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Ped, Weapon and fixes
This commit is contained in:
parent
e9d5d42ea9
commit
e44704dc82
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@ -3215,7 +3215,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bRequireReflection = true;
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}
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break;
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case SOUND_FIGHT_PUNCH_33:
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case SOUND_FIGHT_37:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3235,7 +3235,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_KICK_34:
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case SOUND_FIGHT_38:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3255,7 +3255,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_HEADBUTT_35:
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case SOUND_FIGHT_39:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3275,7 +3275,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_36:
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case SOUND_FIGHT_40:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3295,7 +3295,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_37:
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case SOUND_FIGHT_41:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3315,7 +3315,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_CLOSE_PUNCH_38:
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case SOUND_FIGHT_42:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3335,7 +3335,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_39:
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case SOUND_FIGHT_43:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3355,7 +3355,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
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case SOUND_FIGHT_44:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3375,7 +3375,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_41:
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case SOUND_FIGHT_45:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3395,7 +3395,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
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case SOUND_FIGHT_46:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3415,7 +3415,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_KNEE_OR_KICK_43:
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case SOUND_FIGHT_47:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3435,7 +3435,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_KICK_44:
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case SOUND_FIGHT_48:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -39,21 +39,21 @@ enum eSound : uint16
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SOUND_STEP_END,
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SOUND_FALL_LAND,
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SOUND_FALL_COLLAPSE,
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SOUND_FIGHT_PUNCH_33,
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SOUND_FIGHT_KICK_34,
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SOUND_FIGHT_HEADBUTT_35,
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SOUND_FIGHT_PUNCH_36,
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SOUND_FIGHT_PUNCH_37,
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SOUND_FIGHT_CLOSE_PUNCH_38,
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SOUND_FIGHT_PUNCH_39,
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SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40,
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SOUND_FIGHT_PUNCH_41,
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SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
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SOUND_FIGHT_KNEE_OR_KICK_43,
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SOUND_FIGHT_KICK_44,
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SOUND_FIGHT_37,
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SOUND_FIGHT_38,
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SOUND_FIGHT_39,
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SOUND_FIGHT_40,
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SOUND_FIGHT_41,
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SOUND_FIGHT_42,
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SOUND_FIGHT_43,
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SOUND_FIGHT_44,
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SOUND_FIGHT_45,
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SOUND_FIGHT_46,
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SOUND_FIGHT_47,
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SOUND_FIGHT_48,
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SOUND_49,
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SOUND_WEAPON_BAT_ATTACK,
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SOUND_WEAPON_UNK_MELEE_ATTACK,
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SOUND_WEAPON_KNIFE_ATTACK,
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SOUND_WEAPON_CHAINSAW_ATTACK,
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SOUND_WEAPON_CHAINSAW_IDLE,
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SOUND_WEAPON_CHAINSAW_MADECONTACT,
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@ -111,9 +111,14 @@ static void(*CBArray[])(CAnimBlendAssociation*, void*) =
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nil, &CPed::PedGetupCB, &CPed::PedStaggerCB, &CPed::PedEvadeCB, &CPed::FinishDieAnimCB,
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&CPed::FinishedWaitCB, &CPed::FinishLaunchCB, &CPed::FinishHitHeadCB, &CPed::PedAnimGetInCB, &CPed::PedAnimDoorOpenCB,
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&CPed::PedAnimPullPedOutCB, &CPed::PedAnimDoorCloseCB, &CPed::PedSetInCarCB, &CPed::PedSetOutCarCB, &CPed::PedAnimAlignCB,
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&CPed::PedSetDraggedOutCarCB, &CPed::PedAnimStepOutCarCB, &CPed::PedSetInTrainCB, &CPed::PedSetOutTrainCB, &CPed::FinishedAttackCB,
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&CPed::PedSetDraggedOutCarCB, &CPed::PedAnimStepOutCarCB, &CPed::PedSetInTrainCB,
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#ifdef GTA_TRAIN
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&CPed::PedSetOutTrainCB,
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#endif
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&CPed::FinishedAttackCB,
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&CPed::FinishFightMoveCB, &PhonePutDownCB, &PhonePickUpCB, &CPed::PedAnimDoorCloseRollingCB, &CPed::FinishJumpCB,
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&CPed::PedLandCB, &FinishFuckUCB, &CPed::RestoreHeadingRateCB, &CPed::PedSetQuickDraggedOutCarPositionCB, &CPed::PedSetDraggedOutCarPositionCB
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&CPed::PedLandCB, &CPed::RestoreHeadingRateCB, &CPed::PedSetQuickDraggedOutCarPositionCB, &CPed::PedSetDraggedOutCarPositionCB,
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&CPed::FinishedReloadCB, &StartTalkingOnMobileCB, &FinishTalkingOnMobileCB
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};
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static uint8 FindCBFunctionID(void(*f)(CAnimBlendAssociation*, void*))
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@ -10876,7 +10876,6 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
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}
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case COMMAND_POP_CAR_BOOT:
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{
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CollectParameters(&m_nIp, 1);
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CollectParameters(&m_nIp, 1);
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CAutomobile* pCar = (CAutomobile*)CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
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assert(pCar&& pCar->IsCar());
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236
src/peds/Ped.cpp
236
src/peds/Ped.cpp
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@ -627,11 +627,17 @@ CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
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return stateToReturn;
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}
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// --MIAMI: Done
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bool
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CPed::IsPlayer(void)
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{
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#if 0
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return m_nPedType == PEDTYPE_PLAYER1; // Original
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#else
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// We still have those in enum, so let's also check for them.
