Merge pull request #29 from erorcun/erorcun

Shotgun fix, CPed, CWeaponInfo
This commit is contained in:
aap 2019-06-22 21:31:38 +02:00 committed by GitHub
commit 6c7df4487e
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 361 additions and 29 deletions

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@ -9,6 +9,7 @@
#include "Ped.h"
#include "PlayerPed.h"
#include "General.h"
#include "VisibilityPlugins.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
@ -23,8 +24,6 @@ WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
WRAPPER void CPed::SelectGunIfArmed(void) { EAXJMP(0x4DD920); }
WRAPPER void CPed::RemoveWeaponModel(int) { EAXJMP(0x4CF980); }
static char ObjectiveText[34][28] = {
"No Obj",
@ -181,6 +180,18 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
RpAtomic* atomic = (RpAtomic*)object;
if (CVisibilityPlugins::GetAtomicModelInfo(atomic))
{
RpClumpRemoveAtomic(atomic->clump, atomic);
RpAtomicDestroy(atomic);
}
return object;
}
static PedOnGroundState
CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
{
@ -718,7 +729,7 @@ CPed::Attack(void)
} else {
firePos = GetMatrix() * firePos;
}
GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
@ -752,29 +763,32 @@ CPed::Attack(void)
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
weaponAnimAssoc->callbackType = 0;
}
lastReloadWasInFuture = false;
}
lastReloadWasInFuture = false;
}
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
RwV3dTransformPoints((RwV3d*)ourWeapon->m_vecFireOffset, (RwV3d*)ourWeapon->m_vecFireOffset, 1, &i->modelling);
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &i->modelling);
CVector gunshellPos(
ourWeapon->m_vecFireOffset.x - 0.6f * GetForward().x,
ourWeapon->m_vecFireOffset.y - 0.6f * GetForward().y,
ourWeapon->m_vecFireOffset.z - 0.15f * GetUp().z
firePos.x - 0.6f * GetForward().x,
firePos.y - 0.6f * GetForward().y,
firePos.z - 0.15f * GetUp().z
);
CVector2D gunshellRot(
GetRight().x,
GetRight().y
);
gunshellRot.Normalise();
CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
animEnd = ourWeapon->m_fAnimLoopEnd;
@ -787,7 +801,6 @@ CPed::Attack(void)
if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
// BUG: We currently don't know any situation this cond. could be true.
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
@ -830,7 +843,7 @@ CPed::Attack(void)
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0;
weaponAnimAssoc->blendDelta = -4.0f;
}
}
}
@ -865,6 +878,107 @@ CPed::Attack(void)
CPed::FinishedAttackCB(0, this);
}
void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0);
m_wepModelID = -1;
}
void
CPed::SetCurrentWeapon(eWeaponType weaponType)
{
CWeaponInfo* weaponInfo;
if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
m_currentWeapon = weaponType;
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(weaponInfo->m_nModelId);
}
}
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
eWeaponType weaponType;
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType;
// Original condition was ridiculous
// if (weaponType == WEAPONTYPE_COLT45 || weaponType < WEAPONTYPE_M16 || weaponType < WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_FLAMETHROWER)
if (weaponType < WEAPONTYPE_MOLOTOV) {
SetCurrentWeapon(weaponType);
return true;
}
}
}
SetCurrentWeapon(WEAPONTYPE_UNARMED);
return false;
}
void
CPed::Duck(void)
{
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
ClearDuck();
}
void
CPed::ClearDuck(void)
{
CAnimBlendAssociation *animAssoc;
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_DOWN);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_LOW);
if (animAssoc) {
if (m_ped_flagE8) {
if (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN) {
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RBLOCK_CSHOOT);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
}
}
}
} else
m_ped_flagE10 = false;
}
void
CPed::ClearPointGunAt(void)
{
CAnimBlendAssociation *animAssoc;
CWeaponInfo *weaponInfo;
ClearLookFlag();
ClearAimFlag();
m_ped_flagA8 = false;
if (m_nPedState == PED_AIM_GUN) {
RestorePreviousState();
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_AnimToPlay);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_Anim2ToPlay);
}
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0;
}
}
}
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -881,4 +995,10 @@ STARTPATCHES
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
ENDPATCHES

