mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 11:20:07 +00:00
R to freeroam, idle anims, weapon and cam enum fix
This commit is contained in:
parent
ab7a21e017
commit
529cec5653
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@ -14,7 +14,7 @@ enum {
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ASSOC_HAS_TRANSLATION = 0x40,
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ASSOC_HAS_X_TRANSLATION = 0x80, // for 2d velocity extraction
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ASSOC_WALK = 0x100, // for CPed::PlayFootSteps(void)
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ASSOC_FLAG_XPRESS = 0x200, // only used by xpress scratch, see CPed::Chat(void)
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ASSOC_IDLE = 0x200, // only xpress scratch has it by default, but game adds it to player's idle animations later
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ASSOC_NOWALK = 0x400, // see CPed::PlayFootSteps(void)
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ASSOC_BLOCK = 0x800, // unused in assoc description, blocks other anims from being played
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ASSOC_FRONTAL = 0x1000, // anims that we fall to front
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@ -174,7 +174,7 @@ AnimAssocDesc aStdAnimDescs[] = {
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{ ANIM_FALL_FRONT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
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{ ANIM_EV_STEP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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{ ANIM_EV_DIVE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
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{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_FLAG_XPRESS },
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{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_IDLE },
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{ ANIM_ROAD_CROSS, ASSOC_REPEAT | ASSOC_PARTIAL },
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{ ANIM_TURN_180, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ARREST_GUN, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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@ -1,4 +1,3 @@
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#define WITHWINDOWS // for our script loading hack
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#include "common.h"
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#include "Script.h"
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@ -599,13 +598,15 @@ void CRunningScript::Init()
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}
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#ifdef USE_DEBUG_SCRIPT_LOADER
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int scriptToLoad = 0;
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const char *scriptfile = "main.scm";
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const char* scriptfile = "main.scm";
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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int open_script()
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{
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static int scriptToLoad = 1;
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// glfwGetKey doesn't work because of CGame::Initialise is blocking
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#ifdef _WIN32
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if (GetAsyncKeyState('G') & 0x8000)
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scriptToLoad = 0;
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@ -520,3 +520,7 @@ private:
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static bool ThisIsAValidRandomCop(int32 mi, bool cop, bool swat, bool fbi, bool army, bool miami);
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};
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#ifdef USE_DEBUG_SCRIPT_LOADER
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extern int scriptToLoad;
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#endif
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@ -308,7 +308,7 @@ CCam::Process(void)
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}
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if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON ||
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Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || GetWeaponFirstPersonOn())
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Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || Mode == MODE_CAMERA || GetWeaponFirstPersonOn())
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ClipIfPedInFrontOfPlayer();
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}
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@ -85,6 +85,7 @@ public:
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MODE_SPECIAL_FIXED_FOR_SYPHON,
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MODE_FIGHT_CAM,
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MODE_TOP_DOWN_PED,
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MODE_LIGHTHOUSE,
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MODE_SNIPER_RUNABOUT,
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MODE_ROCKETLAUNCHER_RUNABOUT,
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MODE_1STPERSON_RUNABOUT,
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@ -92,7 +93,6 @@ public:
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MODE_FIGHT_CAM_RUNABOUT,
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MODE_EDITOR,
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MODE_HELICANNON_1STPERSON,
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MODE_45,
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MODE_CAMERA,
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};
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@ -3470,6 +3470,24 @@ CMenuManager::ProcessButtonPresses(void)
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bool assumeIncrease = false;
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#endif
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#ifdef USE_DEBUG_SCRIPT_LOADER
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if (m_nCurrScreen == MENUPAGE_START_MENU || m_nCurrScreen == MENUPAGE_NEW_GAME || m_nCurrScreen == MENUPAGE_NEW_GAME_RELOAD) {
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#ifdef RW_GL3
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if (glfwGetKey(PSGLOBAL(window), GLFW_KEY_R) == GLFW_PRESS) {
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scriptToLoad = 1;
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DoSettingsBeforeStartingAGame();
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return;
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}
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#elif defined _WIN32
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if (GetAsyncKeyState('R') & 0x8000) {
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scriptToLoad = 1;
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DoSettingsBeforeStartingAGame();
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return;
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}
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#endif