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return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 ||
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m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
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#endif
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}
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// --MIAMI: Done
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@ -1351,9 +1357,9 @@ CPed::Attack(void)
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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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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 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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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8)));
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#endif
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}
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break;
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@ -3656,6 +3662,7 @@ CPed::CheckAroundForPossibleCollisions(void)
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}
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}
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// --MIAMI: Done
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bool
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CPed::MakePhonecall(void)
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{
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@ -5395,7 +5402,7 @@ CPed::SetAttack(CEntity *victim)
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void
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CPed::StartFightAttack(uint8 buttonPressure)
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{
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if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds())
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if (!IsPedInControl() || (m_attackTimer > CTimer::GetTimeInMilliseconds() && buttonPressure != 0))
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return;
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if (m_nPedState == PED_FIGHT) {
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@ -5407,7 +5414,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
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SetStoredState();
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if (m_nWaitState != WAITSTATE_FALSE) {
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m_nWaitState = WAITSTATE_FALSE;
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ClearWaitState();
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RestoreHeadingRate();
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}
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@ -5546,8 +5553,7 @@ CPed::LoadFightData(void)
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if (strncmp(animName, "null", 5) != 0) {
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animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
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tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
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}
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else {
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} else {
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tFightMoves[moveId].animId = ANIM_WALK;
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}
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}
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@ -6113,49 +6119,67 @@ CPed::SetWaitState(eWaitState state, void *time)
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m_nWaitState = state;
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}
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// --MIAMI: Done
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void
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CPed::PlayHitSound(CPed *hitTo)
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{
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// That was very complicated to reverse for me...
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// First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10).
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// 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).
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enum {
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S33 = SOUND_FIGHT_PUNCH_33,
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S34 = SOUND_FIGHT_KICK_34,
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S35 = SOUND_FIGHT_HEADBUTT_35,
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S36 = SOUND_FIGHT_PUNCH_36,
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S37 = SOUND_FIGHT_PUNCH_37,
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S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
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S39 = SOUND_FIGHT_PUNCH_39,
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S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
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S41 = SOUND_FIGHT_PUNCH_41,
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S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
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S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
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S44 = SOUND_FIGHT_KICK_44,
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S37 = SOUND_FIGHT_37,
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S38 = SOUND_FIGHT_38,
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S39 = SOUND_FIGHT_39,
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S40 = SOUND_FIGHT_40,
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S41 = SOUND_FIGHT_41,
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S42 = SOUND_FIGHT_42,
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S43 = SOUND_FIGHT_43,
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S44 = SOUND_FIGHT_44,
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S45 = SOUND_FIGHT_45,
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S46 = SOUND_FIGHT_46,
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S47 = SOUND_FIGHT_47,
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S48 = SOUND_FIGHT_48,
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NO_SND = SOUND_NO_SOUND
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};
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uint16 hitSoundsByFightMoves[12][10] = {
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{S39,S42,S43,S43,S39,S39,S39,S39,S39,S42},
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{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
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{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
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{S39,S39,S39,S39,S33,S43,S39,S39,S39,S39},
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{S39,S39,S39,S39,S35,S39,S38,S38,S39,S39},
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{S39,S39,S39,S39,S33,S39,S41,S36,S39,S39},
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{S39,S39,S39,S39,S37,S40,S38,S38,S39,S39},
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{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
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{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
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{S39,S39,S39,S39,S34,S43,S44,S37,S39,S40},
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{S39,S39,S39,S39,S33,S39,S41,S37,S39,S40},
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{S39,S39,S39,S39,S39,S39,S39,S39,S33,S33}
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const uint16 hitSoundsByFightMoves[17][10] = {
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{ S37, S46, S41, S41, S46, S46, S40, S41, S43, S40 },
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{ NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND },
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{ NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND },
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{ S46, S46, S46, S46, S37, S47, S37, S38, S43, S38 },
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{ S46, S46, S46, S46, S46, S46, S40, S41, S43, S46 },
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{ S46, S46, S46, S46, S46, S46, S40, S41, S43, S40 },
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{ S46, S46, S46, S46, S46, S46, S40, S41, S43, S40 },
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{ S46, S46, S37, S46, S37, S47, S40, S47, S43, S37 },
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{ S46, S46, S46, S46, S46, S46, S43, S44, S43, S43 },
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{ S37, S46, S46, S46, S38, S47, S40, S38, S43, S46 },
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{ S46, S37, S46, S37, S39, S46, S40, S39, S43, S37 },
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{ S46, S37, S46, S46, S38, S47, S40, S38, S43, S46 },
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{ S37, S37, S46, S46, S38, S47, S48, S38, S43, S37 },
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{ S46, S46, S46, S46, S37, S46, S40, S38, S43, S46 },
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{ S46, S46, S46, S37, S39, S46, S40, S39, S43, S46 },
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{ S37, S46, S46, S46, S37, S46, S40, S37, S43, S46 },
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{ S43, S43, S43, S43, S43, S43, S43, S43, S43, S43 }
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};
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// This is why first dimension is between FightMove 1 and 12.
