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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 12:35:55 +00:00
ducking & anim fix
This commit is contained in:
parent
2d2833f2e4
commit
cc60ad1946
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@ -133,8 +133,11 @@ CAnimBlendAssociation::SetCurrentTime(float time)
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int i;
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for(currentTime = time; currentTime >= hierarchy->totalLength; currentTime -= hierarchy->totalLength)
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if(!IsRepeating())
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return;
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if (!IsRepeating()) {
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currentTime = hierarchy->totalLength;
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break;
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}
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CAnimManager::UncompressAnimation(hierarchy);
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if(hierarchy->compressed2){
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for(i = 0; i < numNodes; i++)
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@ -102,8 +102,8 @@ CAnimBlendNode::FindKeyFrame(float t)
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// advance until t is between frameB and frameA
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while(t > sequence->GetKeyFrame(frameA)->deltaTime){
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t -= sequence->GetKeyFrame(frameA)->deltaTime;
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frameB = frameA++;
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if(frameA >= sequence->numFrames){
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frameA++;
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if(frameA + 1 >= sequence->numFrames){
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// reached end of animation
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if(!association->IsRepeating()){
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CalcDeltas();
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@ -111,8 +111,8 @@ CAnimBlendNode::FindKeyFrame(float t)
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return false;
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}
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frameA = 0;
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frameB = 0;
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}
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frameB = frameA;
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}
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remainingTime = sequence->GetKeyFrame(frameA)->deltaTime - t;
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@ -237,14 +237,14 @@ AnimAssocDesc aMeleeAnimDescs[] = {
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{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
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{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_REPEAT }, // TODO(Miami): Overload that name for melee/swing
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{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
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{ ANIM_WEAPON_SPECIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION }, // TODO(Miami): Overload that name for melee/swing
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};
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AnimAssocDesc aSwingAnimDescs[] = {
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{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_REPEAT }, // TODO(Miami): Overload that name for melee/swing
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{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
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{ ANIM_WEAPON_SPECIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL }, // TODO(Miami): Overload that name for melee/swing
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};
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AnimAssocDesc aWeaponAnimDescs[] = {
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@ -1006,6 +1006,7 @@ CAnimManager::UncompressAnimation(CAnimBlendHierarchy *hier)
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if(link == nil){
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ms_animCache.tail.prev->item->RemoveUncompressedData();
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ms_animCache.Remove(ms_animCache.tail.prev);
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ms_animCache.tail.prev->item->linkPtr = nil;
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link = ms_animCache.Insert(hier);
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}
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hier->linkPtr = link;
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@ -1098,8 +1098,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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return;
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}
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// Not for unarmed, it's for weapons using unarmed anims
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if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
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if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay != ASSOCGRP_THROW) {
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AnimationId groundAnim = GetFireAnimGround(currentWeapon);
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CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
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if (!groundAnimAssoc || groundAnimAssoc->blendAmount <= 0.95f && groundAnimAssoc->blendDelta <= 0.0f) {
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@ -11392,14 +11391,6 @@ CPed::ProcessControl(void)
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if (m_nWaitState != WAITSTATE_FALSE)
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Wait();
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if (m_nPedState != PED_IDLE) {
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CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
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if(idleAssoc) {
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idleAssoc->blendDelta = -8.0f;
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idleAssoc->flags |= ASSOC_DELETEFADEDOUT;
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}
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}
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switch (m_nPedState) {
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case PED_IDLE:
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Idle();
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@ -348,7 +348,7 @@ CPlayerPed::SetRealMoveAnim(void)
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RestoreHeadingRate();
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if (!curIdleAssoc) {
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if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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nil, true, false, false, false, false, false)) {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
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@ -362,7 +362,7 @@ CPlayerPed::SetRealMoveAnim(void)
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} else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) {
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if (!curIdleAssoc) {
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if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
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nil, true, false, false, false, false, false)) {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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@ -373,11 +373,11 @@ CPlayerPed::SetRealMoveAnim(void)
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
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}
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if (m_fCurrentStamina > 0.0f && curIdleAssoc->animId == ANIM_IDLE_TIRED) {
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if ((m_fCurrentStamina > 0.0f || bIsAimingGun) && curIdleAssoc->animId == ANIM_IDLE_TIRED) {
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
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} else if (m_nPedState != PED_FIGHT) {
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if (m_fCurrentStamina < 0.0f && curIdleAssoc->animId != ANIM_IDLE_TIRED
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if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_IDLE_TIRED
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&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, nil, true, false, false, false, false, false)) {
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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@ -623,6 +623,7 @@ CPlayerPed::IsThisPedAttackingPlayer(CPed *suspect)
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return false;
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}
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// --MIAMI: Done
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void