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}
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#endif
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if (!m_bShowMouse && (m_nMouseOldPosX != m_nMousePosX || m_nMouseOldPosY != m_nMousePosY)) {
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m_bShowMouse = true;
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}
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@ -4894,6 +4912,9 @@ CMenuManager::ProcessFileActions()
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}
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if (m_nCurrScreen == MENUPAGE_LOADING_IN_PROGRESS) {
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if (CheckSlotDataValid(m_nCurrSaveSlot)) {
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#ifdef USE_DEBUG_SCRIPT_LOADER
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scriptToLoad = 0;
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#endif
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DoSettingsBeforeStartingAGame();
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m_bWantToLoad = true;
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}
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@ -378,15 +378,13 @@ void AltDodoCheat(void)
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}
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#endif
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#ifdef DETECT_PAD_INPUT_SWITCH
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bool
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CControllerState::IsAnyButtonPressed(void)
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CControllerState::CheckForInput(void)
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{
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return !!LeftStickX || !!LeftStickY || !!RightStickX || !!RightStickY || !!LeftShoulder1 || !!LeftShoulder2 || !!RightShoulder1 || !!RightShoulder2 ||
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!!DPadUp || !!DPadDown || !!DPadLeft || !!DPadRight || !!Start || !!Select || !!Square || !!Triangle || !!Cross || !!Circle || !!LeftShock ||
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!!RightShock || !!NetworkTalk;
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!!DPadUp || !!DPadDown || !!DPadLeft || !!DPadRight || !!Start || !!Select || !!Square || !!Triangle || !!Cross || !!Circle || !!LeftShock ||
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!!RightShock;
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}
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#endif
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void
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CControllerState::Clear(void)
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@ -484,6 +482,11 @@ void CPad::Clear(bool bResetPlayerControls)
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AverageEntries = 0;
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}
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uint32 CPad::InputHowLongAgo()
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{
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return CTimer::GetTimeInMilliseconds() - LastTimeTouched;
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}
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void CPad::ClearMouseHistory()
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{
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PCTempMouseControllerState.Clear();
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@ -1155,7 +1158,7 @@ void CPad::UpdatePads(void)
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CapturePad(0);
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#endif
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#ifdef DETECT_PAD_INPUT_SWITCH
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if (GetPad(0)->PCTempJoyState.IsAnyButtonPressed())
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if (GetPad(0)->PCTempJoyState.CheckForInput())
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IsAffectedByController = true;
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else {
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#endif
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@ -1165,11 +1168,11 @@ void CPad::UpdatePads(void)
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#ifdef DETECT_PAD_INPUT_SWITCH
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}
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if (IsAffectedByController && (GetPad(0)->PCTempKeyState.IsAnyButtonPressed() || GetPad(0)->PCTempMouseState.IsAnyButtonPressed()))
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if (IsAffectedByController && (GetPad(0)->PCTempKeyState.CheckForInput() || GetPad(0)->PCTempMouseState.CheckForInput()))
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IsAffectedByController = false;
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#endif
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if ( CReplay::IsPlayingBackFromFile() )
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if ( CReplay::IsPlayingBackFromFile() && !FrontEndMenuManager.m_bMenuActive )
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bUpdate = false;
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if ( bUpdate )
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@ -1209,6 +1212,9 @@ void CPad::Update(int16 unk)
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PCTempMouseState.Clear();
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ProcessPCSpecificStuff();
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if (NewState.CheckForInput())
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LastTimeTouched = CTimer::GetTimeInMilliseconds();
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if ( ++iCurrHornHistory >= HORNHISTORY_SIZE )
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iCurrHornHistory = 0;
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@ -29,9 +29,7 @@ public:
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float GetRightStickX(void) { return RightStickX/32767.0f; };
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float GetRightStickY(void) { return RightStickY/32767.0f; };
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#ifdef DETECT_PAD_INPUT_SWITCH
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bool IsAnyButtonPressed();
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#endif
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bool CheckForInput();
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void Clear(void);
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};
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VALIDATE_SIZE(CControllerState, 0x2A);
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@ -260,6 +258,7 @@ public:
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static void ResetCheats(void);
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static char *EditString(char *pStr, int32 nSize);
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static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize);
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uint32 InputHowLongAgo(void);
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#ifdef XINPUT
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void AffectFromXinput(uint32 pad);