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if (m_lastFightMove == FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT)
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eWeaponType weapon = GetWeapon()->m_eWeaponType;
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
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if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
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if (m_lastFightMove >= FIGHTMOVE_MELEE1) {
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if (m_lastFightMove == FIGHTMOVE_MELEE3) {
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3);
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} else {
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3);
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}
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return;
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}
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}
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// This is why first dimension is between FightMove 1 and 17.
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if (m_lastFightMove <= FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT)
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return;
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||||
|
||||
uint16 soundId;
|
||||
|
||||
// And this is why second dimension is between 13 and 22.
|
||||
// And this is why second dimension is between 18 and 27.
|
||||
if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) {
|
||||
|
||||
if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
|
||||
|
@ -6168,7 +6192,7 @@ CPed::PlayHitSound(CPed *hitTo)
|
|||
}
|
||||
|
||||
if (soundId != NO_SND)
|
||||
DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3);
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
|
@ -6372,7 +6396,7 @@ CPed::CollideWithPed(CPed *collideWith)
|
|||
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
||||
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
||||
if (m_nPedState == PED_ATTACK)
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
|
||||
}
|
||||
} else {
|
||||
// We're at his right side
|
||||
|
@ -8436,7 +8460,7 @@ CPed::Seek(void)
|
|||
neededTurn = TWOPI - neededTurn;
|
||||
|
||||
if (neededTurn > HALFPI) {
|
||||
if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) {
|
||||
if (seekPosDist >= 1.0f && neededTurn <= DEGTORAD(135.0f)) {
|
||||
if (seekPosDist < 2.0f)
|
||||
nextMove = PEDMOVE_WALK;
|
||||
} else {
|
||||
|
@ -8446,7 +8470,7 @@ CPed::Seek(void)
|
|||
}
|
||||
|
||||
if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove)
|
||||
|| (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
|
||||
|| (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_FOLLOW_PATH && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
|
||||
|
||||
SetMoveState(nextMove);
|
||||
}
|
||||
|
@ -8686,7 +8710,7 @@ void
|
|||
CPed::FollowPath(void)
|
||||
{
|
||||
m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
|
||||
if (m_pathNodeTimer && CTimer::GetTimeInMilliseconds() > m_pathNodeTimer) {
|
||||
if (m_pathNodeTimer != 0 && CTimer::GetTimeInMilliseconds() > m_pathNodeTimer) {
|
||||
RestorePreviousState();
|
||||
ClearFollowPath();
|
||||
m_pathNodeTimer = 0;
|
||||
|
@ -8838,6 +8862,7 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
bool
|
||||
CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
|
||||
{
|
||||
|
@ -8860,7 +8885,22 @@ CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
|
|||
CVector2D lrPosDist(999.0f, 999.0f);
|
||||
CVector2D rrPosDist(999.0f, 999.0f);
|
||||
|
||||
if (!veh->pPassengers[0]
|
||||
if (veh->IsBike()) {
|
||||
if (!veh->pPassengers[0]
|
||||
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
|
||||
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) {
|
||||
lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR);
|
||||
canEnter = true;
|
||||
lrPosDist = lrPos - GetPosition();
|
||||
}
|
||||
if (!veh->pPassengers[0]
|
||||
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
|
||||
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) {
|
||||
rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR);
|
||||
canEnter = true;
|
||||
rrPosDist = rrPos - GetPosition();
|
||||
}
|
||||
} else if (!veh->pPassengers[0]
|
||||
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
|
||||
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) {
|
||||
|
||||
|
@ -8868,6 +8908,7 @@ CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
|
|||
canEnter = true;
|
||||
rfPosDist = rfPos - GetPosition();
|
||||
}
|
||||
|
||||
if (vehModel->m_numDoors == 4) {
|
||||
if (!veh->pPassengers[1]
|
||||
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
|
||||
|
@ -9426,6 +9467,7 @@ CPed::InvestigateEvent(void)
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
bool
|
||||
CPed::IsPedDoingDriveByShooting(void)
