mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 08:25:54 +00:00
Merge pull request #572 from erorcun/miami
Fixes for melees and various things
This commit is contained in:
commit
71b9b2ecf9
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@ -1017,6 +1017,25 @@ CPickups::RenderPickUpText()
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NumMessages = 0;
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}
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void
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CPickups::CreateSomeMoney(CVector pos, int money)
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{
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bool found;
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int pickupCount = Min(money / 20 + 1, 7);
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int moneyPerPickup = money / pickupCount;
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for (int i = 0; i < pickupCount; i++) {
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// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
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pos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
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pos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
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pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &found) + 0.5f;
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if (found) {
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CPickups::GenerateNewOne(CVector(pos.x, pos.y, pos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
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}
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}
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}
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void
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CPickups::Load(uint8 *buf, uint32 size)
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{
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@ -91,6 +91,7 @@ public:
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static bool GivePlayerGoodiesWithPickUpMI(int16 modelIndex, int playerIndex);
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static bool TestForPickupsInBubble(CVector pos, float range);
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static bool TryToMerge_WeaponType(CVector pos, eWeaponType weapon, uint8 type, uint32 quantity, bool unused);
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static void CreateSomeMoney(CVector, int);
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static void Load(uint8 *buf, uint32 size);
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static void Save(uint8 *buf, uint32 *size);
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@ -232,7 +232,7 @@ enum {
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MAX_NUM_INTRO_RECTANGLES = 16,
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MAX_NUM_SCRIPT_SRPITES = 16,
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MAX_NUM_SCRIPT_SPHERES = 16,
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MAX_NUM_USED_OBJECTS = 200,
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MAX_NUM_USED_OBJECTS = 220,
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MAX_NUM_MISSION_SCRIPTS = 120,
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MAX_NUM_BUILDING_SWAPS = 25,
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MAX_NUM_INVISIBILITY_SETTINGS = 20,
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@ -145,10 +145,7 @@ CTrafficLights::ScanForLightsOnMap(void)
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CPtrList &list = CWorld::GetSector(x, y)->m_lists[ENTITYLIST_DUMMIES];
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for(node = list.first; node; node = node->next){
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CEntity *light = (CEntity*)node->item;
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if(light->GetModelIndex() != MI_TRAFFICLIGHTS &&
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light->GetModelIndex() != MI_TRAFFICLIGHTS_VERTICAL &&
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light->GetModelIndex() != MI_TRAFFICLIGHTS_MIAMI &&
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light->GetModelIndex() != MI_TRAFFICLIGHTS_TWOVERTICAL)
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if (!IsTrafficLight(light->GetModelIndex()))
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continue;
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// Check cars
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@ -1818,9 +1818,8 @@ CWorld::RepositionOneObject(CEntity *pEntity)
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modelId == MI_DUMP1 || modelId == MI_ROADWORKBARRIER1 || modelId == MI_BUSSIGN1 || modelId == MI_NOPARKINGSIGN1 ||
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modelId == MI_PHONESIGN || modelId == MI_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT ||
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modelId == MI_PARKTABLE || modelId == MI_PARKINGMETER2 || modelId == MI_TELPOLE02 ||
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modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId)
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// TODO(MIAMI): this is actually a different case
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|| IsStreetLight(modelId)
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modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId) ||
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IsLightThatNeedsRepositioning(modelId)
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) {
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CVector &position = pEntity->GetMatrix().GetPosition();
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CColModel *pColModel = pEntity->GetColModel();
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@ -95,7 +95,7 @@ enum Config {
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NUMPACMANPICKUPS = 256,