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@ -3664,7 +3664,7 @@ CPed::Chat(void)
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} else
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Say(SOUND_PED_CHAT);
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} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG_XPRESS)) {
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} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
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if (CGeneral::GetRandomNumber() < 20) {
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
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@ -6608,7 +6608,12 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
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weaponAssoc->blendDelta = animDelta;
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weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
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}
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
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if (weaponAssoc) {
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weaponAssoc->blendDelta = animDelta;
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weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
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}
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_3RD);
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if (weaponAssoc) {
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weaponAssoc->blendDelta = animDelta;
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weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
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@ -6619,11 +6624,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
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weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
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}
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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if (weaponAssoc) {
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weaponAssoc->blendDelta = animDelta;
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weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
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}
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
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if (weaponAssoc) {
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weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
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if (weaponAssoc->flags & ASSOC_PARTIAL)
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@ -17,6 +17,7 @@
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#include "Darkel.h"
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#include "CarCtrl.h"
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#include "MBlur.h"
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#include "Streaming.h"
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#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
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@ -27,6 +28,8 @@ const uint32 CPlayerPed::nSaveStructSize =
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sizeof(CPlayerPed);
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#endif
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int32 idleAnimBlockIndex;
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CPlayerPed::~CPlayerPed()
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{
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delete m_pWanted;
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@ -79,7 +82,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_nCheckPlayersIndex = 0;
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m_nPadUpPressedInMilliseconds = 0;
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m_nPadDownPressedInMilliseconds = 0;
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// TODO(Miami): Idle anim block index
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idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
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}
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void CPlayerPed::ClearWeaponTarget()
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@ -113,11 +116,7 @@ void
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CPlayerPed::MakeObjectTargettable(int32 handle)
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{
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for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
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if (
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#ifdef FIX_BUGS
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m_nTargettableObjects[i] == -1 ||
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#endif
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CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
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if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
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m_nTargettableObjects[i] = handle;
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return;
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}
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@ -633,7 +632,7 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
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GetWeapon()->Update(m_audioEntityId, nil);
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}
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// --MIAMI: Made compatible with slots, but still TODO
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// --MIAMI: Done except commented thing
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// I think R* also used goto in here.
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void
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CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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@ -641,6 +640,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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if (CDarkel::FrenzyOnGoing() || m_attachedTo)
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goto switchDetectDone;
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// TODO(Miami): byte_A10B57
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if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
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if (padUsed->CycleWeaponRightJustDown()) {
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@ -649,7 +649,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
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for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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@ -661,7 +662,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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} else if (padUsed->CycleWeaponLeftJustDown()) {
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
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for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
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if (m_nSelectedWepSlot < 0)