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CPlayerPed::PlayerControlSniper(CPad *padUsed)
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{
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@ -637,15 +638,23 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
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bCrouchWhenShooting = false;
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}
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if (!padUsed->GetTarget()) {
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if (!padUsed->GetTarget() && !m_attachedTo) {
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RestorePreviousState();
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TheCamera.ClearPlayerWeaponMode();
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}
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if (padUsed->WeaponJustDown()) {
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int firingRate = GetWeapon()->m_eWeaponType == WEAPONTYPE_LASERSCOPE ? 333 : 266;
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if (padUsed->WeaponJustDown() && CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer) {
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CVector firePos(0.0f, 0.0f, 0.6f);
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firePos = GetMatrix() * firePos;
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GetWeapon()->Fire(this, &firePos);
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m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds();
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} else if (CTimer::GetTimeInMilliseconds() > m_nPadDownPressedInMilliseconds + firingRate &&
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CTimer::GetTimeInMilliseconds() - CTimer::GetTimeStepInMilliseconds() < m_nPadDownPressedInMilliseconds + firingRate && padUsed->GetWeapon()) {
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if (GetWeapon()->m_nAmmoTotal > 0) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
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}
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}
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GetWeapon()->Update(m_audioEntityId, nil);
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}
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@ -1405,9 +1414,16 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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}
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}
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if (m_nPedState == PED_ANSWER_MOBILE) {
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SetRealMoveAnim();
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return;
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}
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
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&& padUsed->GetSprint()) {
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m_nMoveState = PEDMOVE_SPRINT;
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if (!m_pCurrentPhysSurface || !m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08)
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m_nMoveState = PEDMOVE_SPRINT;
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}
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if (m_nPedState != PED_FIGHT)
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SetRealMoveAnim();
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@ -1499,11 +1515,11 @@ CPlayerPed::ProcessControl(void)
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m_nMoveState = PEDMOVE_STILL;
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if (bIsLanding)
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RunningLand(padUsed);
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if (padUsed && padUsed->WeaponJustDown() && m_nPedState != PED_SNIPER_MODE) {
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if (padUsed && padUsed->WeaponJustDown() && !TheCamera.Using1stPersonWeaponMode()) {
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// ...Really?
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eWeaponType playerWeapon = FindPlayerPed()->GetWeapon()->m_eWeaponType;
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if (playerWeapon == WEAPONTYPE_SNIPERRIFLE) {
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if (playerWeapon == WEAPONTYPE_SNIPERRIFLE || playerWeapon == WEAPONTYPE_LASERSCOPE) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0);
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} else if (playerWeapon == WEAPONTYPE_ROCKETLAUNCHER) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM, 0);
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@ -1518,8 +1534,12 @@ CPlayerPed::ProcessControl(void)
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case PED_ATTACK:
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case PED_FIGHT:
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case PED_AIM_GUN:
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if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK)) {
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if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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case PED_ANSWER_MOBILE:
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if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK) && !m_attachedTo) {
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if (TheCamera.Using1stPersonWeaponMode()) {
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if (padUsed)
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PlayerControlFighter(padUsed);
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} else if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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if (padUsed)
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PlayerControl1stPersonRunAround(padUsed);
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} else if (m_nPedState == PED_FIGHT) {
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@ -1529,7 +1549,7 @@ CPlayerPed::ProcessControl(void)
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PlayerControlZelda(padUsed);
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}
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}
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if (IsPedInControl() && padUsed)
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if (IsPedInControl() && m_nPedState != PED_ANSWER_MOBILE && padUsed)
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ProcessPlayerWeapon(padUsed);
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break;
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case PED_LOOK_ENTITY:
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@ -1553,8 +1573,13 @@ CPlayerPed::ProcessControl(void)
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case PED_INVESTIGATE:
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case PED_STEP_AWAY:
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case PED_ON_FIRE:
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case PED_SUN_BATHE:
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case PED_FLASH:
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case PED_JOG:
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case PED_UNKNOWN:
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case PED_STATES_NO_AI:
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case PED_ABSEIL:
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case PED_SIT:
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case PED_STAGGER:
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case PED_DIVE_AWAY:
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case PED_STATES_NO_ST:
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@ -1646,7 +1671,7 @@ CPlayerPed::ProcessControl(void)
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BeingDraggedFromCar();
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break;
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}
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if (padUsed && IsPedShootable()) {
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if (padUsed && IsPedShootable() && m_nPedState != PED_ANSWER_MOBILE && m_nLastPedState != PED_ANSWER_MOBILE) {
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ProcessWeaponSwitch(padUsed);
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GetWeapon()->Update(m_audioEntityId, this);
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}
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@ -1697,6 +1722,9 @@ CPlayerPed::ProcessControl(void)
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m_bSpeedTimerFlag = false;
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}
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if (m_nPedState != PED_SNIPER_MODE && (GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING || m_nPedState == PED_ATTACK))
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m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds();
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#ifdef PED_SKIN
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if (!bIsVisible && IsClumpSkinned(GetClump()))
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UpdateRpHAnim();
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