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NUMEVENTS = 64,
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NUM_CARGENS = 160,
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NUM_CARGENS = 185,
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NUM_PATH_NODES_IN_AUTOPILOT = 8,
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@ -399,8 +399,8 @@ CEntity::HasPreRenderEffects(void)
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GetModelIndex() == MI_MISSILE ||
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GetModelIndex() == MI_BEACHBALL ||
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IsGlass(GetModelIndex()) ||
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IsObject() && ((CObject*)this)->bIsPickup;
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IsStreetLight(GetModelIndex());
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IsObject() && ((CObject*)this)->bIsPickup ||
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IsLightWithPreRenderEffects(GetModelIndex());
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}
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void
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@ -1067,13 +1067,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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if(B->IsBuilding())
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skipShift = false;
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else if(IsStreetLight(A->GetModelIndex()) &&
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else if(IsLightWithoutShift(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f)
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skipShift = true;
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else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsStreetLight(B->GetModelIndex()))
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IsLightWithoutShift(B->GetModelIndex()))
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skipShift = true;
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// TODO: maybe flip some ifs here
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else if(A->IsObject() && B->IsVehicle()){
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@ -1398,7 +1398,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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if(B->IsBuilding())
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skipCollision = false;
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else if(IsStreetLight(A->GetModelIndex()) &&
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else if(IsLightWithoutShift(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f){
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skipCollision = true;
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@ -1406,7 +1406,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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Aobj->m_pCollidingEntity = B;
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}else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsStreetLight(B->GetModelIndex())){
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IsLightWithoutShift(B->GetModelIndex())){
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skipCollision = true;
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A->bSkipLineCol = true;
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Bobj->m_pCollidingEntity = A;
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@ -358,9 +358,38 @@ IsGlass(int16 id)
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}
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inline bool
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IsStreetLight(int16 id)
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IsTrafficLight(int16 id)
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{
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return id == MI_SINGLESTREETLIGHTS1 ||
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return id == MI_TRAFFICLIGHTS ||
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id == MI_TRAFFICLIGHTS_VERTICAL ||
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id == MI_TRAFFICLIGHTS_MIAMI ||
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id == MI_TRAFFICLIGHTS_TWOVERTICAL;
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}
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inline bool
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IsLightWithoutShift(int16 id)
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{
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return id == MI_TRAFFICLIGHTS ||
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id == MI_SINGLESTREETLIGHTS1 ||
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id == MI_SINGLESTREETLIGHTS2 ||
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id == MI_SINGLESTREETLIGHTS3 ||
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id == MI_DOUBLESTREETLIGHTS;
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}
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inline bool
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IsLightWithPreRenderEffects(int16 id)
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{
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return IsTrafficLight(id) ||
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id == MI_SINGLESTREETLIGHTS1 ||
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id == MI_SINGLESTREETLIGHTS2 ||
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id == MI_SINGLESTREETLIGHTS3 ||
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id == MI_DOUBLESTREETLIGHTS;
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}
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inline bool
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IsLightThatNeedsRepositioning(int16 id)
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{
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return id == MI_SINGLESTREETLIGHTS1 ||