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@ -682,31 +684,31 @@ spentAmmoCheck:
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if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
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&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) {
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if (GetWeapon()->m_nAmmoTotal <= 0) {
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
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if (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON
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|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER
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|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
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return;
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if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
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|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
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m_nSelectedWepSlot = m_currentWeapon - 1;
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else
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m_nSelectedWepSlot = 2;
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if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
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|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
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m_nSelectedWepSlot = m_currentWeapon - 1;
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else
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m_nSelectedWepSlot = 2;
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for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
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for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
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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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// 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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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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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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#endif
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goto switchDetectDone;
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}
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goto switchDetectDone;
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}
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m_nSelectedWepSlot = 0;
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}
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m_nSelectedWepSlot = 0;
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}
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}
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@ -1337,6 +1339,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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SetJump();
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}
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}
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PlayIdleAnimations(padUsed);
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}
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void
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@ -1630,6 +1633,74 @@ CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
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return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon;
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}
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// TODO(Miami): This only works on gamepad cam! This isn't fair
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void
|
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CPlayerPed::PlayIdleAnimations(CPad *padUsed)
|
||||
{
|
||||
CAnimBlendAssociation* assoc;
|
||||
|
||||
if (TheCamera.m_WideScreenOn || bIsDucking)
|
||||
return;
|
||||
|
||||
struct animAndGroup {
|
||||
AnimationId animId;
|
||||
AssocGroupId groupId;
|
||||
};
|
||||
|
||||
const animAndGroup idleAnims[] = {
|
||||
{ANIM_IDLE_STRETCH, ASSOCGRP_PLAYER_IDLE},
|
||||
{ANIM_IDLE_TIME, ASSOCGRP_PLAYER_IDLE},
|
||||
{ANIM_IDLE_SHOULDER, ASSOCGRP_PLAYER_IDLE},
|
||||
{ANIM_IDLE_STRETCH_LEG, ASSOCGRP_PLAYER_IDLE},
|
||||
{ANIM_XPRESS_SCRATCH, ASSOCGRP_STD},
|
||||
};
|
||||
|
||||
static int32 lastTime = 0;
|
||||
static int32 lastAnim = -1;
|
||||
|
||||
bool hasIdleAnim = false;
|
||||
CAnimBlock *idleAnimBlock = CAnimManager::GetAnimationBlock(idleAnimBlockIndex);
|
||||
uint32 sinceLastInput = padUsed->InputHowLongAgo();
|
||||
if (sinceLastInput <= 30000) {
|
||||
if (idleAnimBlock->isLoaded) {
|
||||
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
||||
if (assoc->flags & ASSOC_IDLE) {
|
||||
hasIdleAnim = true;
|
||||
assoc->blendDelta = -8.0f;
|
||||
}
|
||||
}
|
||||
if (!hasIdleAnim)
|
||||
CStreaming::RemoveAnim(idleAnimBlockIndex);
|
||||
} else {
|
||||
lastTime = 0;
|
||||
}
|
||||
} else {
|
||||
CStreaming::RequestAnim(idleAnimBlockIndex, STREAMFLAGS_DONT_REMOVE);
|
||||
if (idleAnimBlock->isLoaded) {
|
||||
for(CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
||||
int firstIdle = idleAnimBlock->firstIndex;
|
||||
int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
|
||||
if (index >= firstIdle && index < firstIdle + idleAnimBlock->numAnims) {
|
||||
hasIdleAnim = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasIdleAnim && !bIsLooking && !bIsRestoringLook && sinceLastInput - lastTime > 25000) {
|
||||
int anim;
|
||||
do
|
||||
anim = CGeneral::GetRandomNumberInRange(0, ARRAY_SIZE(idleAnims));
|
||||
while (lastAnim == anim);
|
||||
|
||||
assoc = CAnimManager::BlendAnimation(GetClump(), idleAnims[anim].groupId, idleAnims[anim].animId, 8.0f);
|
||||
assoc->flags |= ASSOC_IDLE;
|
||||
lastAnim = anim;
|
||||
lastTime = sinceLastInput;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef COMPATIBLE_SAVES
|
||||
#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));
|
||||
|
|
|
@ -83,6 +83,7 @@ public:
|
|||
void ProcessPlayerWeapon(CPad*);
|
||||
void PlayerControlZelda(CPad*);
|
||||
bool DoesPlayerWantNewWeapon(eWeaponType, bool);
|
||||
void PlayIdleAnimations(CPad*);
|
||||
|
||||
static void SetupPlayerPed(int32);
|
||||
static void DeactivatePlayerPed(int32);
|
||||
|
|
|
@ -160,8 +160,7 @@ void CHud::Draw()
|
|||
eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
|
||||
int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
|
||||
|
||||
// TODO(Miami): New cam mode
|
||||
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/)
|
||||
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON || Mode == CCam::MODE_CAMERA)
|
||||
&& playerPed && !playerPed->GetWeapon()->IsTypeMelee())
|
||||
DrawCrossHair = true;
|
||||
|
||||
|
|
|
@ -1965,6 +1965,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
|
|||
|
||||
if (!( mode == CCam::MODE_M16_1STPERSON
|
||||
|| mode == CCam::MODE_SNIPER
|
||||
|| mode == CCam::MODE_CAMERA
|
||||
|| mode == CCam::MODE_ROCKETLAUNCHER
|
||||
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|
||||
|| mode == CCam::MODE_SNIPER_RUNABOUT
|
||||
|
|
Loading…
Reference in a new issue