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Merge remote-tracking branch 'upstream/lcs' into lcs

This commit is contained in:
Nikolay Korolev 2021-01-09 17:35:52 +03:00
commit b32301592f
21 changed files with 915 additions and 494 deletions

File diff suppressed because it is too large Load diff

View file

@ -29,6 +29,7 @@ enum AssocGroupId
ASSOCGRP_SNIPER,
ASSOCGRP_THROW,
ASSOCGRP_FLAMETHROWER,
ASSOCGRP_ROCKETLAUNCHER,
ASSOCGRP_MEDIC,
ASSOCGRP_SUNBATHE,
ASSOCGRP_PLAYER_IDLE,
@ -40,6 +41,7 @@ enum AssocGroupId
ASSOCGRP_PLAYER1ARMED,
ASSOCGRP_PLAYER2ARMED,
ASSOCGRP_PLAYERBBBAT,
ASSOCGRP_AICHAINSAW,
ASSOCGRP_PLAYERCHAINSAW,
ASSOCGRP_SHUFFLE,
ASSOCGRP_OLD,
@ -64,11 +66,33 @@ enum AssocGroupId
ASSOCGRP_ROCKETBACK,
ASSOCGRP_ROCKETLEFT,
ASSOCGRP_ROCKETRIGHT,
ASSOCGRP_CHAINSAWBACK,
ASSOCGRP_CHAINSAWLEFT,
ASSOCGRP_CHAINSAWRIGHT,
#endif
ASSOCGRP_MPNOTE,
ASSOCGRP_CSMISC,
ASSOCGRP_DONH2,
ASSOCGRP_DONH3,
ASSOCGRP_JDT2,
ASSOCGRP_JDT4,
ASSOCGRP_JDT5,
ASSOCGRP_JDT6,
ASSOCGRP_MAR1,
ASSOCGRP_MAR2,
ASSOCGRP_MAR3,
ASSOCGRP_SAL1,
ASSOCGRP_SAL2,
ASSOCGRP_SAL3,
ASSOCGRP_SAL4,
ASSOCGRP_SAL6,
ASSOCGRP_SAL7,
ASSOCGRP_VIC2,
ASSOCGRP_VIC3,
ASSOCGRP_VIC4,
ASSOCGRP_VIC6,
ASSOCGRP_TOURIST,
ASSOCGRP_MAC2,
ASSOCGRP_VIC7,
NUM_ANIM_ASSOC_GROUPS
};