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id == MI_SINGLESTREETLIGHTS2 ||
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id == MI_SINGLESTREETLIGHTS3 ||
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id == MI_TRAFFICLIGHTS_MIAMI ||
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@ -338,13 +338,13 @@ CObject::Init(void)
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m_pCurSurface = outEntity;
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else
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m_pCurSurface = nil;
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#if 0
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if (GetModelIndex() == MI_BODYCAST)
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nBodyCastHealth = 1000;
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else
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#endif
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if (GetModelIndex() == MI_BUOY)
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bTouchingWater = true;
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// TODO(Miami): Second flag set initialization
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m_area = AREA_EVERYWHERE;
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}
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bool
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@ -103,7 +103,7 @@ CCivilianPed::CivilianAI(void)
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SetLookTimer(500);
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} else if (closestThreatFlag == PED_FLAG_DEADPEDS) {
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float eventDistSqr = (m_pEventEntity->GetPosition() - GetPosition()).MagnitudeSqr2D();
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if (IsGangMember() && m_nPedType == ((CPed*)m_pEventEntity)->m_nPedType) {
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if (((CPed*)m_pEventEntity)->bIsDrowning || IsGangMember() && m_nPedType == ((CPed*)m_pEventEntity)->m_nPedType) {
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if (eventDistSqr < sq(5.0f)) {
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SetFindPathAndFlee(m_pEventEntity, 2000);
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SetMoveState(PEDMOVE_RUN);
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376
src/peds/Ped.cpp
376
src/peds/Ped.cpp
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@ -602,6 +602,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bTurnedAroundOnAttractor = false;
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bCarPassenger = false;
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bMiamiViceCop = false;
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bIsDrowning = false;
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bCanDrownInWater = true;
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#ifdef VC_PED_PORTS
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bHeadStuckInCollision = false;
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#endif
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@ -654,6 +657,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_nPedMoney = random % 25;
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if (m_nPedMoney == 23)
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m_nPedMoney = 400;
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m_bleedCounter = 0;
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#ifdef PED_SKIN
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m_pWeaponModel = nil;
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#endif
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@ -1285,7 +1289,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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}
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// --MIAMI: Done except melee weapons
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// --MIAMI: Done except commented things
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void
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CPed::Attack(void)
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{
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@ -1297,7 +1301,6 @@ CPed::Attack(void)
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float animLoopEnd;
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CWeaponInfo *ourWeapon;
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bool attackShouldContinue;
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AnimationId reloadAnim;
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CAnimBlendAssociation *reloadAnimAssoc;
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CAnimBlendAssociation *throwAssoc;
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float delayBetweenAnimAndFire;
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@ -1311,7 +1314,6 @@ CPed::Attack(void)
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attackShouldContinue = bIsAttacking;
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reloadAnimAssoc = nil;
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throwAssoc = nil;
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reloadAnim = NUM_ANIMS;
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animLoopStart = ourWeapon->m_fAnimLoopStart;
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animLoopEnd = ourWeapon->m_fAnimLoopEnd;
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delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
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@ -1462,66 +1464,104 @@ CPed::Attack(void)
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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}
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// TODO(Miami): Chainsaw
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if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
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if (weaponAnimAssoc->speed < 1.0f)
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weaponAnimAssoc->speed = 1.0f;