|
||||
{
|
||||
|
@ -10024,6 +10066,7 @@ CPed::Mug(void)
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::MoveHeadToLook(void)
|
||||
{
|
||||
|
@ -10031,38 +10074,13 @@ CPed::MoveHeadToLook(void)
|
|||
|
||||
if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
||||
ClearLookFlag();
|
||||
} else if (m_nPedState == PED_DRIVING) {
|
||||
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
|
||||
}
|
||||
}
|
||||
|
||||
if (bIsLooking || bIsRestoringLook)
|
||||
if (!CanUseTorsoWhenLooking())
|
||||
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
|
||||
|
||||
if (m_pLookTarget) {
|
||||
|
||||
if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
|
||||
|
||||
CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU);
|
||||
if (fuckUAssoc) {
|
||||
|
||||
float animTime = fuckUAssoc->currentTime;
|
||||
if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) {
|
||||
|
||||
bool lookingToCop = false;
|
||||
if (m_pLookTarget->GetModelIndex() == MI_POLICE
|
||||
|| m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) {
|
||||
|
||||
lookingToCop = true;
|
||||
}
|
||||
|
||||
if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) {
|
||||
AddWeaponModel(MI_FINGERS);
|
||||
((CPlayerPed*)this)->AnnoyPlayerPed(true);
|
||||
|
||||
} else if ((CGeneral::GetRandomNumber() & 3) == 0) {
|
||||
AddWeaponModel(MI_FINGERS);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_pLookTarget->IsPed()) {
|
||||
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(*(RwV3d *)&lookPos, PED_MID);
|
||||
} else {
|
||||
|
@ -10079,6 +10097,9 @@ CPed::MoveHeadToLook(void)
|
|||
if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
|
||||
return;
|
||||
|
||||
if (m_nPedState == PED_ANSWER_MOBILE)
|
||||
return;
|
||||
|
||||
if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
|
||||
return;
|
||||
|
||||
|
@ -10119,8 +10140,6 @@ CPed::MoveHeadToLook(void)
|
|||
if (newAssoc) {
|
||||
newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
||||
newAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
if (newAssoc->animId == ANIM_FUCKU)
|
||||
newAssoc->SetDeleteCallback(FinishFuckUCB, this);
|
||||
}
|
||||
}
|
||||
bShakeFist = false;
|
||||
|
@ -10140,15 +10159,6 @@ CPed::MoveHeadToLook(void)
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed *ped = (CPed*)arg;
|
||||
|
||||
if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
|
||||
ped->RemoveWeaponModel(0);
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::Pause(void)
|
||||
|
@ -11751,6 +11761,7 @@ CPed::PointGunAt(void)
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
|
@ -11779,22 +11790,16 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|||
if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SMASHED)
|
||||
veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK);
|
||||
|
||||
if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) {
|
||||
if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus || veh->m_nNumMaxPassengers == 0) {
|
||||
PedSetInCarCB(nil, ped);
|
||||
} else if (ped->m_vehEnterType == CAR_DOOR_RF
|
||||
&& (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF ||
|
||||
(veh->pDriver != nil &&
|
||||
(veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE
|
||||
#ifdef VC_PED_PORTS
|
||||
&& veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
|
||||
#endif
|
||||
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
|
||||
|
||||
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
|
||||
#ifdef VC_PED_PORTS
|
||||
|| ped->m_nPedState == PED_CARJACK
|
||||
#endif
|
||||
)
|
||||
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)
|
||||
veh->bIsBeingCarJacked = false;
|
||||
|
||||
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
||||
|
@ -11818,14 +11823,12 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|||
|
||||
ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped);
|
||||
}
|
||||
} else {
|
||||
#ifdef VC_PED_PORTS
|
||||
if (ped->m_nPedState != PED_DRIVING)
|
||||
#endif
|
||||
ped->QuitEnteringCar();
|
||||
} else if (ped->m_nPedState != PED_DRIVING) {
|
||||
ped->QuitEnteringCar();
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
|
||||
{
|
||||
|
@ -11872,10 +11875,26 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|||
eDoors door;
|
||||
CPed *pedInSeat = nil;
|
||||
switch (ped->m_vehEnterType) {
|
||||
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break;
|
||||
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break;
|
||||
case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break;
|
||||
case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break;
|
||||
case CAR_DOOR_RF:
|
||||
door = DOOR_FRONT_RIGHT;
|
||||
pedInSeat = veh->pPassengers[0];
|
||||
if (!veh->pPassengers[0] && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
||||
pedInSeat = veh->pDriver;
|
||||
break;
|
||||
case CAR_DOOR_RR:
|
||||
door = DOOR_REAR_RIGHT;
|