View file

@ -40,32 +40,25 @@ enum AnimationId
ANIM_HIT_BACK,
ANIM_HIT_RIGHT,
ANIM_FLOOR_HIT,
ANIM_HIT_BODYBLOW,
ANIM_HIT_CHEST,
ANIM_HIT_HEAD,
ANIM_HIT_WALK,
ANIM_HIT_WALL,
ANIM_FLOOR_HIT_F,
ANIM_HIT_BEHIND,
ANIM_FIGHT_IDLE,
ANIM_FIGHT2_IDLE,
ANIM_FIGHT_SH_F,
ANIM_FIGHT_BODYBLOW,
ANIM_FIGHT_HEAD,
ANIM_FIGHT_KICK,
ANIM_FIGHT_KNEE,
ANIM_FIGHT_LHOOK,
ANIM_FIGHT_PUNCH,
ANIM_FIGHT_ROUNDHOUSE,
ANIM_FIGHT_LONGKICK,
ANIM_FIGHT_PPUNCH,
ANIM_FIGHT_JAB,
ANIM_FIGHT_ELBOW_L,
ANIM_FIGHT_ELBOW_R,
ANIM_FIGHT_BKICK_L,
ANIM_FIGHT_BKICK_R,
ANIM_L_HOOK,
ANIM_R_HOOK,
ANIM_UPPERCUT,
ANIM_HEADBUTT,
ANIM_FRONTKICK,
ANIM_ROUNDHOUSE,
ANIM_HIT_L_HOOK,
ANIM_HIT_R_HOOK,
ANIM_HIT_UPPERCUT,
ANIM_HIT_HEADBUTT,
ANIM_HIT_FRONTKICK,
ANIM_HIT_RHOUSE,
ANIM_BOMBER,
ANIM_PUNCH_R,
ANIM_FIGHT_PPUNCH2,
@ -164,6 +157,7 @@ enum AnimationId
ANIM_EV_STEP,
ANIM_EV_DIVE,
ANIM_COMMANDO_ROLL,
ANIM_XPRESS_SCRATCH,
ANIM_ROAD_CROSS,
ANIM_TURN_180,
@ -269,5 +263,66 @@ enum AnimationId
ANIM_STRIP_F,
ANIM_STRIP_G,
ANIM_MPNOTE,
ANIM_MPNOTE_LOOP,
ANIM_IDLE_LOOK,
ANIM_IDLE_NO,
ANIM_IDLE_YES,
ANIM_IDLE_CHAT2,
ANIM_IDLE_COUGH,
ANIM_IDLE_GIGGLE_FEMALE,
ANIM_IDLE_TOUGH_CHAT,
ANIM_IDLE_CELL_TALK,
ANIM_DONH2_CAMERA,
ANIM_DONH3_HAPPY,
ANIM_JDT2_ANXIOUS_TALK,
ANIM_JDT2_SHRUG,
ANIM_JDT4_DILDO_TALK,
ANIM_JDT5_CALM_DOWN,
ANIM_JDT5_POINT,
ANIM_JDT6_PICKUP,
ANIM_JDT6_DOORKNOCK,
ANIM_MAR1_SKIRT,
ANIM_MAR2_CELL_ANSWER,
ANIM_MAR2_CELL_END,
ANIM_MAR2_CELL_TALK,
ANIM_MAR2_FOOT_TAP,
ANIM_MAR3_HOOCHY,
ANIM_MAR3_NOTE_IDLE,
ANIM_MAR3_NOTE_PICK,
ANIM_SAL1_BIREFCASE_DOWN,
ANIM_SAL2_IDLE_SEATED,
ANIM_SAL2_SEAT_TO_STAND,
ANIM_SAL3_SEATED_TALK,
ANIM_SAL3_SEATED_IDLE,
ANIM_SAL3_SIT_DOWN,
ANIM_SAL4_DUSTDOWN,
ANIM_SAL4_GIRLRUN,
ANIM_SAL6_ANGRY_SEATED,
ANIM_SAL6_IDLE_SEATED,
ANIM_SAL7_LOOKOUT,
ANIM_VIC2_POINT_ANGRY,
ANIM_VIC3_WAFT,
ANIM_VIC3_PICKUP_ROLL,
ANIM_VIC4_CARRY_BOX,
ANIM_VIC4_CELL_LOOK,
ANIM_VIC4_CRATE_IDLE,
ANIM_VIC6_CELL_ANGRY,
ANIM_TOURIST3,
ANIM_TOURIST2,
ANIM_TOURIST1,
ANIM_MAC2_PLEAD,
ANIM_VIC7_PROD_WITH_FOOT,
NUM_ANIMS
};

View file

@ -4363,14 +4363,18 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
if (weaponType == WEAPONTYPE_BRASSKNUCKLE) {
CPed* ped = params.m_pPed;
uint32 fightMove = ped->m_curFightMove;
if (fightMove == FIGHTMOVE_BACKLEFT || fightMove == FIGHTMOVE_STDPUNCH || fightMove == FIGHTMOVE_PUNCH ||
// LCS:removed for now
//if (fightMove == FIGHTMOVE_BACKLEFT || fightMove == FIGHTMOVE_STDPUNCH || fightMove == FIGHTMOVE_PUNCH ||
if (
ped->m_nPedState == PED_ATTACK) {
CEntity* damageEntity = ped->m_pDamageEntity;
if (!damageEntity)
m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1;
else if (damageEntity->GetType() != ENTITY_TYPE_PED)
m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1;
else if (((CPed*)damageEntity)->m_curFightMove != FIGHTMOVE_HITHEAD)
// LCS:removed for now
//else if (((CPed*)damageEntity)->m_curFightMove != FIGHTMOVE_HITHEAD)
else if(1)
m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1;
else
m_sQueueSample.m_nSampleIndex = SFX_HAMMER_HIT_1;

