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Merge pull request #50 from erorcun/erorcun

Fix car animations & M16 bug
This commit is contained in:
aap 2019-06-26 11:13:43 +02:00 committed by GitHub
commit 5350574b6d
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@ -623,20 +623,22 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
case ANIM_WEAPON_START_THROW: case ANIM_WEAPON_START_THROW:
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
{ {
attackAssoc->blendDelta = -1000.0; attackAssoc->blendDelta = -1000.0f;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU); newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
} else { } else {
attackAssoc->blendDelta = -1000.0; attackAssoc->blendDelta = -1000.0f;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW); newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
} }
newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped); newAnim->SetFinishCallback(FinishedAttackCB, ped);
break; return;
case ANIM_FIGHT_PPUNCH: case ANIM_FIGHT_PPUNCH:
attackAssoc->blendDelta = -8.0; attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT; attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack(); ped->ClearAttack();
break; return;
case ANIM_WEAPON_THROW: case ANIM_WEAPON_THROW:
case ANIM_WEAPON_THROWU: case ANIM_WEAPON_THROWU:
if (ped->GetWeapon()->m_nAmmoTotal > 0) { if (ped->GetWeapon()->m_nAmmoTotal > 0) {
@ -645,12 +647,11 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
} }
break; break;
default: default:
if (!ped->m_ped_flagA4)
ped->ClearAttack();
break; break;
} }
} else if (!ped->m_ped_flagA4) }
if (!ped->m_ped_flagA4)
ped->ClearAttack(); ped->ClearAttack();
} }
@ -759,15 +760,15 @@ CPed::Attack(void)
// If reloading just began, start the animation // If reloading just began, start the animation
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) { if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f); CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
CPed::ClearLookFlag(); ClearLookFlag();
CPed::ClearAimFlag(); ClearAimFlag();
m_ped_flagA4 = false; m_ped_flagA4 = false;
bIsPointingGunAt = false; bIsPointingGunAt = false;
m_lastHitTime = CTimer::GetTimeInMilliseconds(); m_lastHitTime = CTimer::GetTimeInMilliseconds();
return; return;
} }
} else { } else {
if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) { if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) { } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f); DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
@ -834,11 +835,10 @@ CPed::Attack(void)
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
} }
} else { } else {
CPed::ClearAimFlag(); ClearAimFlag();
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) { if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
switch (ourWeaponType) { switch (ourWeaponType) {
case WEAPONTYPE_UZI: case WEAPONTYPE_UZI:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
@ -853,7 +853,6 @@ CPed::Attack(void)
break; break;
} }
} }
}
// Fun fact: removing this part leds to reloading flamethrower // Fun fact: removing this part leds to reloading flamethrower
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
@ -929,9 +928,7 @@ CPed::SelectGunIfArmed(void)
if (m_weapons[i].m_nAmmoTotal > 0) { if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType; weaponType = m_weapons[i].m_eWeaponType;
// I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was; if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
// if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
if (weaponType < WEAPONTYPE_MOLOTOV) {
SetCurrentWeapon(weaponType); SetCurrentWeapon(weaponType);
return true; return true;
} }
@ -1240,7 +1237,7 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType,
GetLocalPositionToOpenCarDoor(output, veh, enterType, offset); GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
doorPos = Multiply3x3(vehMat, *output); doorPos = Multiply3x3(vehMat, *output);
*output = *vehMat.GetPosition() + doorPos; *output = *veh->GetPosition() + doorPos;
} }
void void
@ -1275,9 +1272,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
m_ped_flagC8 = 1; m_ped_flagC8 = 1;
} }
if (phase == LINE_UP_TO_CAR_START) { if (phase == LINE_UP_TO_CAR_START) {
m_vecMoveSpeed.x = 0.0; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveSpeed.y = 0.0;
m_vecMoveSpeed.z = 0.0;
} }
CVehicle *veh = m_pMyVehicle; CVehicle *veh = m_pMyVehicle;
@ -1361,7 +1356,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
CVector neededPos; CVector neededPos;
if (phase == LINE_UP_TO_CAR_2) { if (phase == LINE_UP_TO_CAR_2) {
neededPos = GetPosition(); neededPos = *GetPosition();
} else { } else {
GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult); GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
} }
@ -1378,12 +1373,16 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) { if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
neededPos.z = GetPosition().z; neededPos.z = GetPosition().z;
// Getting out
if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
float vehNextZSpeed = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep(); float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
if (neededPos.z + vehNextZSpeed > autoZPos.z) { // If we're not in ground at next step, apply animation
m_vecMoveSpeed.z = vehNextZSpeed; if (neededPos.z + pedZSpeedOnExit > autoZPos.z) {
veh->ApplyMoveSpeed(); m_vecMoveSpeed.z = pedZSpeedOnExit;
ApplyMoveSpeed();
// Removing below line breaks the animation
neededPos.z = GetPosition().z;
} else { } else {
neededPos.z = autoZPos.z; neededPos.z = autoZPos.z;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
@ -1396,8 +1395,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) { if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
neededPos.z = autoZPos.z; neededPos.z = autoZPos.z;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
} else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) { } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f); adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position // Smoothly change ped position
@ -1411,9 +1409,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (neededPos.z > currentZ) { if (neededPos.z > currentZ) {
if (m_pVehicleAnim && if (m_pVehicleAnim &&
(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim <= ANIM_CAR_GETIN_LOW_LHS (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) { || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f); adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position // Smoothly change ped position
@ -1426,15 +1423,15 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
} }
// I hope // I hope
bool notInWater = false; bool stillGettingInOut = false;
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
notInWater = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10; stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
if (!notInWater) { if (!stillGettingInOut) {
m_fRotationCur = m_fRotationDest; m_fRotationCur = m_fRotationDest;
} else { } else {
float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest); float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) / 500.0f; // * 0.0016666667f; float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) * 0.0016666667f; // changing this to 0.002 causes wrong rotation
m_vecOffsetSeek.z = 0.0; m_vecOffsetSeek.z = 0.0;
if (timeUntilStateChange <= 0.0f) { if (timeUntilStateChange <= 0.0f) {
@ -1453,6 +1450,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
} }
if (seatPosMult > 0.2f || vehIsUpsideDown) { if (seatPosMult > 0.2f || vehIsUpsideDown) {
GetPosition() = neededPos;
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
// It will be all 0 after rotate. // It will be all 0 after rotate.
@ -1465,6 +1464,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
*vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output); *vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
GetMatrix() = vehDoorMat; GetMatrix() = vehDoorMat;
} }
} }
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