformToNode(touchingNodePos, PED_HANDR);
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break;
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@ -1532,10 +1537,7 @@ CPed::Fight(void)
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tFightMoves[m_curFightMove].animId, 8.0f);
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if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
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if (m_curFightMove == FIGHTMOVE_BACKKICK)
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animAssoc->speed = 1.15f;
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else
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animAssoc->speed = 0.8f;
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animAssoc->speed = 0.8f;
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} else {
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switch (GetWeapon()->m_eWeaponType) {
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case WEAPONTYPE_SCREWDRIVER:
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@ -1676,8 +1678,9 @@ CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
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return FIGHTMOVE_IDLE;
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}
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}
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if (dist < 0.95f && canKneeHead)
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return FIGHTMOVE_KNEE;
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// LCS: removed
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//if (dist < 0.95f && canKneeHead)
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// return FIGHTMOVE_KNEE;
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if (dist < 1.4f)
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return FIGHTMOVE_PUNCH;
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if (dist < 2.f && canKick) {
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@ -1796,9 +1799,11 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
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switch (dir) {
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case 0: // forward
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if (fightWithWeapon) {
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if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
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choosenMove = FIGHTMOVE_KNEE;
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} else {
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// LCS: removed
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//if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
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// choosenMove = FIGHTMOVE_KNEE;
|
||||
//} else
|
||||
{
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CLEAVER) {
|
||||
if (distToVictim < 0.85f * weaponInfo->m_fRange)
|
||||
choosenMove = FIGHTMOVE_MELEE1;
|
||||
|
@ -1821,18 +1826,20 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
|
|||
}
|
||||
}
|
||||
}
|
||||
} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
|
||||
choosenMove = FIGHTMOVE_KNEE;
|
||||
// LCS: removed
|
||||
//} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
|
||||
// choosenMove = FIGHTMOVE_KNEE;
|
||||
|
||||
} else if (distToVictim < 1.4f) {
|
||||
if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
|
||||
// LCS: removed
|
||||
/*if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
|
||||
choosenMove = FIGHTMOVE_PUNCH;
|
||||
|
||||
} else if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
|
||||
if (randVal == 2)
|
||||
} else*/ if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
|
||||
//if (randVal == 2)
|
||||
choosenMove = FIGHTMOVE_PUNCH;
|
||||
else
|
||||
choosenMove = FIGHTMOVE_PUNCHJAB;
|
||||
//else
|
||||
// choosenMove = FIGHTMOVE_PUNCHJAB;
|
||||
} else {
|
||||
choosenMove = FIGHTMOVE_LONGKICK;
|
||||
}
|
||||
|
@ -1840,6 +1847,7 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
|
|||
choosenMove = FIGHTMOVE_LONGKICK;
|
||||
}
|
||||
break;
|
||||
/* LCS: removed
|
||||
case 1:
|
||||
choosenMove = FIGHTMOVE_FWDLEFT;
|
||||
break;
|
||||
|
@ -1852,6 +1860,7 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
|
|||
case 4:
|
||||
choosenMove = FIGHTMOVE_BACKRIGHT;
|
||||
break;
|
||||
*/
|
||||
default:
|
||||
choosenMove = FIGHTMOVE_FWDRIGHT;
|
||||
break;
|
||||
|
@ -1917,20 +1926,22 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
|
|||
#else
|
||||
switch (CGeneral::GetRandomNumberInRange(0,3)) {
|
||||
#endif
|
||||
case 0:
|
||||
choosenMove = FIGHTMOVE_PUNCHJAB;
|
||||
break;
|
||||
// LCS: hack hack
|
||||
// case 0:
|
||||
// choosenMove = FIGHTMOVE_PUNCHJAB;
|
||||
// break;
|
||||
default:
|
||||
case 1:
|
||||
choosenMove = FIGHTMOVE_PUNCH;
|
||||
break;
|
||||
case 2:
|
||||
choosenMove = FIGHTMOVE_LONGKICK;
|
||||
break;
|
||||
case 3:
|
||||
choosenMove = FIGHTMOVE_KNEE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
// case 3:
|
||||
// choosenMove = FIGHTMOVE_KNEE;
|
||||
// break;
|
||||
// default:
|
||||
// break;
|
||||
}
|
||||
}
|
||||
return choosenMove;
|
||||
|
@ -1975,6 +1986,7 @@ CPed::EndFight(uint8 endType)
|
|||
void
|
||||
CPed::PlayHitSound(CPed *hitTo)
|
||||
{
|
||||
#if 0 // LCS: temporarily removed
|
||||
// That was very complicated to reverse for me...
|
||||
// First index is our fight move ID (from 1 to 17, total 17), second is the one of we fight with (from 18 to 27, total 10).
|
||||
enum {
|
||||
|
@ -2045,6 +2057,7 @@ CPed::PlayHitSound(CPed *hitTo)
|
|||
|
||||
if (soundId != NO_SND)
|
||||
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
|
||||
#endif
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
|
@ -2178,8 +2191,9 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
|
|||
|
||||
bool brassKnucklePunch = false;
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
|
||||
if (m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
|
||||
m_curFightMove == FIGHTMOVE_STDPUNCH || m_curFightMove == FIGHTMOVE_PUNCH) {
|
||||
// LCS: removed
|
||||
if (/*m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
|
||||
m_curFightMove == FIGHTMOVE_STDPUNCH ||*/ m_curFightMove == FIGHTMOVE_PUNCH) {
|
||||
brassKnucklePunch = true;
|
||||
damageMult *= 1.5f;
|
||||
}
|
||||
|
|
|
@ -1172,7 +1172,8 @@ void
|
|||
CPlayerPed::ProcessAnimGroups(void)
|
||||
{
|
||||
AssocGroupId groupToSet;
|
||||
#ifdef PC_PLAYER_CONTROLS
|
||||
//#ifdef PC_PLAYER_CONTROLS
|
||||
#if 0 // chainsaw anims missing in LCS
|
||||
if ((m_fWalkAngle <= -DEGTORAD(50.0f) || m_fWalkAngle >= DEGTORAD(50.0f))
|
||||
&& TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam()
|
||||
&& CanStrafeOrMouseControl()) {
|
||||
|
|
Loading…
Reference in a new issue