View file

@ -3947,11 +3947,11 @@ CCam::Process_Debug(const CVector&, float, float, float)
}
// stay inside sectors
while(CWorld::GetSectorX(Source.x) > 75.0f)
while(CWorld::GetSectorX(Source.x) > NUMSECTORS_X-5.0f)
Source.x -= 1.0f;
while(CWorld::GetSectorX(Source.x) < 5.0f)
Source.x += 1.0f;
while(CWorld::GetSectorY(Source.y) > 75.0f)
while(CWorld::GetSectorY(Source.y) > NUMSECTORS_X-5.0f)
Source.y -= 1.0f;
while(CWorld::GetSectorY(Source.y) < 5.0f)
Source.y += 1.0f;
@ -4018,11 +4018,11 @@ CCam::Process_Debug(const CVector&, float, float, float)
}
// stay inside sectors
while(CWorld::GetSectorX(Source.x) > 75.0f)
while(CWorld::GetSectorX(Source.x) > NUMSECTORS_X-5.0f)
Source.x -= 1.0f;
while(CWorld::GetSectorX(Source.x) < 5.0f)
Source.x += 1.0f;
while(CWorld::GetSectorY(Source.y) > 75.0f)
while(CWorld::GetSectorY(Source.y) > NUMSECTORS_X-5.0f)
Source.y -= 1.0f;
while(CWorld::GetSectorY(Source.y) < 5.0f)
Source.y += 1.0f;
@ -4099,11 +4099,11 @@ CCam::Process_Editor(const CVector&, float, float, float)
}
// stay inside sectors
while(CWorld::GetSectorX(Source.x) > 75.0f)
while(CWorld::GetSectorX(Source.x) > NUMSECTORS_X-5.0f)
Source.x -= 1.0f;
while(CWorld::GetSectorX(Source.x) < 5.0f)
Source.x += 1.0f;
while(CWorld::GetSectorY(Source.y) > 75.0f)
while(CWorld::GetSectorY(Source.y) > NUMSECTORS_X-5.0f)
Source.y -= 1.0f;
while(CWorld::GetSectorY(Source.y) < 5.0f)
Source.y += 1.0f;

View file

@ -1,10 +1,6 @@
#include "common.h"
#include "KeyGen.h"
#if defined _WIN32 && !defined __MINGW32__
#include "ctype.h"
#else
#include <cwctype>
#endif
#include <ctype.h>
uint32 CKeyGen::keyTable[256] =
{