||||
pedInSeat = veh->pPassengers[2];
|
||||
break;
|
||||
case CAR_DOOR_LF:
|
||||
door = DOOR_FRONT_LEFT;
|
||||
pedInSeat = veh->pDriver;
|
||||
if (veh->bIsBus && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
|
||||
pedInSeat = nil;
|
||||
break;
|
||||
case CAR_DOOR_LR:
|
||||
door = DOOR_REAR_LEFT;
|
||||
pedInSeat = veh->pPassengers[1];
|
||||
break;
|
||||
default: assert(0);
|
||||
}
|
||||
|
||||
|
@ -12868,6 +12887,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|||
ped->bChangedSeat = true;
|
||||
}
|
||||
|
||||
// --MIAMI: Done :D
|
||||
void
|
||||
CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
|
||||
{
|
||||
|
@ -12878,7 +12898,7 @@ CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|||
return;
|
||||
|
||||
ped->bInVehicle = true;
|
||||
ped->m_nPedState = PED_DRIVING;
|
||||
ped->SetPedState(PED_DRIVING);
|
||||
ped->RestorePreviousObjective();
|
||||
ped->SetMoveState(PEDMOVE_STILL);
|
||||
veh->AddPassenger(ped);
|
||||
|
@ -13269,6 +13289,7 @@ CPed::RemoveWeaponWhenEnteringVehicle(void)
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef GTA_TRAIN
|
||||
void
|
||||
CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
|
@ -13297,6 +13318,7 @@ CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|||
ped->SetHeading(ped->m_fRotationCur);
|
||||
veh->RemovePassenger(ped);
|
||||
}
|
||||
#endif
|
||||
|
||||
bool
|
||||
CPed::PlacePedOnDryLand(void)
|
||||
|
@ -15203,14 +15225,11 @@ CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
|
|||
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::SetSeekBoatPosition(CVehicle *boat)
|
||||
{
|
||||
if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver
|
||||
#ifdef VC_PED_PORTS
|
||||
|| !IsPedInControl()
|
||||
#endif
|
||||
)
|
||||
if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver || !IsPedInControl())
|
||||
return;
|
||||
|
||||
SetStoredState();
|
||||
|
@ -15219,7 +15238,7 @@ CPed::SetSeekBoatPosition(CVehicle *boat)
|
|||
m_pMyVehicle = boat;
|
||||
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
||||
m_distanceToCountSeekDone = 0.5f;
|
||||
m_nPedState = PED_SEEK_IN_BOAT;
|
||||
SetPedState(PED_SEEK_IN_BOAT);
|
||||
}
|
||||
|
||||
#ifdef GTA_TRAIN
|
||||
|
@ -16201,6 +16220,7 @@ CPed::SetDuck(uint32 time, bool sth)
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::SeekBoatPosition(void)
|
||||
{
|
||||
|
@ -16643,7 +16663,7 @@ CPed::SetFollowPathStatic(void)
|
|||
return true;
|
||||
} else {
|
||||
ThePaths.DoPathSearch(PATH_PED, GetPosition(), -1, m_followPathDestPos, m_pathNodesToGo, &m_nNumPathNodes,
|
||||
ARRAY_SIZE(m_pathNodesToGo), nil, nil, 999999.0f, -1);
|
||||
ARRAY_SIZE(m_pathNodesToGo), nil, nil, 999999.9f, -1);
|
||||
|
||||
if (m_nNumPathNodes != 0) {
|
||||
if (m_nNumPathNodes > 0 && m_pathNodesToGo[0] != m_pCurPathNode) {
|
||||
|
|
|
@ -346,9 +346,7 @@ enum eMoveState {
|
|||
PEDMOVE_NONE,
|
||||
PEDMOVE_STILL,
|
||||
PEDMOVE_WALK,
|
||||
|
||||
PEDMOVE_UNK,
|
||||
|
||||
PEDMOVE_JOG,
|
||||
PEDMOVE_RUN,
|
||||
PEDMOVE_SPRINT,
|
||||
};
|
||||
|
@ -400,7 +398,7 @@ public:
|
|||
uint32 bScriptObjectiveCompleted : 1;
|
||||
|
||||
uint32 bKindaStayInSamePlace : 1;
|
||||
uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
|
||||
uint32 bBeingChasedByPolice : 1;
|
||||
uint32 bNotAllowedToDuck : 1;
|
||||
uint32 bCrouchWhenShooting : 1;
|
||||
uint32 bIsDucking : 1;
|
||||
|
@ -883,7 +881,9 @@ public:
|
|||
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); // TODO(Miami): Should be under GTA_TRAIN
|
||||
#ifdef GTA_TRAIN
|
||||
static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
#endif
|
||||
static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
@ -940,7 +940,6 @@ public:
|
|||
CObject *SpawnFlyingComponent(int, int8);
|
||||
void SetCarJack_AllClear(CVehicle*, uint32, uint32);
|
||||
bool CanPedJumpThis(CEntity*, CVector*);
|
||||
|
||||
void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
|
||||
void ClearWaitState(void);
|
||||
void Undress(const char*);
|
||||
|
@ -1113,7 +1112,6 @@ public:
|
|||
|
||||
void FinishTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
|
||||
void StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
|
||||
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
void PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount);
|
||||
|
||||
// TODO(Miami): Change those when Ped struct is done
|
||||
|
|
|
@ -5136,6 +5136,9 @@ CAutomobile::ProcessSwingingDoor(int32 component, eDoors door)
|
|||
if(Damage.GetDoorStatus(door) != DOOR_STATUS_SWINGING)
|
||||
return;
|
||||
|
||||
if (m_aCarNodes[component] == nil)
|
||||
return;
|
||||
|
||||
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
|
||||
CVector pos = mat.GetPosition();
|
||||
float axes[3] = { 0.0f, 0.0f, 0.0f };
|
||||
|
|
|
@ -1150,6 +1150,7 @@ CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &d
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done?
