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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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GPG key ID: 4AEE18F83AFDEB23

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@ -623,20 +623,22 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
case ANIM_WEAPON_START_THROW:
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);
} else {
attackAssoc->blendDelta = -1000.0;
attackAssoc->blendDelta = -1000.0f;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
}
newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
break;
newAnim->SetFinishCallback(FinishedAttackCB, ped);
return;
case ANIM_FIGHT_PPUNCH:
attackAssoc->blendDelta = -8.0;
attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
break;
return;
case ANIM_WEAPON_THROW:
case ANIM_WEAPON_THROWU:
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
@ -645,12 +647,11 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
}
break;
default:
if (!ped->m_ped_flagA4)
ped->ClearAttack();
break;
}
} else if (!ped->m_ped_flagA4)
}
if (!ped->m_ped_flagA4)
ped->ClearAttack();
}
@ -759,15 +760,15 @@ CPed::Attack(void)
// If reloading just began, start the animation
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
CPed::ClearLookFlag();
CPed::ClearAimFlag();
ClearLookFlag();
ClearAimFlag();
m_ped_flagA4 = false;
bIsPointingGunAt = false;
m_lastHitTime = CTimer::GetTimeInMilliseconds();
return;
}
} 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);
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
@ -834,24 +835,22 @@ CPed::Attack(void)
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
} else {
CPed::ClearAimFlag();
ClearAimFlag();
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
switch (ourWeaponType) {
case WEAPONTYPE_UZI:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
break;
}
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
switch (ourWeaponType) {
case WEAPONTYPE_UZI:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
break;
}
}
@ -929,9 +928,7 @@ CPed::SelectGunIfArmed(void)
if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType;
// I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
// if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
if (weaponType < WEAPONTYPE_MOLOTOV) {
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
SetCurrentWeapon(weaponType);
return true;
}
@ -1240,7 +1237,7 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType,
GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
doorPos = Multiply3x3(vehMat, *output);
*output = *vehMat.GetPosition() + doorPos;
*output = *veh->GetPosition() + doorPos;
}
void
@ -1275,9 +1272,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
m_ped_flagC8 = 1;
}
if (phase == LINE_UP_TO_CAR_START) {
m_vecMoveSpeed.x = 0.0;
m_vecMoveSpeed.y = 0.0;
m_vecMoveSpeed.z = 0.0;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
}
CVehicle *veh = m_pMyVehicle;
@ -1361,7 +1356,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
CVector neededPos;
if (phase == LINE_UP_TO_CAR_2) {
neededPos = GetPosition();
neededPos = *GetPosition();
} else {
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) {
neededPos.z = GetPosition().z;
// Getting out
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) {
m_vecMoveSpeed.z = vehNextZSpeed;
veh->ApplyMoveSpeed();
// If we're not in ground at next step, apply animation
if (neededPos.z + pedZSpeedOnExit > autoZPos.z) {
m_vecMoveSpeed.z = pedZSpeedOnExit;
ApplyMoveSpeed();
// Removing below line breaks the animation
neededPos.z = GetPosition().z;
} else {
neededPos.z = autoZPos.z;
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) {
neededPos.z = autoZPos.z;
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);
// Smoothly change ped position
@ -1411,9 +1409,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (neededPos.z > currentZ) {
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)) {
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position
@ -1426,15 +1423,15 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
}
// I hope
bool notInWater = false;
bool stillGettingInOut = false;
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;
} else {
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;
if (timeUntilStateChange <= 0.0f) {
@ -1453,6 +1450,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
}
if (seatPosMult > 0.2f || vehIsUpsideDown) {
GetPosition() = neededPos;
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
// It will be all 0 after rotate.
@ -1465,6 +1464,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
*vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
GetMatrix() = vehDoorMat;
}
}
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