View file

@ -1151,12 +1151,9 @@ CStreaming::RemoveModel(int32 id)
void
CStreaming::RemoveUnusedBuildings(eLevelName level)
{
if(level != LEVEL_INDUSTRIAL)
RemoveBuildings(LEVEL_INDUSTRIAL);
if(level != LEVEL_COMMERCIAL)
RemoveBuildings(LEVEL_COMMERCIAL);
if(level != LEVEL_SUBURBAN)
RemoveBuildings(LEVEL_SUBURBAN);
for(int i = LEVEL_INDUSTRIAL; i < NUM_LEVELS; i++)
if(level != i)
RemoveBuildings((eLevelName)i);
}
void
@ -1279,12 +1276,9 @@ CStreaming::RemoveUnusedBigBuildings(eLevelName level)
{
ISLAND_LOADING_IS(LOW)
{
if(level != LEVEL_INDUSTRIAL)
RemoveBigBuildings(LEVEL_INDUSTRIAL);
if(level != LEVEL_COMMERCIAL)
RemoveBigBuildings(LEVEL_COMMERCIAL);
if(level != LEVEL_SUBURBAN)
RemoveBigBuildings(LEVEL_SUBURBAN);
for(int i = LEVEL_INDUSTRIAL; i < NUM_LEVELS; i++)
if(level != i)
RemoveBuildings((eLevelName)i);
}
RemoveIslandsNotUsed(level);
}
@ -1324,8 +1318,11 @@ CStreaming::RemoveIslandsNotUsed(eLevelName level)
}
#ifdef NO_ISLAND_LOADING
if(FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) {
DeleteIsland(pIslandLODmainlandEntity);
DeleteIsland(pIslandLODbeachEntity);
DeleteIsland(pIslandLODindustEntity);
DeleteIsland(pIslandLODcomIndEntity);
DeleteIsland(pIslandLODcomSubEntity);
DeleteIsland(pIslandLODsubIndEntity);
DeleteIsland(pIslandLODsubComEntity);
} else
#endif
switch(level){

View file

@ -214,3 +214,10 @@ public:
static void PrintStreamingBufferState();
};
// LCS(TODO): put them into CStreaming::mspInst
extern int32 islandLODindust;
extern int32 islandLODcomInd;
extern int32 islandLODcomSub;
extern int32 islandLODsubInd;
extern int32 islandLODsubCom;

View file

@ -4,14 +4,14 @@
#include "Lists.h"
#include "PlayerInfo.h"
/* Sectors span from -2400 to 1600 in x and -2000 to 2000 y.
* With 80x80 sectors, each is 50x50 units. */
/* Sectors span from -2000 to 2000 in x and y.
* With 100x100 sectors, each is 40x40 units. */
#define SECTOR_SIZE_X (50.0f)
#define SECTOR_SIZE_Y (50.0f)
#define SECTOR_SIZE_X (40.0f)
#define SECTOR_SIZE_Y (40.0f)
#define NUMSECTORS_X (80)
#define NUMSECTORS_Y (80)
#define NUMSECTORS_X (100)
#define NUMSECTORS_Y (100)
#define WORLD_SIZE_X (NUMSECTORS_X * SECTOR_SIZE_X)
#define WORLD_SIZE_Y (NUMSECTORS_Y * SECTOR_SIZE_Y)

View file

@ -4,6 +4,7 @@
#include "RwHelper.h"
#include "ModelIndices.h"
#include "Timer.h"
#include "Streaming.h"
#include "Entity.h"
#include "Object.h"
#include "World.h"
@ -623,10 +624,15 @@ CEntity::SetupBigBuilding(void)
m_level = CTheZones::GetLevelFromPosition(&GetPosition());
if(mi->m_lodDistances[0] <= 2000.0f)
bStreamBIGBuilding = true;
if(mi->m_lodDistances[0] > 2500.0f || mi->m_ignoreDrawDist)
if(m_modelIndex == islandLODindust ||
m_modelIndex == islandLODcomInd ||
m_modelIndex == islandLODcomSub ||
m_modelIndex == islandLODsubInd ||
m_modelIndex == islandLODsubCom ||
mi->m_lodDistances[0] > 5000.0f || mi->m_ignoreDrawDist)
m_level = LEVEL_GENERIC;
else if(m_level == LEVEL_GENERIC)
printf("%s isn't in a level\n", mi->GetModelName());
// else if(m_level == LEVEL_GENERIC)
// printf("%s isn't in a level\n", mi->GetModelName());
}
float WindTabel[] = {

View file

@ -64,12 +64,12 @@ void* operator new[](size_t size)
return base::cMainMemoryManager::Instance()->Allocate(size);
}
void operator delete(void* buf)
void operator delete(void* buf) noexcept
{
base::cMainMemoryManager::Instance()->Free(buf);
}
void operator delete[](void* buf)
void operator delete[](void* buf) noexcept
{
base::cMainMemoryManager::Instance()->Free(buf);
}