|
||||
void
|
||||
CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
||||
CVector *source, CVector *target, CColPoint *point, CVector2D ahead)
|
||||
|
@ -1163,73 +1164,99 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
|
||||
if ( victim )
|
||||
{
|
||||
if (shooter)
|
||||
{
|
||||
if (shooter && shooter->IsPed() && ((CPed*)shooter)->m_attachedTo == victim)
|
||||
return;
|
||||
|
||||
if (shooter->IsPed() && !((CPed*)shooter)->IsPlayer())
|
||||
{
|
||||
CPed* shooterPed = (CPed*)shooter;
|
||||
CEntity* guyWePointGun = shooterPed->m_pPointGunAt;
|
||||
if (guyWePointGun)
|
||||
{
|
||||
if (victim != guyWePointGun)
|
||||
{
|
||||
float distWithAim = (guyWePointGun->GetPosition() - shooter->GetPosition()).Magnitude();
|
||||
float distWithBullet = (point->point - shooter->GetPosition()).Magnitude();
|
||||
if (distWithAim > 0.1f && distWithBullet > 0.1f)
|
||||
{
|
||||
// Normalize
|
||||
CVector aimDir = (guyWePointGun->GetPosition() - shooter->GetPosition()) * (1.0f / distWithAim);
|
||||
CVector bulletDir = (point->point - shooter->GetPosition()) * (1.0f / distWithBullet);
|
||||
|
||||
float dotProd = DotProduct(aimDir, bulletDir);
|
||||
float aimAndBulletAngle;
|
||||
if (dotProd <= 0.35f)
|
||||
aimAndBulletAngle = PI;
|
||||
else
|
||||
aimAndBulletAngle = Acos(dotProd);
|
||||
|
||||
if (aimAndBulletAngle <= DEGTORAD(45.0f) && (aimAndBulletAngle <= DEGTORAD(15.0f) || distWithBullet / distWithAim >= 0.75f) && distWithBullet / distWithAim >= 0.99f)
|
||||
{
|
||||
shooterPed->bObstacleShowedUpDuringKillObjective = false;
|
||||
shooterPed->m_shotTime = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
shooterPed->bObstacleShowedUpDuringKillObjective = true;
|
||||
shooterPed->m_shootTimer = 0;
|
||||
shooterPed->m_shotTime = CTimer::GetTimeInMilliseconds();
|
||||
if (distWithAim < 10.0f)
|
||||
shooterPed->SetAttackTimer(1500);
|
||||
else
|
||||
shooterPed->SetAttackTimer(3000);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
CGlass::WasGlassHitByBullet(victim, point->point);
|
||||
|
||||
CVector traceTarget = point->point;
|
||||
CBulletTraces::AddTrace(source, &traceTarget);
|
||||
|
||||
if ( shooter != nil )
|
||||
{
|
||||
if ( shooter == FindPlayerPed() )
|
||||
{
|
||||
if ( victim->IsPed() || victim->IsVehicle() )
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
}
|
||||
}
|
||||
if (victim->IsPed() && shooter->IsVehicle() && ((CVehicle*)shooter)->pDriver)
|
||||
shooter = ((CVehicle*)shooter)->pDriver;
|
||||
|
||||
if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 )
|
||||
if ( victim->IsPed() && shooter->IsPed() &&
|
||||
(((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 ||
|
||||
!((CPed*)shooter)->IsGangMember() && ((CPed*)shooter)->m_nPedType != PEDTYPE_COP))
|
||||
{
|
||||
CPed *victimPed = (CPed *)victim;
|
||||
if ( !victimPed->OnGround() && victim != shooter )
|
||||
if ( !victimPed->DyingOrDead() && victim != shooter )
|
||||
{
|
||||
if ( victimPed->DoesLOSBulletHitPed(*point) )
|
||||
CVector pos = victimPed->GetPosition();
|
||||
|
||||
CVector2D posOffset(source->x-pos.x, source->y-pos.y);
|
||||
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
||||
|
||||
victimPed->ReactToAttack(shooter);
|
||||
|
||||
if ( !victimPed->IsPedInControl() || victimPed->bIsDucking )
|
||||
{
|
||||
CVector pos = victimPed->GetPosition();
|
||||
|
||||
CVector2D posOffset(source->x-pos.x, source->y-pos.y);
|
||||
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
||||
|
||||
victimPed->ReactToAttack(shooter);
|
||||
|
||||
if ( !victimPed->IsPedInControl() || victimPed->bIsDucking )
|
||||
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( victimPed->bCanBeShotInVehicle && (IsShotgun(m_eWeaponType) ||
|
||||
(!victimPed->IsPlayer() && (m_eWeaponType == WEAPONTYPE_HELICANNON || m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_PYTHON))))
|
||||
{
|
||||
posOffset.Normalise();
|
||||
victimPed->bIsStanding = false;
|
||||
|
||||
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
|
||||
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
||||
|
||||
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON
|
||||
|| m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_PYTHON)
|
||||
if ( victimPed->IsPlayer() )
|
||||
{
|
||||
posOffset.Normalise();
|
||||
victimPed->bIsStanding = false;
|
||||
|
||||
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
|
||||
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
||||
|
||||
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( victimPed->IsPlayer() )
|
||||
{
|
||||