View File

@ -12,10 +12,6 @@
struct CPathNode;
enum {
PED_MAX_WEAPONS = 13
};
enum PedOnGroundState {
NO_PED,
PED_BELOW_PLAYER,
@ -138,7 +134,7 @@ public:
uint8 m_ped_flagE1 : 1;
uint8 m_ped_flagE2 : 1;
uint8 m_ped_flagE4 : 1;
uint8 m_ped_flagE8 : 1;
uint8 m_ped_flagE8 : 1; // can duck?
uint8 m_ped_flagE10 : 1; // can't attack if it's set
uint8 m_ped_flagE20 : 1;
uint8 m_ped_flagE40 : 1;
@ -225,10 +221,11 @@ public:
uint8 stuff5[24];
CEntity *m_pCollidingEntity;
uint8 stuff6[12];
CWeapon m_weapons[PED_MAX_WEAPONS];
CWeapon m_weapons[NUM_PED_WEAPONTYPES];
int32 stuff7;
uint8 m_currentWeapon;
uint8 stuff[3];
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 stuff[2];
int32 m_pPointGunAt;
CVector m_vecHitLastPos;
uint8 stuff8[12];
@ -241,8 +238,11 @@ public:
uint32 m_standardTimer;
uint32 m_attackTimer;
uint32 m_lastHitTime;
uint8 stuff9[22];
uint8 m_bodyPartBleeding;
uint32 m_hitRecoverTimer;
uint32 field_4E0;
uint32 m_duckTimer;
uint8 stuff9[10];
uint8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
@ -272,12 +272,17 @@ public:
void RestorePreviousState(void);
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int);
void SelectGunIfArmed(void);
void RemoveWeaponModel(int modelId);
void SetCurrentWeapon(eWeaponType weaponType);
bool SelectGunIfArmed(void);
void Duck(void);
void ClearDuck(void);
void ClearPointGunAt(void);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }

View File

@ -16,7 +16,9 @@ enum eWeaponType
WEAPONTYPE_MOLOTOV,
WEAPONTYPE_GRENADE,
WEAPONTYPE_DETONATOR,
WEAPONTYPE_HELICANNON
NUM_PED_WEAPONTYPES = 13,
WEAPONTYPE_HELICANNON = 13,
NUM_WEAPONTYPES
};
enum eWeaponFire {
@ -48,6 +50,6 @@ public:
bool m_bAddRotOffset;
bool Fire(CEntity*, CVector*);
static void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");