View file

@ -35,5 +35,5 @@ namespace base
void* operator new(size_t size);
void* operator new[](size_t size);
void operator delete(void* buf);
void operator delete[](void* buf);
void operator delete(void* buf) noexcept;
void operator delete[](void* buf) noexcept;

View file

@ -0,0 +1,36 @@
#include "common.h"
#include "relocatableChunk.h"
namespace base
{
// TODO(LCS): add actual code (all of these are stubs)
void* cRelocatableChunk::Load(void* data, bool bShrink) { return nil; }
void* cRelocatableChunk::Load(const char* name, bool bShrink) { return nil; }
void cRelocatableChunk::Fixup(const sChunkHeader& header, void* data) {}
void cRelocatableChunk::Fixup(void* data) {}
void* cRelocatableChunk::Shrink(const sChunkHeader& header, void* data) { return nil; }
void* cRelocatableChunk::Shrink(void* data) { return nil; }
cRelocatableChunkClassInfo::cRelocatableChunkClassInfo(const char* class_name, const void* pVmt, int size) {}
cRelocatableChunkWriter::cRelocatableChunkWriter() {}
cRelocatableChunkWriter::~cRelocatableChunkWriter() {}
void cRelocatableChunkWriter::AddPatch(void* addr) {}
void cRelocatableChunkWriter::AddPatchWithInfo(const char* str, int unk, void* addr) {}
void cRelocatableChunkWriter::AllocateRaw(void* addr, uint32 size, uint32 align, bool a5, bool a6) {}
void cRelocatableChunkWriter::Clear() {}
void cRelocatableChunkWriter::Class(void* ptr, const cRelocatableChunkClassInfo& classInfo) {}
void cRelocatableChunkWriter::DebugFileLine(void*) {}
void cRelocatableChunkWriter::PatchFunc(void* ptr) {}
bool cRelocatableChunkWriter::IsAllocated(void* addr) { return false; }
void cRelocatableChunkWriter::Reserve(int, int) {}
void cRelocatableChunkWriter::Save(const char* filename, uint32 a3, uint32 a4, bool a5) {}
void cRelocatableChunkWriter::Save(void* file, uint32 a3, uint32 a4, bool a5, sChunkHeader* pHeader) {}
};

View file

@ -0,0 +1,51 @@
#pragma once
namespace base
{
// TODO(LCS): add actual struct fields
struct sChunkHeader;
struct sDataBlock;
struct sFileLine;
class cRelocatableChunk
{
public:
void* Load(void* data, bool bShrink);
void* Load(const char* name, bool bShrink);
void Fixup(const sChunkHeader& header, void* data);
void Fixup(void* data);
void* Shrink(const sChunkHeader& header, void* data);
void* Shrink(void* data);
};
class cRelocatableChunkClassInfo
{
public:
cRelocatableChunkClassInfo(const char* class_name, const void* pVmt, int size);
};
class cRelocatableChunkWriter
{
public:
cRelocatableChunkWriter();
~cRelocatableChunkWriter();
void AddPatch(void* addr);
void AddPatchWithInfo(const char* str, int unk, void* addr);
void AllocateRaw(void* addr, uint32 size, uint32 align, bool a5 = false, bool a6 = false);
void Clear();
void Class(void* ptr, const cRelocatableChunkClassInfo& classInfo);
void DebugFileLine(void*);
void PatchFunc(void* ptr);
bool IsAllocated(void* addr);
void Reserve(int, int);
void Save(const char* filename, uint32 a3, uint32 a4, bool a5);
void Save(void* file, uint32 a3, uint32 a4, bool a5, sChunkHeader* pHeader);
};
};