CPlayerPed *victimPlayer = (CPlayerPed *)victimPed;
|
||||
if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() )
|
||||
{
|
||||
victimPed->ClearAttackByRemovingAnim();
|
||||
|
||||
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
|
||||
ASSERT(asoc!=nil);
|
||||
|
||||
asoc->blendAmount = 0.0f;
|
||||
asoc->blendDelta = 8.0f;
|
||||
|
||||
if ( m_eWeaponType == WEAPONTYPE_M4 )
|
||||
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
||||
else
|
||||
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
||||
}
|
||||
}
|
||||
else
|
||||
CPlayerPed *victimPlayer = (CPlayerPed *)victimPed;
|
||||
if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() && victimPed->m_nPedState != PED_DRIVING )
|
||||
{
|
||||
victimPed->ClearAttackByRemovingAnim();
|
||||
|
||||
|
@ -1238,31 +1265,53 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
|
||||
asoc->blendAmount = 0.0f;
|
||||
asoc->blendDelta = 8.0f;
|
||||
}
|
||||
|
||||
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
||||
if ( m_eWeaponType == WEAPONTYPE_M4 )
|
||||
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
||||
else
|
||||
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
victimPed->ClearAttackByRemovingAnim();
|
||||
|
||||
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
|
||||
ASSERT(asoc!=nil);
|
||||
|
||||
asoc->blendAmount = 0.0f;
|
||||
asoc->blendDelta = 8.0f;
|
||||
}
|
||||
|
||||
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
||||
}
|
||||
}
|
||||
|
||||
if ( victimPed->m_nPedType == PEDTYPE_COP )
|
||||
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
||||
else
|
||||
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
||||
|
||||
if ( CGame::nastyGame )
|
||||
{
|
||||
uint8 bloodAmount = 8;
|
||||
if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON )
|
||||
bloodAmount = 32;
|
||||
|
||||
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
|
||||
dir.z = 0.01f;
|
||||
|
||||
if ( victimPed->GetIsOnScreen() )
|
||||
{
|
||||
for ( uint8 i = 0; i < bloodAmount; i++ )
|
||||
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir);
|
||||
}
|
||||
|
||||
if ( victimPed->m_nPedType == PEDTYPE_COP )
|
||||
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
||||
else
|
||||
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
||||
|
||||
if ( CGame::nastyGame )
|
||||
if (m_eWeaponType == WEAPONTYPE_MINIGUN)
|
||||
{
|
||||
uint8 bloodAmount = 8;
|
||||
if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON )
|
||||
bloodAmount = 32;
|
||||
|
||||
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
|
||||
dir.z = 0.01f;
|
||||
|
||||
if ( victimPed->GetIsOnScreen() )
|
||||
{
|
||||
for ( uint8 i = 0; i < bloodAmount; i++ )
|
||||
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir);
|
||||
}
|
||||
CParticle::AddParticle(PARTICLE_TEST, point->point, CVector(0.f, 0.f, 0.f), nil, 0.f, 0, 0, 0, 0);
|
||||
CParticle::AddParticle(PARTICLE_TEST, point->point + CVector(0.2f, -0.2f, 0.f), CVector(0.f, 0.f, 0.f), nil, 0.f, 0, 0, 0, 0);
|
||||
CParticle::AddParticle(PARTICLE_TEST, point->point + CVector(-0.2f, 0.2f, 0.f), CVector(0.f, 0.f, 0.f), nil, 0.f, 0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1307,9 +1356,8 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
|
||||
|
||||
#ifndef FIX_BUGS
|
||||
CVector dist = point->point - (*source);
|
||||
CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
|
||||
CVector smokePos = *source + offset;
|
||||
CVector dist = point->point - (*source);
|
||||
CVector smokePos = point->point - Max(0.1f * dist.Magnitude(), 0.2f) / dist.Magnitude();
|
||||
#else
|
||||
CVector smokePos = point->point;
|
||||
#endif // !FIX_BUGS
|
||||
|
@ -1324,20 +1372,30 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
}
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
{
|
||||
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, point->point);
|
||||
if (point->pieceB >= SURFACE_LAMP_POST && point->pieceB <= SURFACE_METAL_CHAIN_FENCE) {
|
||||
((CVehicle*)victim)->BurstTyre(point->pieceB, true);
|
||||
|
||||
for ( int32 i = 0; i < 16; i++ )
|
||||
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
|
||||
for (int32 i = 0; i < 4; i++)
|
||||
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, point->point, point->normal * 0.05f);
|
||||
}
|
||||
else
|
||||
{
|
||||
((CVehicle*)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
|
||||
|
||||
for (int32 i = 0; i < 16; i++)
|
||||
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal * 0.05f);
|
||||
|
||||
#ifndef FIX_BUGS
|
||||
CVector dist = point->point - (*source);