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if (ourWeaponType != WEAPONTYPE_CHAINSAW
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|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
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|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
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} else {
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firePos = ourWeapon->m_vecFireOffset;
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if (ourWeaponType == WEAPONTYPE_CHAINSAW) {
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#ifndef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, 52, 0.0f);
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#endif
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} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
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if (weaponAnimAssoc->speed < 1.0f)
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weaponAnimAssoc->speed = 1.0f;
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// TODO(Miami): Katana & Chainsaw
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if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
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firePos = GetMatrix() * firePos;
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} else {
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TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
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}
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firePos = ourWeapon->m_vecFireOffset;
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if (ourWeaponType != WEAPONTYPE_KATANA && ourWeaponType != WEAPONTYPE_CHAINSAW) {
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if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE) {
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TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
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} else {
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firePos = GetMatrix() * firePos;
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}
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} else {
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
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firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
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firePos = GetMatrix() * firePos;
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}
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GetWeapon()->Fire(this, &firePos);
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// TODO(Miami): Teargas
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if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
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/* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
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RemoveWeaponModel(ourWeapon->m_nModelId);
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}
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if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
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SelectGunIfArmed();
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}
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
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int damagerType = ENTITY_TYPE_NOTHING;
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if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
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damagerType = m_pDamageEntity->GetType();
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}
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switch (ourWeapon->m_AnimToPlay) {
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case ASSOCGRP_UNARMED:
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
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#else
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, (damagerType | (ourWeaponType << 8)));
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#endif
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}
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break;
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case ASSOCGRP_KNIFE:
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case ASSOCGRP_BASEBALLBAT:
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case ASSOCGRP_GOLFCLUB:
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case ASSOCGRP_CHAINSAW:
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
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#else
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
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#endif
|
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break;
|
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default:
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break;
|
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}
|
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if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
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weaponAnimAssoc->callbackType = 0;
|
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}
|
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}
|
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|
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attackShouldContinue = false;
|
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}
|
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} else {
|
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CVector firePos = ourWeapon->m_vecFireOffset;
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|
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if (weaponAnimAssoc->animId == 206)
|
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firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
|
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|
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firePos = GetMatrix() * firePos;