View file

@ -280,7 +280,7 @@ enum
MI_PEREN,
MI_SENTINEL,
MI_PATRIOT,
MI_FIRETRUK,
MI_FIRETRUCK,
MI_TRASH,
MI_STRETCH,
MI_MANANA,
@ -371,7 +371,6 @@ enum
MI_BAGGAGE,
MI_FBIRANCH,
MI_VICECHEE,
MI_FIRETRUCK,
MI_RIO,
MI_SQUALO,
MI_JETMAX,

View file

@ -100,9 +100,31 @@ enum PedFightMoves
{
FIGHTMOVE_NULL,
// Attacker
FIGHTMOVE_STDPUNCH,
// FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
// Combos
FIGHTMOVE_COMBO_A1,
FIGHTMOVE_COMBO_A2,
FIGHTMOVE_COMBO_A3,
FIGHTMOVE_COMBO_B1,
FIGHTMOVE_COMBO_B2,
FIGHTMOVE_COMBO_B3,
// Melee
FIGHTMOVE_MELEE1,
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
// Special
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM,
/*
FIGHTMOVE_KNEE,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_PUNCHJAB,
@ -134,7 +156,16 @@ enum PedFightMoves
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
*/
NUM_FIGHTMOVES,
// LCS replacements for the old names:
// NB: this may be totally bogus, i just need it to compile
FIGHTMOVE_PUNCH = FIGHTMOVE_COMBO_A2,
FIGHTMOVE_FWDRIGHT = FIGHTMOVE_COMBO_B1,
FIGHTMOVE_LONGKICK = FIGHTMOVE_COMBO_B2,
FIGHTMOVE_ROUNDHOUSE = FIGHTMOVE_COMBO_B3,
};
enum ePedPieceTypes