|
||||
CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
|
||||
CVector smokePos = *source + offset;
|
||||
CVector dist = point.point - (*fireSource);
|
||||
CVector offset = dist - Max(0.2f * dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
|
||||
CVector smokePos = *fireSource + offset;
|
||||
#else
|
||||
CVector smokePos = point->point;
|
||||
#endif // !FIX_BUGS
|
||||
CVector smokePos = point->point;
|
||||
#endif
|
||||
|
||||
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
|
||||
|
||||
if ( shooter->IsPed() )
|
||||
{
|
||||
|
@ -1362,19 +1420,23 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
|
||||
CObject *victimObject = (CObject *)victim;
|
||||
|
||||
if ( !victimObject->bInfiniteMass )
|
||||
if ( !victimObject->bInfiniteMass && victimObject->m_fCollisionDamageMultiplier < 99.9f)
|
||||
{
|
||||
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
|
||||
bool notStatic = !victimObject->IsStatic();
|
||||
if (notStatic && victimObject->m_fUprootLimit <= 0.0f)
|
||||
{
|
||||
victimObject->bIsStatic = false;
|
||||
victimObject->AddToMovingList();
|
||||
}
|
||||
|
||||
if ( !victimObject->IsStatic())
|
||||
notStatic = !victimObject->IsStatic();
|
||||
if (!notStatic)
|
||||
{
|
||||
CVector moveForce = point->normal*-4.0f;
|
||||
CVector moveForce = point->normal * -4.0f;
|
||||
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
|
||||
}
|
||||
} else if (victimObject->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY) {
|
||||
victimObject->ObjectDamage(50.f);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -1392,17 +1454,20 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
}
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
{
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
|
||||
break;
|
||||
}
|
||||
case ENTITY_TYPE_PED:
|
||||
{
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
|
||||
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
|
||||
break;
|
||||
}
|
||||
case ENTITY_TYPE_OBJECT:
|
||||
{
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point->point);
|
||||
break;
|
||||
}
|
||||
|
@ -1596,10 +1661,10 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
shooterPed->bObstacleShowedUpDuringKillObjective = true;
|
||||
shooterPed->m_shootTimer = 0;
|
||||
shooterPed->m_shotTime = CTimer::GetTimeInMilliseconds();
|
||||
if (distWithAim >= 10.0f)
|
||||
shooterPed->SetAttackTimer(3000);
|
||||
else
|
||||
if (distWithAim < 10.0f)
|
||||
shooterPed->SetAttackTimer(1500);
|
||||
else
|
||||
shooterPed->SetAttackTimer(3000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1785,7 +1850,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
case ENTITY_TYPE_VEHICLE:
|
||||
{
|
||||
if (!statUpdated) {
|
||||
//CStats::NumBulletsHit++; // TODO(Miami): Stats
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
statUpdated = true;
|
||||
}
|
||||
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
|
||||
|
@ -1794,7 +1859,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
case ENTITY_TYPE_PED:
|
||||
{
|
||||
if (!statUpdated) {
|
||||
//CStats::NumBulletsHit++; // TODO(Miami): Stats
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
statUpdated = true;
|
||||
}
|
||||
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
|
||||
|
@ -1804,7 +1869,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
case ENTITY_TYPE_OBJECT:
|
||||
{
|
||||
if (!statUpdated) {
|
||||
//CStats::NumBulletsHit++; // TODO(Miami): Stats
|
||||
CStats::InstantHitsHitByPlayer++;
|
||||
statUpdated = true;
|
||||
}
|
||||
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
|
||||
|
@ -2776,6 +2841,7 @@ CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
|
|||
return false;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CWeapon::BlowUpExplosiveThings(CEntity *thing)
|
||||
{
|
||||
|
@ -2783,14 +2849,14 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
|
|||
{
|
||||
CObject *object = (CObject*)thing;
|
||||
int32 mi = object->GetModelIndex();
|
||||
if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged )
|
||||
if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged && object->IsObject() )
|
||||
{
|
||||
object->bHasBeenDamaged = true;
|
||||
|
||||
CExplosion::AddExplosion(object, FindPlayerPed(), EXPLOSION_BARREL, object->GetPosition()+CVector(0.0f,0.0f,0.5f), 100);
|
||||
|
||||
if ( MI_EXPLODINGBARREL == mi )
|
||||
object->m_vecMoveSpeed.z += 0.75f;
|
||||
object->m_vecMoveSpeed.z += 0.55f;
|
||||
else
|
||||
object->m_vecMoveSpeed.z += 0.45f;
|
||||
|
||||
|
|
Loading…
Reference in a new issue