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GetWeapon()->Fire(this, &firePos);
|
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|
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// TODO(Miami)
|
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if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
|
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/* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
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RemoveWeaponModel(ourWeapon->m_nModelId);
|
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}
|
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if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
|
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SelectGunIfArmed();
|
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}
|
||||
|
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
|
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int damagerType = 0;
|
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if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
|
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int damagerType = ENTITY_TYPE_PED;
|
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if (m_pDamageEntity)
|
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damagerType = m_pDamageEntity->GetType();
|
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}
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switch (ourWeapon->m_AnimToPlay) {
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case ASSOCGRP_UNARMED:
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
|
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#ifdef AUDIO_NOT_READY
|
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
|
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#else
|
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, (damagerType | (ourWeaponType << 8)));
|
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#endif
|
||||
}
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break;
|
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case ASSOCGRP_KNIFE:
|
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case ASSOCGRP_BASEBALLBAT:
|
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case ASSOCGRP_GOLFCLUB:
|
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case ASSOCGRP_CHAINSAW:
|
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#ifdef AUDIO_NOT_READY
|
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
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||||
#else
|
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
|
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#endif
|
||||
break;
|
||||
default:
|
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break;
|
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}
|
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|
||||
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
|
||||
weaponAnimAssoc->callbackType = 0;
|
||||
DMAudio.PlayOneShot(m_audioEntityId, 54, (float)damagerType);
|
||||
if (IsPlayer()) {
|
||||
CPad::GetPad(0)->StartShake(240, 180);
|
||||
}
|
||||
} else {
|
||||
DMAudio.PlayOneShot(m_audioEntityId, 53, 0.0f);
|
||||
if (IsPlayer()) {
|
||||
CPad::GetPad(0)->StartShake(240, 90);
|
||||
}
|
||||
}
|
||||
|
||||
attackShouldContinue = false;
|
||||
}
|
||||
|
||||
|
@ -1614,12 +1654,12 @@ CPed::Attack(void)
|
|||
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
|
||||
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
|
||||
&& (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
|
||||
/* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) {
|
||||
/* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) { // TODO(Miami): Minigun
|
||||
|
||||
PedOnGroundState pedOnGroundState;
|
||||
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
|
||||
(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
|
||||
|| ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
|
||||
|
||||
AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
|
||||
if (weaponAnimAssoc->animId == fireAnim)
|
||||
|
@ -1672,7 +1712,7 @@ CPed::Attack(void)
|
|||
break;
|
||||
}
|
||||
#else
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1908,7 +1948,7 @@ CPed::BeingDraggedFromCar(void)
|
|||
#ifdef VC_PED_PORTS
|
||||
if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
|
||||
if (m_pMyVehicle) {
|
||||
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
|
||||
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_STD_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -4022,7 +4062,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
|
|||
}
|
||||
|
||||
m_nPedState = PED_DIE;
|
||||
if (animId == NUM_ANIMS) {
|
||||
if (animId == NUM_STD_ANIMS) {
|
||||
bIsPedDieAnimPlaying = false;
|
||||
} else {
|
||||
CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta);
|
||||
|
@ -4045,6 +4085,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
|
|||
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
|
||||
}
|
||||
|
||||
// --MIAMI: Done except commented things
|
||||
bool
|
||||
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
|
||||
{
|
||||
|
@ -4056,17 +4097,28 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
bool willLinger = false;
|
||||
int random;
|
||||
|
||||
// TODO(Miami): PlayerInfo thingies here
|
||||
|
||||
if (player == this) {
|
||||
if (!player->m_bCanBeDamaged)
|
||||
return false;
|
||||
|
||||
if (damagedBy && damagedBy->IsPed() && ((CPed*)damagedBy)->m_nPedType == PEDTYPE_GANG7)
|
||||
return false;
|
||||
|
||||
if ((method == WEAPONTYPE_FLAMETHROWER || method == WEAPONTYPE_MOLOTOV) && CWorld::Players[CWorld::PlayerInFocus].m_bFireproof)
|
||||
return false;
|
||||
|
||||
player->AnnoyPlayerPed(false);
|
||||
}
|
||||
|
||||
if (DyingOrDead())
|
||||
return false;
|
||||
|
||||
if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
|
||||
if (method == WEAPONTYPE_DROWNING && !bCanDrownInWater)
|
||||
return false;
|
||||
|
||||
if (!bUsesCollision && (!bInVehicle || m_nPedState != PED_DRIVING) && method != WEAPONTYPE_DROWNING)
|
||||
return false;
|
||||
|