View file

@ -33,6 +33,7 @@ RpClump* flyingClumpTemp;
FightMove tFightMoves[NUM_FIGHTMOVES] =
{
/*
{ NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
@ -65,6 +66,7 @@ FightMove tFightMoves[NUM_FIGHTMOVES] =
{ ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
*/
};
static PedOnGroundState
@ -1115,10 +1117,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
break;
}
} else {
if (m_curFightMove == FIGHTMOVE_BACKKICK)
animAssoc->speed = 1.15f;
else
animAssoc->speed = 0.8f;
animAssoc->speed = 0.8f;
}
if (IsPlayer())
animAssoc->SetCurrentTime(0.08f);
@ -1227,12 +1226,14 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
default:
if (hitLevel == HITLEVEL_LOW) {
hitAnim = ANIM_KO_SHOT_STOM;
/* LCS: removed
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_WALK;
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_HEAD;
*/
} else {
hitAnim = ANIM_KO_SHOT_FACE;
}
@ -1267,7 +1268,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
Say(SOUND_PED_DEFEND);
return;
}
m_curFightMove = FIGHTMOVE_HITBODY;
m_curFightMove = FIGHTMOVE_HITFRONT; // LCS
break;
case HITLEVEL_HIGH:
switch (direction) {
@ -1281,10 +1282,12 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_curFightMove = FIGHTMOVE_HITHEAD;
else
m_curFightMove = FIGHTMOVE_HITBIGSTEP;
// LCS: removed
//if (unk <= 5)
// m_curFightMove = FIGHTMOVE_HITHEAD;
//else
// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
m_curFightMove = FIGHTMOVE_HITFRONT;
break;
}
break;
@ -1300,10 +1303,12 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_curFightMove = FIGHTMOVE_HITCHEST;
else
m_curFightMove = FIGHTMOVE_HITBIGSTEP;
// LCS: removed
//if (unk <= 5)
// m_curFightMove = FIGHTMOVE_HITCHEST;
//else
// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
m_curFightMove = FIGHTMOVE_HITFRONT;
break;
}
break;
@ -1457,30 +1462,30 @@ CPed::Fight(void)
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
switch (m_curFightMove) {
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
case FIGHTMOVE_PUNCHHOOK:
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
// case FIGHTMOVE_KNEE:
// TransformToNode(touchingNodePos, PED_LOWERLEGR);
// break;
// case FIGHTMOVE_PUNCHHOOK:
// case FIGHTMOVE_PUNCHJAB:
// TransformToNode(touchingNodePos, PED_HANDL);
// break;
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_FWDLEFT:
case FIGHTMOVE_BACKRIGHT:
// case FIGHTMOVE_FWDLEFT:
// case FIGHTMOVE_BACKRIGHT:
case FIGHTMOVE_GROUNDKICK:
TransformToNode(touchingNodePos, PED_FOOTR);
break;
case FIGHTMOVE_FWDRIGHT:
TransformToNode(touchingNodePos, PED_HEAD);
break;
case FIGHTMOVE_BACKKICK:
case FIGHTMOVE_BACKFLIP:
TransformToNode(touchingNodePos, PED_FOOTL);
break;
case FIGHTMOVE_BACKLEFT:
TransformToNode(touchingNodePos, PED_UPPERARML);
break;
// case FIGHTMOVE_BACKKICK:
// case FIGHTMOVE_BACKFLIP:
// TransformToNode(touchingNodePos, PED_FOOTL);
// break;
// case FIGHTMOVE_BACKLEFT:
// TransformToNode(touchingNodePos, PED_UPPERARML);
// break;
default:
TransformToNode(touchingNodePos, PED_HANDR);
break;
@ -1532,10 +1537,7 @@ CPed::Fight(void)
tFightMoves[m_curFightMove].animId, 8.0f);
if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
if (m_curFightMove == FIGHTMOVE_BACKKICK)
animAssoc->speed = 1.15f;
else
animAssoc->speed = 0.8f;
animAssoc->speed = 0.8f;
} else {
switch (GetWeapon()->m_eWeaponType) {
case WEAPONTYPE_SCREWDRIVER:
@ -1676,8 +1678,9 @@ CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
return FIGHTMOVE_IDLE;
}
}
if (dist < 0.95f && canKneeHead)
return FIGHTMOVE_KNEE;
// LCS: removed
//if (dist < 0.95f && canKneeHead)
// return FIGHTMOVE_KNEE;
if (dist < 1.4f)
return FIGHTMOVE_PUNCH;
if (dist < 2.f && canKick) {
@ -1796,9 +1799,11 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
switch (dir) {
case 0: // forward
if (fightWithWeapon) {
if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
choosenMove = FIGHTMOVE_KNEE;
} else {
// LCS: removed
//if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
// choosenMove = FIGHTMOVE_KNEE;
//} else
{
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CLEAVER) {
if (distToVictim < 0.85f * weaponInfo->m_fRange)
choosenMove = FIGHTMOVE_MELEE1;
@ -1821,18 +1826,20 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
}
}
}
} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
choosenMove = FIGHTMOVE_KNEE;
// LCS: removed
//} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
// choosenMove = FIGHTMOVE_KNEE;
} else if (distToVictim < 1.4f) {
if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
// LCS: removed
/*if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
choosenMove = FIGHTMOVE_PUNCH;
} else if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
if (randVal == 2)
} else*/ if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
//if (randVal == 2)
choosenMove = FIGHTMOVE_PUNCH;
else
choosenMove = FIGHTMOVE_PUNCHJAB;
//else
// choosenMove = FIGHTMOVE_PUNCHJAB;
} else {
choosenMove = FIGHTMOVE_LONGKICK;
}
@ -1840,6 +1847,7 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
choosenMove = FIGHTMOVE_LONGKICK;
}
break;
/* LCS: removed
case 1:
choosenMove = FIGHTMOVE_FWDLEFT;
break;
@ -1852,6 +1860,7 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
case 4:
choosenMove = FIGHTMOVE_BACKRIGHT;
break;
*/
default:
choosenMove = FIGHTMOVE_FWDRIGHT;
break;
@ -1917,20 +1926,22 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
#else
switch (CGeneral::GetRandomNumberInRange(0,3)) {
#endif
case 0:
choosenMove = FIGHTMOVE_PUNCHJAB;
break;
// LCS: hack hack
// case 0:
// choosenMove = FIGHTMOVE_PUNCHJAB;
// break;
default:
case 1:
choosenMove = FIGHTMOVE_PUNCH;
break;
case 2:
choosenMove = FIGHTMOVE_LONGKICK;
break;
case 3:
choosenMove = FIGHTMOVE_KNEE;
break;
default:
break;
// case 3:
// choosenMove = FIGHTMOVE_KNEE;
// break;
// default:
// break;
}
}
return choosenMove;
@ -1975,6 +1986,7 @@ CPed::EndFight(uint8 endType)
void
CPed::PlayHitSound(CPed *hitTo)
{
#if 0 // LCS: temporarily removed
// That was very complicated to reverse for me...
// First index is our fight move ID (from 1 to 17, total 17), second is the one of we fight with (from 18 to 27, total 10).
enum {
@ -2045,6 +2057,7 @@ CPed::PlayHitSound(CPed *hitTo)
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
#endif
}
// --MIAMI: Done
@ -2178,8 +2191,9 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
bool brassKnucklePunch = false;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
m_curFightMove == FIGHTMOVE_STDPUNCH || m_curFightMove == FIGHTMOVE_PUNCH) {
// LCS: removed
if (/*m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
m_curFightMove == FIGHTMOVE_STDPUNCH ||*/ m_curFightMove == FIGHTMOVE_PUNCH) {
brassKnucklePunch = true;
damageMult *= 1.5f;
}