View File

@ -1,14 +1,214 @@
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "FileMgr.h"
#include "WeaponInfo.h"
#include "AnimBlendAssociation.h"
CWeaponInfo (&CWeaponInfo::ms_apWeaponInfos)[14] = * (CWeaponInfo(*)[14]) * (uintptr*)0x6503EC;
//CWeaponInfo (&CWeaponInfo::ms_apWeaponInfos)[14] = * (CWeaponInfo(*)[14]) * (uintptr*)0x6503EC;
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[NUM_WEAPONTYPES];
static char ms_aWeaponNames[][32] = {
"Unarmed",
"BaseballBat",
"Colt45",
"Uzi",
"Shotgun",
"AK47",
"M16",
"SniperRifle",
"RocketLauncher",
"FlameThrower",
"Molotov",
"Grenade",
"Detonator",
"HeliCannon"
};
CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
}
void
CWeaponInfo::Initialise(void)
{
debug("Initialising CWeaponInfo...\n");
for (int i = 0; i < NUM_WEAPONTYPES; i++) {
ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
ms_apWeaponInfos[i].m_bUseGravity = 1;
ms_apWeaponInfos[i].m_bSlowsDown = 1;
ms_apWeaponInfos[i].m_bRandSpeed = 1;
ms_apWeaponInfos[i].m_bExpands = 1;
ms_apWeaponInfos[i].m_bExplodes = 1;
}
debug("Loading weapon data...\n");
LoadWeaponData();
debug("CWeaponInfo ready\n");
}
void
CWeaponInfo::LoadWeaponData(void)
{
float spread, speed, lifeSpan, radius;
float range, fireOffsetX, fireOffsetY, fireOffsetZ;
float delayBetweenAnimAndFire, delayBetweenAnim2AndFire, animLoopStart, animLoopEnd;
int flags, ammoAmount, damage, reload, weaponType;
int firingRate, modelId;
char line[256], weaponName[32], fireType[32];
char animToPlay[32], anim2ToPlay[32];
CAnimBlendAssociation *animAssoc;
AnimationId animId, anim2Id;
int bp, buflen;
int lp, linelen;
CFileMgr::SetDir("DATA");
buflen = CFileMgr::LoadFile("WEAPON.DAT", work_buff, sizeof(work_buff), "r");
CFileMgr::SetDir("");
for (bp = 0; bp < buflen; ) {
// read file line by line
for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
line[linelen++] = work_buff[bp];
}
bp++;
line[linelen] = '\0';
// skip white space
for (lp = 0; line[lp] <= ' '; lp++);
if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
line[lp] == '#')
continue;
spread = 0.0f;
flags = 0;
speed = 0.0f;
ammoAmount = 0;
lifeSpan = 0.0f;
radius = 0.0f;
range = 0.0f;
damage = 0;
reload = 0;
firingRate = 0;
fireOffsetX = 0.0f;
weaponName[0] = '\0';
fireType[0] = '\0';
fireOffsetY = 0.0f;
fireOffsetZ = 0.0f;
animId = ANIM_WALK;
anim2Id = ANIM_WALK;
sscanf(
&line[lp],
"%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d",
&weaponName,
&fireType,
&range,
&firingRate,
&reload,
&ammoAmount,
&damage,
&speed,
&radius,
&lifeSpan,
&spread,
&fireOffsetX,
&fireOffsetY,
&fireOffsetZ,
&animToPlay,
&anim2ToPlay,
&animLoopStart,
&animLoopEnd,
&delayBetweenAnimAndFire,
&delayBetweenAnim2AndFire,
&modelId,
&flags);
if (strncmp(weaponName, "ENDWEAPONDATA", 13) == 0)
return;
weaponType = FindWeaponType(weaponName);
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay);
animId = static_cast<AnimationId>(animAssoc->animId);
if (strncmp(anim2ToPlay, "null", 5) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
anim2Id = static_cast<AnimationId>(animAssoc->animId);
}
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
ms_apWeaponInfos[weaponType].m_fRange = range;
ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate;
ms_apWeaponInfos[weaponType].m_nReload = reload;
ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount;
ms_apWeaponInfos[weaponType].m_nDamage = damage;
ms_apWeaponInfos[weaponType].m_fSpeed = speed;
ms_apWeaponInfos[weaponType].m_fRadius = radius;
ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
ms_apWeaponInfos[weaponType].m_fSpread = spread;
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = anim2Id;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart * 0.03f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f;
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire * 0.03f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2;
ms_apWeaponInfos[weaponType].m_bRandSpeed = flags >> 3;
ms_apWeaponInfos[weaponType].m_bExpands = flags >> 4;
ms_apWeaponInfos[weaponType].m_bExplodes = flags >> 5;
ms_apWeaponInfos[weaponType].m_bCanAim = flags >> 6;
ms_apWeaponInfos[weaponType].m_bCanAimWithArm = flags >> 7;
ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8;
ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9;
ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10;
}
}
eWeaponType
CWeaponInfo::FindWeaponType(char *name)
{
for (int i = 0; i < NUM_WEAPONTYPES; i++) {
if (strcmp(ms_aWeaponNames[i], name) == 0) {
return static_cast<eWeaponType>(i);
}
}
return WEAPONTYPE_UNARMED;
}
eWeaponFire
CWeaponInfo::FindWeaponFireType(char *name)
{
if (strcmp(name, "MELEE") == 0) return WEAPON_FIRE_MELEE;
if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT;
if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE;
if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT;
Error("Unknown weapon fire type, WeaponInfo.cpp");
return WEAPON_FIRE_INSTANT_HIT;
}
void
CWeaponInfo::Shutdown(void)
{
debug("Shutting down CWeaponInfo...\n");
debug("CWeaponInfo shut down\n");
}
STARTPATCHES
InjectHook(0x564EA0, &CWeaponInfo::Initialise, PATCH_JUMP);
InjectHook(0x564FD0, &CWeaponInfo::GetWeaponInfo, PATCH_JUMP);
InjectHook(0x5653E0, &CWeaponInfo::FindWeaponType, PATCH_JUMP);
InjectHook(0x5653B0, &CWeaponInfo::FindWeaponFireType, PATCH_JUMP);
InjectHook(0x564FE0, &CWeaponInfo::LoadWeaponData, PATCH_JUMP);
InjectHook(0x564FB0, &CWeaponInfo::Shutdown, PATCH_JUMP);
ENDPATCHES

View File

@ -4,6 +4,8 @@
#include "AnimManager.h"
class CWeaponInfo {
// static CWeaponInfo(&ms_apWeaponInfos)[14];
static CWeaponInfo ms_apWeaponInfos[14];
public:
eWeaponFire m_eWeaponFire;
float m_fRange;
@ -37,9 +39,12 @@ public:
uint8 m_bThrow : 1;
uint8 stuff;
static CWeaponInfo (&ms_apWeaponInfos)[14];
static void Initialise(void);
static void LoadWeaponData(void);
static CWeaponInfo *GetWeaponInfo(eWeaponType weaponType);
static eWeaponFire FindWeaponFireType(char *name);
static eWeaponType FindWeaponType(char *name);
static void Shutdown(void);
};
static_assert(sizeof(CWeaponInfo) == 0x54, "CWeaponInfo: error");