||||
if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
|
||||
|
@ -4079,8 +4131,12 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
else
|
||||
healthImpact = damage * m_pedStats->m_defendWeakness;
|
||||
|
||||
if (!IsPlayer() &&
|
||||
(method == WEAPONTYPE_SCREWDRIVER || method == WEAPONTYPE_KNIFE || (method >= WEAPONTYPE_CLEAVER && method <= WEAPONTYPE_CHAINSAW)))
|
||||
m_bleedCounter = 200;
|
||||
|
||||
bool detectDieAnim = true;
|
||||
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) {
|
||||
if (m_nPedState == PED_GETUP) {
|
||||
if (!IsPedHeadAbovePos(-0.3f)) {
|
||||
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
||||
dieAnim = ANIM_FLOOR_HIT_F;
|
||||
|
@ -4089,20 +4145,36 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
dieDelta *= 2.0f;
|
||||
dieSpeed = 0.5f;
|
||||
detectDieAnim = false;
|
||||
} else if (m_nPedState == PED_FALL) {
|
||||
dieAnim = NUM_ANIMS;
|
||||
detectDieAnim = false;
|
||||
}
|
||||
} else if (m_nPedState == PED_FALL) {
|
||||
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
|
||||
if (!fallAssoc || fallAssoc->IsRunning()) {
|
||||
if (fallAssoc && fallAssoc->blendDelta >= 0.0f)
|
||||
dieAnim = NUM_STD_ANIMS;
|
||||
else
|
||||
dieAnim = ANIM_KO_SHOT_FRONT1;
|
||||
} else {
|
||||
if (fallAssoc->flags & ASSOC_FRONTAL)
|
||||
dieAnim = ANIM_FLOOR_HIT_F;
|
||||
else
|
||||
dieAnim = ANIM_FLOOR_HIT;
|
||||
|
||||
dieDelta *= 2.0f;
|
||||
dieSpeed = 0.5f;
|
||||
}
|
||||
detectDieAnim = false;
|
||||
}
|
||||
|
||||
if (detectDieAnim) {
|
||||
switch (method) {
|
||||
case WEAPONTYPE_UNARMED:
|
||||
case WEAPONTYPE_BRASSKNUCKLE:
|
||||
if (bMeleeProof)
|
||||
return false;
|
||||
|
||||
if (m_nPedState == PED_FALL) {
|
||||
if (IsPedHeadAbovePos(-0.3f)) {
|
||||
dieAnim = NUM_ANIMS;
|
||||
dieAnim = NUM_STD_ANIMS;
|
||||
} else {
|
||||
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
||||
dieAnim = ANIM_FLOOR_HIT_F;
|
||||
|
@ -4130,19 +4202,28 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
}
|
||||
}
|
||||
break;
|
||||
case WEAPONTYPE_SCREWDRIVER:
|
||||
case WEAPONTYPE_GOLFCLUB:
|
||||
case WEAPONTYPE_NIGHTSTICK:
|
||||
case WEAPONTYPE_KNIFE:
|
||||
case WEAPONTYPE_BASEBALLBAT:
|
||||
case WEAPONTYPE_HAMMER:
|
||||
case WEAPONTYPE_CLEAVER:
|
||||
case WEAPONTYPE_MACHETE:
|
||||
case WEAPONTYPE_KATANA:
|
||||
case WEAPONTYPE_CHAINSAW:
|
||||
if (bMeleeProof)
|
||||
return false;
|
||||
#ifdef VC_PED_PORTS
|
||||
if (/*method != WEAPONTYPE_KATANA || */
|
||||
|
||||
if (method != WEAPONTYPE_KATANA ||
|
||||
damagedBy != FindPlayerPed()
|
||||
|| FindPlayerPed()->m_nPedState != PED_FIGHT
|
||||
/*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */
|
||||
|| FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE1 && FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE2
|
||||
|| CGeneral::GetRandomNumber() & 3) {
|
||||
|
||||
if (m_nPedState == PED_FALL) {
|
||||
if (IsPedHeadAbovePos(-0.3f)) {
|
||||
dieAnim = NUM_ANIMS;
|
||||
dieAnim = NUM_STD_ANIMS;
|
||||
} else {
|
||||
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
||||
dieAnim = ANIM_FLOOR_HIT_F;
|
||||
|
@ -4151,8 +4232,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
dieDelta = dieDelta * 2.0f;
|
||||
dieSpeed = 0.5f;
|
||||
}
|
||||
} else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29)
|
||||
//if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) {
|
||||
} else if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE2) {
|
||||
if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE3) {
|
||||
switch (direction) {
|
||||
case 0:
|
||||
dieAnim = ANIM_KO_SKID_FRONT;
|
||||
|
@ -4169,82 +4250,46 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
default:
|
||||
break;
|
||||
}
|
||||
//} else {
|
||||
// dieAnim = ANIM_KO_SHOT_STOM;
|
||||
//}
|
||||
} else {
|
||||
dieAnim = ANIM_KO_SHOT_STOM;
|
||||
}
|
||||
} else {
|
||||
dieAnim = ANIM_KO_SHOT_FACE;
|
||||
}
|
||||
} else {
|
||||
dieAnim = ANIM_KO_SHOT_FACE;
|
||||
// SpawnFlyingComponent in VC
|
||||
RemoveBodyPart(PED_HEAD, direction);
|
||||
headShot = true;
|
||||
willLinger = true;
|
||||
}
|
||||
#else
|
||||
if (m_nPedState == PED_FALL) {
|
||||
if (IsPedHeadAbovePos(-0.3f)) {
|
||||
dieAnim = NUM_ANIMS;
|
||||
} else {
|
||||
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
||||
dieAnim = ANIM_FLOOR_HIT_F;
|
||||
else
|
||||
dieAnim = ANIM_FLOOR_HIT;
|
||||
dieDelta = dieDelta * 2.0f;
|
||||
dieSpeed = 0.5f;
|
||||
}
|
||||
} else {
|
||||
switch (direction) {
|
||||
case 0:
|
||||
dieAnim = ANIM_KO_SKID_FRONT;
|
||||
break;
|
||||
case 1:
|
||||
dieAnim = ANIM_KO_SPIN_R;
|
||||
break;
|
||||
case 2:
|
||||
dieAnim = ANIM_KO_SKID_BACK;
|
||||
break;
|
||||
case 3:
|
||||
dieAnim = ANIM_KO_SPIN_L;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
case WEAPONTYPE_COLT45:
|
||||
case WEAPONTYPE_UZI:
|
||||
case WEAPONTYPE_SHOTGUN:
|
||||
// TODO(Miami): Shotguns
|
||||
case WEAPONTYPE_TEC9:
|
||||
case WEAPONTYPE_UZI:
|
||||
case WEAPONTYPE_SILENCED_INGRAM:
|
||||
case WEAPONTYPE_MP5:
|
||||
case WEAPONTYPE_SHOTGUN:
|
||||
case WEAPONTYPE_AK47:
|
||||
case WEAPONTYPE_M16:
|
||||
case WEAPONTYPE_AK47:
|
||||
case WEAPONTYPE_SNIPERRIFLE:
|
||||
case WEAPONTYPE_UZI_DRIVEBY:
|
||||
// TODO(Miami): Laserscope, M60, Minigun
|
||||
|
||||
if (bBulletProof)
|
||||
return false;
|
||||
|
||||
bool dontRemoveLimb;
|
||||
if (IsPlayer() || bNoCriticalHits)
|
||||
dontRemoveLimb = true;
|
||||
else {
|
||||
switch (method) {
|
||||
case WEAPONTYPE_SNIPERRIFLE:
|
||||
dontRemoveLimb = false;
|
||||
break;
|
||||
case WEAPONTYPE_M16:
|
||||
dontRemoveLimb = false;
|
||||
break;
|
||||
case WEAPONTYPE_SHOTGUN:
|
||||
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
|
||||
break;
|
||||
default:
|
||||
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (method != WEAPONTYPE_M16 && method != WEAPONTYPE_AK47 && method != WEAPONTYPE_SNIPERRIFLE
|
||||
/* method != WEAPONTYPE_LASERSCOPE */) { // TODO(Miami): Laserscope
|
||||
if (method == WEAPONTYPE_SHOTGUN)
|
||||
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
|
||||
else
|
||||
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