View file

@ -1172,7 +1172,8 @@ void
CPlayerPed::ProcessAnimGroups(void)
{
AssocGroupId groupToSet;
#ifdef PC_PLAYER_CONTROLS
//#ifdef PC_PLAYER_CONTROLS
#if 0 // chainsaw anims missing in LCS
if ((m_fWalkAngle <= -DEGTORAD(50.0f) || m_fWalkAngle >= DEGTORAD(50.0f))
&& TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam()
&& CanStrafeOrMouseControl()) {

View file

@ -228,7 +228,7 @@ CTimeCycle::Initialise(void)
for(h = 0; h < NUMHOURS; h++){
li = 0;
while(work_buff[bi] == '/' || work_buff[bi] == '\n' ||
work_buff[bi] == '\0' || work_buff[bi] == ' ' || work_buff[bi] == '\r'){
work_buff[bi] == '\0' || work_buff[bi] == '\r'){
while(work_buff[bi] != '\n' && work_buff[bi] != '\0' && work_buff[bi] != '\r')
bi++;
bi++;

View file

@ -399,7 +399,7 @@ RsInitialize(void)
*/
RwBool result;
RsGlobal.appName = RWSTRING("GTA: Vice City");
RsGlobal.appName = RWSTRING("GTA: Liberty City Stories");
RsGlobal.maximumWidth = DEFAULT_SCREEN_WIDTH;
RsGlobal.maximumHeight = DEFAULT_SCREEN_HEIGHT;
RsGlobal.width = DEFAULT_SCREEN_WIDTH;

View file

@ -1641,13 +1641,13 @@ CAutomobile::ProcessControl(void)
// TODO: make the numbers defines
float heading;
if(GetPosition().x > 1950.0f-400.0f){
if(GetPosition().x > 1950.0f){
if(m_vecMoveSpeed.x > 0.0f)
m_vecMoveSpeed.x *= -1.0f;
heading = GetForward().Heading();
if(heading > 0.0f) // going west
SetHeading(-heading);
}else if(GetPosition().x < -1950.0f-400.0f){
}else if(GetPosition().x < -1950.0f){
if(m_vecMoveSpeed.x < 0.0f)
m_vecMoveSpeed.x *= -1.0f;
heading = GetForward().Heading();