|
||||
} else
|
||||
dontRemoveLimb = false;
|
||||
|
||||
if (dontRemoveLimb) {
|
||||
if (method == WEAPONTYPE_SHOTGUN) {
|
||||
|
@ -4309,8 +4354,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
}
|
||||
}
|
||||
break;
|
||||
case WEAPONTYPE_ROCKETLAUNCHER:
|
||||
case WEAPONTYPE_GRENADE:
|
||||
case WEAPONTYPE_ROCKETLAUNCHER:
|
||||
case WEAPONTYPE_EXPLOSION:
|
||||
if (bExplosionProof)
|
||||
return false;
|
||||
|
@ -4407,7 +4452,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
default:
|
||||
break;
|
||||
}
|
||||
if (damagedBy) {
|
||||
if (damagedBy && pedPiece != PEDPIECE_TORSO) {
|
||||
CVehicle *vehicle = (CVehicle*)damagedBy;
|
||||
if (method == WEAPONTYPE_RAMMEDBYCAR) {
|
||||
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
|
||||
|
@ -4466,6 +4511,16 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();
|
||||
|
||||
m_lastWepDam = method;
|
||||
m_lastDamEntity = damagedBy;
|
||||
}
|
||||
|
||||
if (method == WEAPONTYPE_FALL) {
|
||||
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLOUT_LHS)) {
|
||||
if (m_fHealth >= 1.0 && m_fHealth - healthImpact < 5.0f) {
|
||||
m_fHealth = Min(m_fHealth, 5.0f);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
|
||||
|
@ -4477,6 +4532,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
if (method != WEAPONTYPE_DROWNING) {
|
||||
#ifdef VC_PED_PORTS
|
||||
if (m_pMyVehicle) {
|
||||
|
||||
// TODO(Miami): Bikes
|
||||
if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
|
||||
if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
|
||||
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
|
@ -4498,7 +4555,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
SetDie(dieAnim, dieDelta, dieSpeed);
|
||||
/*
|
||||
if (damagedBy == FindPlayerPed() && damagedBy != this) {
|
||||
// PlayerInfo stuff
|
||||
// TODO(Miami): PlayerInfo stuff
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
@ -4527,7 +4584,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
if (player == this)
|
||||
m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
|
||||
SetDie(NUM_ANIMS, 4.0f, 0.0f);
|
||||
SetDie(NUM_STD_ANIMS, 4.0f, 0.0f);
|
||||
return true;
|
||||
} else {
|
||||
m_fHealth = 0.0f;
|
||||
|
@ -4535,7 +4592,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
|||
|
||||
if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
|
||||
|
||||
// There are PlayerInfo stuff here in VC
|
||||
// TODO(Miami): PlayerInfo stuff
|
||||
CDarkel::RegisterKillByPlayer(this, method, headShot);
|
||||
m_threatEntity = player;
|
||||
} else {
|
||||
|
@ -4626,7 +4683,7 @@ CPed::SetGetUp(void)
|
|||
animAssoc->SetFinishCallback(PedGetupCB,this);
|
||||
} else {
|
||||
m_fHealth = 0.0f;
|
||||
SetDie(NUM_ANIMS, 4.0f, 0.0f);
|
||||
SetDie(NUM_STD_ANIMS, 4.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5037,7 +5094,7 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
|
|||
else if (animType < 2)
|
||||
stepAnim = ANIM_EV_STEP;
|
||||
else
|
||||
stepAnim = NUM_ANIMS;
|
||||
stepAnim = NUM_STD_ANIMS;
|
||||
}
|
||||
if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
|
||||
CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
|
||||
|
@ -5191,7 +5248,6 @@ CPed::SetAttack(CEntity *victim)
|
|||
return;
|
||||
}
|
||||
|
||||
// TODO(Miami): Brass knuckles
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
|
||||
if (IsPlayer() ||
|
||||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
|
||||
|
@ -5795,7 +5851,7 @@ CPed::SetFlee(CVector2D const &from, int time)
|
|||
void
|
||||
CPed::SetWaitState(eWaitState state, void *time)
|
||||
{
|
||||
AnimationId waitAnim = NUM_ANIMS;
|
||||
AnimationId waitAnim = NUM_STD_ANIMS;
|
||||
CAnimBlendAssociation *animAssoc;
|
||||
|
||||
if (!IsPedInControl())
|
||||
|
@ -5882,10 +5938,10 @@ CPed::SetWaitState(eWaitState state, void *time)
|
|||
case WAITSTATE_PLAYANIM_COWER:
|
||||
waitAnim = ANIM_HANDSCOWER;
|
||||
case WAITSTATE_PLAYANIM_HANDSUP:
|
||||
if (waitAnim == NUM_ANIMS)
|
||||
if (waitAnim == NUM_STD_ANIMS)
|
||||
waitAnim = ANIM_HANDSUP;
|
||||
case WAITSTATE_PLAYANIM_HANDSCOWER:
|
||||
if (waitAnim == NUM_ANIMS)
|
||||
if (waitAnim == NUM_STD_ANIMS)
|
||||
waitAnim = ANIM_HANDSCOWER;
|
||||
m_headingRate = 0.0f;
|
||||
if (time)
|
||||
|
@ -5899,10 +5955,10 @@ CPed::SetWaitState(eWaitState state, void *time)
|
|||
case WAITSTATE_PLAYANIM_DUCK:
|
||||
waitAnim = ANIM_DUCK_DOWN;
|
||||
case WAITSTATE_PLAYANIM_TAXI:
|
||||
if (waitAnim == NUM_ANIMS)
|
||||
if (waitAnim == NUM_STD_ANIMS)
|
||||
waitAnim = ANIM_IDLE_TAXI;
|
||||
case WAITSTATE_PLAYANIM_CHAT:
|
||||
if (waitAnim == NUM_ANIMS)
|
||||
if (waitAnim == NUM_STD_ANIMS)
|
||||
waitAnim = ANIM_IDLE_CHAT;
|
||||
if (time)
|
||||
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
|
||||
|
@ -6376,20 +6432,7 @@ CPed::CreateDeadPedMoney(void)
|
|||
return;
|
||||
|
||||
CVector pickupPos = GetPosition();
|
||||
bool found;
|
||||
|
||||
int pickupCount = Min(money / 20 + 1, 7);
|
||||
int moneyPerPickup = money / pickupCount;
|
||||
|
||||
for(int i = 0; i < pickupCount; i++) {
|
||||
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
|
||||
pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
|
||||
pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
|
||||
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
|
||||
if (found) {
|
||||
CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
|
||||
}
|
||||
}
|
||||
CPickups::CreateSomeMoney(pickupPos, money);
|
||||
m_nPedMoney = 0;
|
||||
}
|
||||
|
||||
|
@ -7683,7 +7726,7 @@ CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|||
void
|
||||
CPed::Wait(void)
|
||||
{
|
||||
AnimationId mustHaveAnim = NUM_ANIMS;
|
||||
AnimationId mustHaveAnim = NUM_STD_ANIMS;
|
||||
CAnimBlendAssociation *animAssoc;
|
||||
CPed *pedWeLook;
|
||||
|
||||
|
@ -7853,7 +7896,7 @@ CPed::Wait(void)
|
|||
mustHaveAnim = ANIM_HANDSUP;
|
||||
|
||||
case WAITSTATE_PLAYANIM_HANDSCOWER:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
if (mustHaveAnim == NUM_STD_ANIMS)
|
||||
mustHaveAnim = ANIM_HANDSCOWER;
|
||||
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
||||
|
@ -7925,15 +7968,15 @@ CPed::Wait(void)
|
|||
mustHaveAnim = ANIM_HANDSCOWER;
|
||||
|
||||
case WAITSTATE_PLAYANIM_DUCK:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
if (mustHaveAnim == NUM_STD_ANIMS)
|
||||
mustHaveAnim = ANIM_DUCK_DOWN;
|
||||
|
||||
case WAITSTATE_PLAYANIM_TAXI:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
if (mustHaveAnim == NUM_STD_ANIMS)
|
||||
mustHaveAnim = ANIM_IDLE_TAXI;
|
||||
|
||||
case WAITSTATE_PLAYANIM_CHAT:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
if (mustHaveAnim == NUM_STD_ANIMS)
|
||||
mustHaveAnim = ANIM_IDLE_CHAT;
|
||||
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
|
@ -8721,14 +8764,22 @@ CPed::SetLanding(void)
|
|||
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
|
||||
CAnimBlendAssociation *landAssoc;
|
||||
|
||||
if (fallAssoc && bIsDrowning)
|
||||
return;
|
||||
|
||||
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
|
||||
if (fallAssoc) {
|
||||
if (fallAssoc || m_nPedType == PEDTYPE_COP && bKnockedUpIntoAir) {
|
||||
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
|
||||
|
||||
if (IsPlayer())
|
||||
Say(SOUND_PED_LAND);
|
||||
|
||||
if (m_nPedType == PEDTYPE_COP) {
|
||||
if (bKnockedUpIntoAir)
|
||||
bKnockedUpIntoAir = false;
|
||||
}
|
||||
|
||||
} else {
|
||||
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
|
||||
|
@ -9691,7 +9742,7 @@ CPed::MoveHeadToLook(void)
|
|||
|
||||
bool notRocketLauncher = false;
|
||||
bool notTwoHanded = false;
|
||||
AnimationId animToPlay = NUM_ANIMS;
|
||||
AnimationId animToPlay = NUM_STD_ANIMS;
|
||||
|
||||
if (!GetWeapon()->IsType2Handed())
|
||||
notTwoHanded = true;
|
||||
|
@ -9720,7 +9771,7 @@ CPed::MoveHeadToLook(void)
|
|||
animToPlay = ANIM_FUCKU;
|
||||
}
|
||||
|
||||
if (animToPlay != NUM_ANIMS) {
|
||||
if (animToPlay != NUM_STD_ANIMS) {
|
||||
CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
|
||||
|
||||
if (newAssoc) {
|
||||
|
@ -9912,6 +9963,7 @@ CPed::ProcessControl(void)
|
|||
bIsShooting = false;
|
||||
BuildPedLists();
|
||||
bIsInWater = false;
|
||||
bIsDrowning = false;
|
||||
ProcessBuoyancy();
|
||||
|
||||
if (m_nPedState != PED_ARRESTED) {
|
||||
|
@ -11209,8 +11261,11 @@ CPed::ProcessControl(void)
|
|||
default: break;
|
||||
}
|
||||
SetMoveAnim();
|
||||
if (bPedIsBleeding) {
|
||||
if (bPedIsBleeding || m_bleedCounter != 0) {
|
||||
if (CGame::nastyGame) {
|
||||
if (m_bleedCounter != 0)
|
||||
m_bleedCounter--;
|
||||
|
||||
if (!(CTimer::GetFrameCounter() & 3)) {
|
||||
CVector cameraDist = GetPosition() - TheCamera.GetPosition();
|
||||
if (cameraDist.MagnitudeSqr() < sq(50.0f)) {
|
||||
|
@ -15928,6 +15983,7 @@ CPed::ProcessBuoyancy(void)
|
|||
m_vecMoveSpeed.y *= speedMult;
|
||||
m_vecMoveSpeed.z *= speedMult;
|
||||
bIsStanding = false;
|
||||
bIsDrowning = true;
|
||||
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
|
||||
}
|
||||
if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) {
|
||||
|
|
|
@ -444,8 +444,8 @@ public:
|
|||
//uint32 b155_40
|
||||
//uint32 b155_80
|
||||
|
||||
//uint32 b156_1
|
||||
//uint32 b156_2
|
||||
uint32 bIsDrowning : 1;
|
||||
uint32 bCanDrownInWater : 1; // Originally bDrownsInWater
|
||||
//uint32 b156_4
|
||||
//uint32 b156_8
|
||||
uint32 bIsPlayerFriend : 1;
|
||||
|
@ -578,6 +578,7 @@ public:
|
|||
uint8 m_fightButtonPressure;
|
||||
FightState m_fightState;
|
||||
bool m_takeAStepAfterAttack;
|
||||
uint8 m_bleedCounter;
|
||||
CFire *m_pFire;
|
||||
CEntity *m_pLookTarget;
|
||||
float m_fLookDirection;
|
||||
|
|
|
@ -1026,7 +1026,7 @@ CPlayerPed::ProcessAnimGroups(void)
|
|||
if (m_fWalkAngle > 0.0f) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETLEFT;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ )
|
||||
groupToSet = ASSOCGRP_CHAINSAWLEFT;
|
||||
|
@ -1035,7 +1035,7 @@ CPlayerPed::ProcessAnimGroups(void)
|
|||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETRIGHT;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
|
||||
groupToSet = ASSOCGRP_CHAINSAWRIGHT;
|
||||
|
@ -1045,7 +1045,7 @@ CPlayerPed::ProcessAnimGroups(void)
|
|||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETBACK;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
|
||||
groupToSet = ASSOCGRP_CHAINSAWBACK;
|
||||
|
@ -1057,9 +1057,9 @@ CPlayerPed::ProcessAnimGroups(void)
|
|||
groupToSet = ASSOCGRP_PLAYERROCKET;
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */)
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE)
|
||||
groupToSet = ASSOCGRP_PLAYERBBBAT;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
|
||||
groupToSet = ASSOCGRP_PLAYERCHAINSAW;
|
||||
|
@ -1067,10 +1067,9 @@ CPlayerPed::ProcessAnimGroups(void)
|
|||
// I hope this was inlined...
|
||||
/*
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON*/ && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 /*
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA
|
||||
*/) {
|
||||
/* && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA */) {
|
||||
if (!GetWeapon()->IsType2Handed()) {
|
||||
groupToSet = ASSOCGRP_PLAYER;
|
||||
} else {
|
||||
|
|
|
@ -3098,11 +3098,11 @@ CAutomobile::DoDriveByShootings(void)
|
|||
// TODO: what is this?
|
||||
if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
|
||||
m_weaponDoorTimerLeft = Max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
|
||||
ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
|
||||
ProcessOpenDoor(CAR_DOOR_LF, NUM_STD_ANIMS, m_weaponDoorTimerLeft);
|
||||
}
|
||||
if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
|
||||
m_weaponDoorTimerRight = Max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
|
||||
ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
|
||||
ProcessOpenDoor(CAR_DOOR_RF, NUM_STD_ANIMS, m_weaponDoorTimerRight);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3787,7 +3787,7 @@ CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
|
|||
case ANIM_VAN_GETOUT:
|
||||
ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f);
|
||||
break;
|
||||
case NUM_ANIMS:
|
||||
case NUM_STD_ANIMS:
|
||||
OpenDoor(component, door, time);
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue