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mirror of https://git.rip/DMCA_FUCKER/re3.git synced 2024-12-23 13:10:01 +00:00

sync with upstream

This commit is contained in:
Nikolay Korolev 2020-05-19 23:27:41 +03:00
commit fec0028e12
19 changed files with 821 additions and 316 deletions

View file

@ -49,6 +49,16 @@ uint16 AmmoForWeapon[20] = { 0, 1, 45, 125, 25, 150, 300, 25, 5, 250, 5, 5, 0, 5
uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS] = {
0,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
4,
4,
4,
@ -70,16 +80,20 @@ uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS] = {
uint16 CostOfWeapon[20] = { 0, 10, 250, 800, 1500, 3000, 5000, 10000, 25000, 25000, 2000, 2000, 0, 50000, 0, 3000, 0, 0, 0, 0 };
// TODO(Miami): Those are all placeholders!!
uint8 aWeaponReds[] = { 0, 255, 0, 128, 255, 255, 0, 255, 0, 128, 128, 255,
uint8 aWeaponReds[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
255, 0, 128, 255, 255, 0, 255, 0, 128, 128, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 128, 0, 255, 0 };
uint8 aWeaponGreens[] = { 0, 0, 255, 128, 255, 0, 255, 128, 255, 0, 255, 255,
uint8 aWeaponGreens[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
0, 255, 128, 255, 0, 255, 128, 255, 0, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
0, 255, 0, 255, 0 };
uint8 aWeaponBlues[] = { 0, 0, 0, 255, 0, 255, 255, 0, 128, 255, 0, 255,
uint8 aWeaponBlues[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
0, 0, 255, 0, 255, 255, 0, 128, 255, 0, 255,
255, 255, 255, 255, 255, 255, 255, 255,
0, 128, 255, 0, 0 };
float aWeaponScale[] = { 1.0f, 1.0f, 2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f,
float aWeaponScale[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f };

View file

@ -10334,8 +10334,20 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
{
switch (command) {
case COMMAND_SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG:
{
CollectParameters(&m_nIp, 3);
CPed *pTarget = CPools::GetPedPool()->GetAt(ScriptParams[0]);
uint8 flag = 1 << (uint8)ScriptParams[1];
if (ScriptParams[2])
pTarget->m_gangFlags |= flag;
else
pTarget->m_gangFlags &= ~flag;
return 0;
}
case COMMAND_LOAD_AND_LAUNCH_MISSION_EXCLUSIVE:
case COMMAND_IS_MISSION_AUDIO_PLAYING:
assert(0);
case COMMAND_CREATE_LOCKED_PROPERTY_PICKUP:
{
CollectParameters(&m_nIp, 3);

View file

@ -22,10 +22,12 @@ enum eEventType
EVENT_PED_SET_ON_FIRE,
EVENT_COP_SET_ON_FIRE,
EVENT_CAR_SET_ON_FIRE,
EVENT_ASSAULT_NASTYWEAPON, // not sure
EVENT_ASSAULT_NASTYWEAPON,
EVENT_ASSAULT_NASTYWEAPON_POLICE,
EVENT_ICECREAM,
EVENT_ATM,
EVENT_SHOPSTALL, // used on graffitis
EVENT_SHOPSTALL,
EVENT_SHOPWINDOW,
EVENT_LAST_EVENT
};

View file

@ -1337,8 +1337,7 @@ CStreaming::LoadInitialPeds(void)
void
CStreaming::LoadInitialWeapons(void)
{
// TODO(Miami): Enable when weapons have been ported
//CStreaming::RequestModel(MI_NIGHTSTICK, STREAMFLAGS_DONT_REMOVE);
CStreaming::RequestModel(MI_NIGHTSTICK, STREAMFLAGS_DONT_REMOVE);
CStreaming::RequestModel(MI_MISSILE, STREAMFLAGS_DONT_REMOVE);
}

View file

@ -46,7 +46,7 @@ public:
float m_fDistanceTravelled;
// damaged piece
float m_fDamageImpulse;
float m_fDamageImpulse; // fCollisionPower
CEntity *m_pDamageEntity;
CVector m_vecDamageNormal;
int16 m_nDamagePieceType;

View file

@ -406,6 +406,7 @@ enum
MI_TRAIN = -1,
MI_DODO = -2,
MI_NIGHTSTICK = 262,
MI_BASEBALL_BAT = 264,
MI_GRENADE = 270,
MI_MOLOTOV = 272,

View file

@ -23,7 +23,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
switch (copType) {
case COP_STREET:
SetModelIndex(MI_COP);
// GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami)
GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true);
GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
m_currentWeapon = WEAPONTYPE_UNARMED;
m_fArmour = 0.0f;

View file

@ -36,7 +36,7 @@ void CGangs::Initialise(void)
SetGangVehicleModel(GANG_BIKER, MI_ANGEL);
SetGangVehicleModel(GANG_PLAYER, -1);
SetGangVehicleModel(GANG_GOLFER, MI_CADDY);
//SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB); // TODO(MIAMI)
SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB);
#ifdef FIX_BUGS
for (int i = 0; i < NUM_GANGS; i++)
SetGangPedModelOverride(i, -1);

View file

@ -116,32 +116,8 @@ uint16 nPlayerInComboMove;
RpClump *flyingClumpTemp;
// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
FightMove tFightMoves[NUM_FIGHTMOVES] = {
{NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
{ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
{ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
{ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
{ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
{ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
{ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
{ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
{ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
{ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
{ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
// TODO(Miami)
};
uint16 CPed::nThreatReactionRangeMultiplier = 1;
@ -620,6 +596,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagI80 = false;
#endif
m_gangFlags = 0xFF;
bReachedAttractorHeadingTarget = false;
bTurnedAroundOnAttractor = false;
bCarPassenger = false;
@ -666,9 +644,16 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
m_wepAccuracy = 60;
m_lastWepDam = -1;
m_lastDamEntity = nil;
m_attachedTo = nil;
m_attachWepAmmo = 0;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
uint16 random = CGeneral::GetRandomNumber();
m_nPedMoney = random % 25;
if (m_nPedMoney == 23)
m_nPedMoney = 400;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
@ -1183,7 +1168,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
if (ped->bIsDucking && ped->bCrouchWhenShooting) {
CAnimBlendAssociation *crouchFireAssoc = nil;
if (!!weapon->m_bCrouchFire) {
crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE);
crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
}
if (!!weapon->m_bReload && reloadAssoc) {
if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
@ -1222,7 +1207,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (currentWeapon->m_bCrouchFire && attackAssoc) {
if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
@ -1248,7 +1233,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (currentWeapon->m_bCrouchFire && attackAssoc) {
if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
@ -1276,15 +1261,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
newAnim->SetFinishCallback(FinishedAttackCB, ped);
}
} else {
// TODO(Miami): Remove this block when fighting has been ported
if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD)
{
attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
return;
}
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
{
attackAssoc->blendDelta = -8.0f;
@ -1343,7 +1319,7 @@ CPed::Attack(void)
if (bIsDucking) {
if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
@ -1396,7 +1372,6 @@ CPed::Attack(void)
meleeAttackStarted = true;
switch ( ourWeapon->m_AnimToPlay ) {
case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported
case ASSOCGRP_UNARMED:
case ASSOCGRP_SCREWDRIVER:
case ASSOCGRP_KNIFE:
@ -1437,7 +1412,7 @@ CPed::Attack(void)
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
@ -1499,9 +1474,7 @@ CPed::Attack(void)
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
firePos = GetMatrix() * firePos;
} else {
// TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR ||
weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
}
GetWeapon()->Fire(this, &firePos);
@ -1521,10 +1494,8 @@ CPed::Attack(void)
damagerType = m_pDamageEntity->GetType();
}
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done
weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
#else
@ -1783,15 +1754,19 @@ CPed::SetCurrentWeapon(int slot)
}
}
// --MIAMI: TODO when weapons got converted
// --MIAMI: Done
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
// First condition checks for Pistol, Python and Shotguns
if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 ||
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
SetCurrentWeapon(i);
return true;
}
@ -1801,39 +1776,54 @@ CPed::SelectGunIfArmed(void)
return false;
}
// --MIAMI: Done
void
CPed::Duck(void)
{
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
ClearDuck();
else if (bIsDucking && bCrouchWhenShooting) {
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
if (!attackAssoc) {
if(!!weapon->m_bCrouchFire)
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!attackAssoc) {
if(!!weapon->m_bReload)
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
}
if (!attackAssoc) {
bIsDucking = false;
}
}
}
// --MIAMI: Done
void
CPed::ClearDuck(void)
CPed::ClearDuck(bool clearTimer)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
if (!animAssoc) {
bIsDucking = false;
return;
}
}
if (!bCrouchWhenShooting)
return;
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
}
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
return;
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0f;
}
bIsDucking = false;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
if (clearTimer) {
m_duckTimer = 0;
}
}
// --MIAMI: Done except commented thing
// --MIAMI: Done
void
CPed::ClearPointGunAt(void)
{
@ -1854,7 +1844,7 @@ CPed::ClearPointGunAt(void)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
if (!!weaponInfo->m_bCrouchFire) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
}
}
if (animAssoc) {
@ -2693,7 +2683,7 @@ CPed::SetModelIndex(uint32 mi)
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);
// TODO(Miami): This is something inlined for sure
// TODO(Miami): This is inlined CanUseTorsoWhenLooking
bool canUseMyBody = false;
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
@ -2717,7 +2707,13 @@ CPed::SetModelIndex(uint32 mi)
void
CPed::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
if (!bRenderScorched) {
CRenderer::RemoveVehiclePedLights(this, reset);
if (reset)
ReSetAmbientAndDirectionalColours();
}
SetAmbientColours();
DeActivateDirectional();
}
bool
@ -2782,14 +2778,15 @@ CPed::WorkOutHeadingForMovingFirstPerson(float offset)
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
} else {
if (leftRight < 0.0f)
angle = 0.5f * PI;
angle = HALFPI;
else if (leftRight > 0.0f)
angle = -0.5f * PI;
angle = -HALFPI;
}
return CGeneral::LimitRadianAngle(offset + angle);
}
// --MIAMI: Done
void
CPed::CalculateNewVelocity(void)
{
@ -2804,9 +2801,6 @@ CPed::CalculateNewVelocity(void)
limitedRotDest -= 2 * PI;
}
if (IsPlayer() && m_nPedState == PED_ATTACK)
headAmount /= 4.0f;
float neededTurn = limitedRotDest - m_fRotationCur;
if (neededTurn <= headAmount) {
if (neededTurn > (-headAmount))
@ -2830,8 +2824,12 @@ CPed::CalculateNewVelocity(void)
}
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
|| FindPlayerPed() != this || !CanStrafeOrMouseControl()) {
if (FindPlayerPed() == this)
FindPlayerPed()->m_fWalkAngle = 0.0f;
return;
}
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
float pedSpeed = m_moved.Magnitude();
@ -2851,16 +2849,13 @@ CPed::CalculateNewVelocity(void)
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
// There is one more anim in VC.
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
LimbOrientation newUpperLegs;
newUpperLegs.yaw = localWalkAngle;
@ -3944,7 +3939,7 @@ CPed::ClearAttackByRemovingAnim(void)
if (!weaponAssoc) {
if (!!weapon->m_bCrouchFire)
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!weaponAssoc) {
if(!!weapon->m_bFinish3rd)
@ -4916,7 +4911,7 @@ CPed::SetPointGunAt(CEntity *to)
if (bCrouchWhenShooting && bIsDucking) {
if (!!curWeapon->m_bCrouchFire) {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
}
} else {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
@ -4925,7 +4920,7 @@ CPed::SetPointGunAt(CEntity *to)
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
if (bCrouchWhenShooting && bIsDucking) {
if (!!curWeapon->m_bCrouchFire) {
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f);
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
}
} else {
aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
@ -5197,7 +5192,7 @@ CPed::SetAttack(CEntity *victim)
}
// TODO(Miami): Brass knuckles
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (IsPlayer() ||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
@ -5209,10 +5204,7 @@ CPed::SetAttack(CEntity *victim)
m_nPedState = PED_ATTACK;
bIsAttacking = false;
// TODO(Miami): Revert when fighting got ported
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay,
GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f);
// CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
@ -5316,13 +5308,13 @@ CPed::SetAttack(CEntity *victim)
m_nPedState = PED_ATTACK;
SetMoveState(PEDMOVE_NONE);
if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
if (curMoveAssoc) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
delete curMoveAssoc;
}
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f);
} else {
float animDelta = 8.0f;
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
@ -5442,10 +5434,11 @@ CPed::StartFightAttack(uint8 buttonPressure)
nPlayerInComboMove = 0;
}
// --MIAMI: Done
void
CPed::LoadFightData(void)
{
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier;
int damage, flags;
char line[256], moveName[32], animName[32], hitLevel;
int moveId = 0;
@ -5474,12 +5467,13 @@ CPed::LoadFightData(void)
sscanf(
&line[lp],
"%s %f %f %f %f %c %s %d %d",
"%s %f %f %f %f %f %c %s %d %d",
moveName,
&startFireTime,
&endFireTime,
&comboFollowOnTime,
&strikeRadius,
&extendReachMultiplier,
&hitLevel,
animName,
&damage,
@ -5492,6 +5486,7 @@ CPed::LoadFightData(void)
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
tFightMoves[moveId].strikeRadius = strikeRadius;
tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier;
tFightMoves[moveId].damage = damage;
tFightMoves[moveId].flags = flags;
@ -5515,11 +5510,14 @@ CPed::LoadFightData(void)
break;
}
if (strncmp(animName, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
} else {
tFightMoves[moveId].animId = ANIM_WALK;
if (strncmp(animName, "default", 8) != 0) {
if (strncmp(animName, "null", 5) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
}
else {
tFightMoves[moveId].animId = ANIM_WALK;
}
}
moveId++;
}
@ -5612,6 +5610,7 @@ CPed::FightStrike(CVector &touchedNodePos)
damageMult *= m_pedStats->m_attackStrength;
}
/*
// Change direction if we used kick.
if (m_lastFightMove == FIGHTMOVE_KICK) {
if (CGeneral::GetRandomNumber() & 1) {
@ -5619,7 +5618,7 @@ CPed::FightStrike(CVector &touchedNodePos)
if (direction > 3)
direction -= 4;
}
}
} */
nearPed->ReactToAttack(this);
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
@ -6359,6 +6358,7 @@ CPed::CollideWithPed(CPed *collideWith)
}
}
// --MIAMI: Done except commented thing
void
CPed::CreateDeadPedMoney(void)
{
@ -6366,29 +6366,31 @@ CPed::CreateDeadPedMoney(void)
return;
int skin = GetModelIndex();
// TODO(Miami): New flag
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
return;
int money = CGeneral::GetRandomNumber() % 60;
int money = m_nPedMoney;
if (money < 10)
return;
if (money == 43)
money = 700;
CVector pickupPos = GetPosition();
bool found;
int pickupCount = money / 40 + 1;
int pickupCount = Min(money / 20 + 1, 7);
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
}
}
m_nPedMoney = 0;
}
void
@ -6559,13 +6561,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
CAnimBlendAssociation *weaponAssoc;
//CWeaponInfo::GetWeaponInfo(unused);
// TODO(Miami): Remove when fighting got ported
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
@ -6726,6 +6721,7 @@ CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
return retVal;
}
// TODO(Miami): Ducking doesn't work, fix this
bool
CPed::DuckAndCover(void)
{
@ -6743,9 +6739,11 @@ CPed::DuckAndCover(void)
SetAimFlag(m_pedInObjective);
} else {
bCrouchWhenShooting = false;
bKindaStayInSamePlace = false;
bIsDucking = false;
if (bIsDucking)
ClearDuck(true);
bCrouchWhenShooting = false;
bDuckAndCover = false;
m_headingRate = 10.0f;
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
@ -6758,8 +6756,11 @@ CPed::DuckAndCover(void)
bool justDucked = false;
CVehicle *foundVeh = nil;
float maxDist = 225.0f;
bIsDucking = false;
if (bIsDucking)
ClearDuck(true);
bCrouchWhenShooting = false;
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
CVector pos = GetPosition();
int16 lastVehicle;
@ -7148,13 +7149,9 @@ CPed::Fight(void)
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
case FIGHTMOVE_HEADBUTT:
TransformToNode(touchingNodePos, PED_HEAD);
break;
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
case FIGHTMOVE_KICK:
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_GROUNDKICK:
@ -7215,12 +7212,12 @@ CPed::Fight(void)
canRoundhouse = false;
punchOnly = false;
canKick = true;
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
hasShoppingBags = false;
canKneeHead = true;
nPlayerInComboMove = 0;
} else {
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
uint16 pedFeatures = m_pedStats->m_flags;
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
@ -7259,7 +7256,7 @@ CPed::Fight(void)
&& neededTurn < DEGTORAD(35.0f)
&& (canKick || hasShoppingBags)) {
nextFightMove = FIGHTMOVE_KICK;
nextFightMove = FIGHTMOVE_LONGKICK;
if (hasShoppingBags) {
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
@ -7352,7 +7349,7 @@ CPed::Fight(void)
if (fightingPedDist >= 1.3f) {
if (fightingPedDist < 1.7f && canKick) {
nextFightMove = FIGHTMOVE_KICK;
nextFightMove = FIGHTMOVE_LONGKICK;
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
@ -9329,7 +9326,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
void
CPed::Look(void)
{
// UNUSED: This is a perfectly empty function.
TurnBody();
}
bool
@ -11270,6 +11267,7 @@ CPed::SetInTheAir(void)
void
CPed::RestoreHeadPosition(void)
{
// TODO(Miami): This is inlined CanUseTorsoWhenLooking
bool canUseMyBody = false;
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
@ -11299,7 +11297,7 @@ CPed::PointGunAt(void)
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
if (!!weaponInfo->m_bCrouchFire) {
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
animLoopStart = weaponInfo->m_fAnim2LoopStart;
}
}
@ -15627,19 +15625,22 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused)
}
#endif
// --MIAMI: Done, but what is this parameter for?
void
CPed::SetDuck(uint32 time)
CPed::SetDuck(uint32 time, bool sth)
{
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
return;
if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
bIsDucking = true;
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) {
if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer)
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
}
return;
}
CAnimBlendAssociation *duckAssoc;
if (bCrouchWhenShooting) {
duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 4.0f);
duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
bIsDucking = true;
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
} else {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
@ -18563,7 +18564,7 @@ CPed::ClearFollowPath()
m_nCurPathNode = 0;
}
// --MIAMI: Done
// --MIAMI: Done except bikes
void
CPed::AddInCarAnims(CVehicle* car, bool isDriver)
{
@ -18603,6 +18604,12 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver)
StopNonPartialAnims();
}
bool
CPed::CanBeDamagedByThisGangMember(CPed* who)
{
return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1));
}
bool
IsPedPointerValid_NotInWorld(CPed* pPed)
{
@ -18626,4 +18633,4 @@ IsPedPointerValid(CPed* pPed)
if (pPed->bInVehicle && pPed->m_pMyVehicle)
return IsEntityPointerValid(pPed->m_pMyVehicle);
return pPed->m_entryInfoList.first || pPed == FindPlayerPed();
}
}

View file

@ -79,11 +79,11 @@ struct FightMove
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
float extendReachMultiplier;
uint8 hitLevel; // FightMoveHitLevel
uint8 damage;
uint8 flags;
};
VALIDATE_SIZE(FightMove, 0x18);
// TODO: This is eFightState on mobile.
enum PedFightMoves
@ -94,13 +94,21 @@ enum PedFightMoves
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCH,
FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
// Directionals
FIGHTMOVE_FWDLEFT,
FIGHTMOVE_FWDRIGHT,
FIGHTMOVE_BACKKICK,
FIGHTMOVE_BACKFLIP,
FIGHTMOVE_BACKLEFT,
FIGHTMOVE_BACKRIGHT,
FIGHTMOVE_RIGHTSWEEP,
// Special
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
@ -113,6 +121,9 @@ enum PedFightMoves
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_MELEE1,
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
};
@ -466,6 +477,7 @@ public:
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 m_gangFlags;
uint8 CharCreatedBy;
eObjective m_objective;
eObjective m_prevObjective;
@ -588,7 +600,7 @@ public:
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
uint16 m_pedMoney;
uint16 m_nPedMoney;
int8 m_lastWepDam;
CEntity *m_lastDamEntity;
CEntity *m_attachedTo;
@ -651,7 +663,7 @@ public:
void SetCurrentWeapon(eWeaponType weaponType);
void SetCurrentWeapon(int weapon);
void Duck(void);
void ClearDuck(void);
void ClearDuck(bool = false);
void ClearPointGunAt(void);
void BeingDraggedFromCar(void);
void RestartNonPartialAnims(void);
@ -679,7 +691,7 @@ public:
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
void ReactToAttack(CEntity*);
void SetDuck(uint32);
void SetDuck(uint32, bool = false);
void RegisterThreatWithGangPeds(CEntity*);
bool TurnBody(void);
void Chat(void);
@ -810,6 +822,7 @@ public:
void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
void RequestDelayedWeapon();
void AddInCarAnims(CVehicle* car, bool isDriver);
bool CanBeDamagedByThisGangMember(CPed*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@ -915,7 +928,7 @@ public:
bool Dead(void) { return m_nPedState == PED_DEAD; }
bool Dying(void) { return m_nPedState == PED_DIE; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool Driving(void) { return m_nPedState == PED_DRIVING; }
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
@ -933,10 +946,6 @@ public:
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_FIGHT_PPUNCH;
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
return ANIM_WEAPON_FIRE_3RD;
else
@ -944,14 +953,10 @@ public:
}
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_KICK_FLOOR;
if (!!weapon->m_bGround2nd)
return ANIM_WEAPON_CROUCHFIRE;
else if (!!weapon->m_bGround3rd)
return ANIM_WEAPON_SPECIAL;
return ANIM_WEAPON_FIRE_3RD;
else if (kickFloorIfNone)
return ANIM_KICK_FLOOR;
else
@ -959,10 +964,6 @@ public:
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_FIGHT_PPUNCH;
if (weapon->m_bAnimDetonate)
return ANIM_BOMBER;
else
@ -976,6 +977,13 @@ public:
return (AnimationId)0;
}
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bCrouchFire)
return ANIM_WEAPON_CROUCHFIRE;
else
return (AnimationId)0;
}
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bReload)
return ANIM_WEAPON_RELOAD;

View file

@ -12,7 +12,7 @@ const int gcMaxSizeOfPizzaQueue = 5;
const int gcMaxSizeOfShelterQueue = 5;
const int gcMaxSizeOfIceCreamQueue = 1;
//--MIAMI: file done, except TODO(MIAMI)
//--MIAMI: file done
std::vector<CVector> CPedShelterAttractor::ms_displacements;
@ -167,19 +167,15 @@ CPedAttractor::CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 ma
void CPedPizzaAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
{
/* TODO(MIAMI): uncomment
if (pPed->m_nPedMoney > 10)
pPed->m_nPedMoney -= 10;
else
pPed->m_nPedMoney = 0;
*/
}
void CPedAtmAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
{
/* TODO(MIAMI): uncomment
pPed->m_nPedMoney += 20 * CGeneral::GetRandomNumberInRange(1, 51);
*/
};
float CPedAttractor::ComputeDeltaHeading() const

View file

@ -1088,6 +1088,7 @@ CPlayerPed::ProcessAnimGroups(void)
}
}
// TODO(Miami): Hella TODO
void
CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
{
@ -1099,8 +1100,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
if (!m_pFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
if (padUsed->TargetJustDown()) {
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
#ifdef FREE_CAM
@ -1134,7 +1136,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
else
#endif
SetAttack(m_pPointGunAt);
} else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
} else {
if (m_nPedState == PED_ATTACK) {
if (padUsed->WeaponJustDown()) {
m_bHaveTargetSelected = true;
@ -1145,12 +1147,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
}
SetAttack(nil);
} else if (padUsed->WeaponJustDown()) {
if (m_fMoveSpeed < 1.0f)
StartFightAttack(padUsed->GetWeapon());
else
SetAttack(nil);
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
!weaponInfo->m_bFightMode) {
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
padUsed->WeaponJustDown())
SetAttack(nil);
} else if (padUsed->WeaponJustDown()) {
if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT)
StartFightAttack(padUsed->GetWeapon());
else
SetAttack(nil);
}
}
}
} else {
@ -1185,7 +1194,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
#endif
} else {
m_fRotationDest = limitedCam;
m_headingRate = 50.0f;
m_headingRate = 12.5f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {

View file

@ -461,17 +461,16 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
if (ms_bGivePedsWeapons) {
eWeaponType weapon;
// TODO(Miami): Look here when weapons have been ported
switch (CGeneral::GetRandomNumber() & 3) {
case 0:
weapon = WEAPONTYPE_COLT45;
break;
case 1:
//weapon = WEAPONTYPE_NIGHTSTICK;
//break;
weapon = WEAPONTYPE_NIGHTSTICK;
break;
case 2:
//weapon = WEAPONTYPE_GOLFCLUB;
//break;
weapon = WEAPONTYPE_GOLFCLUB;
break;
case 3:
weapon = WEAPONTYPE_TEC9;
break;
@ -1093,8 +1092,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
return nil;
CPed* pPed = CPopulation::AddPed(PEDTYPE_CIVMALE, MI_MALE01, pos); // TODO(MIAMI): 4th parameter
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
//TODO(MIAMI): uncomment
//pPed->m_nPedMoney = 0;
pPed->m_nPedMoney = 0;
pPed->bDeadPedInFrontOfCar = true;
pPed->m_vehicleInAccident = pCulprit;
pCulprit->RegisterReference((CEntity**)&pPed->m_vehicleInAccident);
@ -1108,7 +1106,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
}
}
}
CColPoint colpts[32];
CColPoint colpts[MAX_COLLISION_POINTS];
if (CCollision::ProcessColModels(pCulprit->GetMatrix(), *pCulprit->GetColModel(), pPed->GetMatrix(), *pPed->GetColModel(), colpts, nil, nil)) {
CWorld::Remove(pPed);
delete pPed;

View file

@ -88,6 +88,21 @@ float CHud::PagerXOffset;
int16 CHud::PagerTimer;
int16 CHud::PagerOn;
uint32 CHud::m_WantedFadeTimer;
uint32 CHud::m_WantedState;
uint32 CHud::m_WantedTimer;
uint32 CHud::m_EnergyLostFadeTimer;
uint32 CHud::m_EnergyLostState;
uint32 CHud::m_EnergyLostTimer;
uint32 CHud::m_DisplayScoreFadeTimer;
uint32 CHud::m_DisplayScoreState;
uint32 CHud::m_DisplayScoreTimer;
uint32 CHud::m_WeaponFadeTimer;
uint32 CHud::m_WeaponState;
uint32 CHud::m_WeaponTimer;
uint32 CHud::m_LastDisplayScore;
CSprite2d CHud::Sprites[NUM_HUD_SPRITES];
struct
@ -125,6 +140,10 @@ RwTexture *gpRocketSightTex;
void CHud::Draw()
{
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
// disable hud via second controller
if (CPad::GetPad(1)->GetStartJustDown())
m_Wants_To_Draw_Hud = !m_Wants_To_Draw_Hud;
@ -136,22 +155,29 @@ void CHud::Draw()
bool DrawCrossHair = 0;
bool DrawCrossHairPC = 0;
int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
CPlayerPed *playerPed = FindPlayerPed();
eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
DrawCrossHair = 1;
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
DrawCrossHairPC = 1;
// TODO(Miami): New cam mode
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/)
&& playerPed && !playerPed->GetWeapon()->IsTypeMelee())
DrawCrossHair = true;
/*
Draw Crosshairs
*/
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() &&
(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
DrawCrossHairPC = 1;
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
DrawCrossHairPC = true;
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage)
|| Mode == CCam::MODE_1STPERSON_RUNABOUT) {
if (playerPed) {
if (playerPed->m_nPedState != PED_ENTER_CAR && playerPed->m_nPedState != PED_CARJACK) {
// TODO(Miami): Uncomment
if (WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_AK47
/*|| WeaponType == WEAPONTYPE_M60 || || WeaponType == WEAPONTYPE_MINIGUN */
|| WeaponType == WEAPONTYPE_FLAMETHROWER) {
DrawCrossHairPC = 1;
}
}
}
}
@ -171,7 +197,8 @@ void CHud::Draw()
#ifdef ASPECT_RATIO_SCALE
f3rdY -= SCREEN_SCALE_Y(2.0f);
#endif
if (FindPlayerPed() && WeaponType == WEAPONTYPE_M16) {
// TODO(Miami): M60
if (playerPed && (WeaponType == WEAPONTYPE_M16 || WeaponType == WEAPONTYPE_AK47/* || WeaponType == WEAPONTYPE_M60*/)) {
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.6f);
rect.top = f3rdY - SCREEN_SCALE_Y(32.0f * 0.6f);
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
@ -187,8 +214,7 @@ void CHud::Draw()
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
}
}
else {
} else {
if (Mode == CCam::MODE_M16_1STPERSON ||
Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Mode == CCam::MODE_HELICANNON_1STPERSON) {
@ -215,8 +241,11 @@ void CHud::Draw()
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex));
CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
}
else {
// TODO(Miami)
// Sniper
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
@ -243,9 +272,9 @@ void CHud::Draw()
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
}
}
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
}
else {
SpriteBrightness = 0;
@ -254,34 +283,48 @@ void CHud::Draw()
/*
DrawMoneyCounter
*/
wchar sPrint[16];
wchar sPrintIcon[16];
char sTemp[16];
float alpha;
sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
AsciiToUnicode(sTemp, sPrint);
if (m_LastDisplayScore == CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney) {
alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 0);
} else {
alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 1);
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
}
if (m_DisplayScoreState != FADED_OUT) {
sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
AsciiToUnicode(sTemp, sPrint);
CFont::SetPropOff();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetBackGroundOnlyTextOff();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetPropOff();
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::SetPropOff();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetBackGroundOnlyTextOff();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetPropOff();
CFont::SetDropShadowPosition(2);
CFont::SetDropColor(CRGBA(0, 0, 0, alpha));
MONEY_COLOR.a = alpha;
CFont::SetColor(MONEY_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f), SCREEN_SCALE_Y(43.0f + 2.0f), sPrint);
CFont::SetColor(MONEY_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
// TODO(Miami): m_nHudMode
//if (CMenuManager.m_nHudMode)
{
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
}
}
/*
DrawAmmo
*/
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType);
CWeapon *weapon = FindPlayerPed()->GetWeapon();
CWeapon *weapon = playerPed->GetWeapon();
uint32 AmmoAmount = weaponInfo->m_nAmountofAmmunition;
uint32 AmmoInClip = weapon->m_nAmmoInClip;
uint32 TotalAmmo = weapon->m_nAmmoTotal;
@ -347,14 +390,15 @@ void CHud::Draw()
}
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f));
CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.8f));
CFont::SetJustifyOff();
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(640.0f));
CFont::SetPropOn();
CFont::SetDropShadowPosition(0);
CFont::SetFontStyle(FONT_BANK);
if (!CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
if (Min(9999, TotalAmmo - AmmoInClip) != 9999 && !CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
CFont::SetDropShadowPosition(2);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetColor(AMMO_COLOR);
@ -366,7 +410,7 @@ void CHud::Draw()
DrawHealth
*/
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetJustifyOff();
CFont::SetCentreOff();
CFont::SetRightJustifyWrap(0.0f);
@ -376,16 +420,16 @@ void CHud::Draw()
if (m_ItemToFlash == ITEM_HEALTH && CTimer::GetFrameCounter() & 8
|| m_ItemToFlash != ITEM_HEALTH
|| FindPlayerPed()->m_fHealth < 10
|| playerPed->m_fHealth < 10
&& CTimer::GetFrameCounter() & 8) {
if (FindPlayerPed()->m_fHealth >= 10
|| FindPlayerPed()->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
if (playerPed->m_fHealth >= 10
|| playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
AsciiToUnicode("{", sPrintIcon);
#ifdef FIX_BUGS
sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fHealth + 0.5f));
sprintf(sTemp, "%03d", int32(playerPed->m_fHealth + 0.5f));
#else
sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fHealth);
sprintf(sTemp, "%03d", (int32)playerPed->m_fHealth);
#endif
AsciiToUnicode(sTemp, sPrint);
@ -409,13 +453,13 @@ void CHud::Draw()
DrawArmour
*/
if (m_ItemToFlash == ITEM_ARMOUR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_ARMOUR) {
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
if (FindPlayerPed()->m_fArmour > 1.0f) {
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
if (playerPed->m_fArmour > 1.0f) {
AsciiToUnicode("[", sPrintIcon);
#ifdef FIX_BUGS
sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fArmour + 0.5f));
sprintf(sTemp, "%03d", int32(playerPed->m_fArmour + 0.5f));
#else
sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fArmour);
sprintf(sTemp, "%03d", (int32)playerPed->m_fArmour);
#endif
AsciiToUnicode(sTemp, sPrint);
@ -440,30 +484,33 @@ void CHud::Draw()
DrawWantedLevel
*/
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(1.25f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetJustifyOff();
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetPropOn();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above
AsciiToUnicode("]", sPrintIcon);
for (int i = 0; i < 6; i++) {
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(2.0f + SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f + 2.0f), sPrintIcon);
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > i
&& (CTimer::GetTimeInMilliseconds() > FindPlayerPed()->m_pWanted->m_nLastWantedLevelChange
if (playerPed->m_pWanted->m_nWantedLevel > i
&& (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange
+ 2000 || CTimer::GetFrameCounter() & 4)) {
CFont::SetColor(WANTED_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
}else{
// TODO(Miami): There is one more condition in here
}else if (playerPed->m_pWanted->m_nWantedLevel <= i) {
CFont::SetColor(NOTWANTED_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
}
}
CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open
/*
DrawZoneName
*/
@ -675,7 +722,7 @@ void CHud::Draw()
CFont::SetJustifyOff();
CFont::SetCentreOff();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetBackGroundOnlyTextOff();
CFont::SetPropOff();
CFont::SetFontStyle(FONT_HEADING);
@ -724,7 +771,7 @@ void CHud::Draw()
AsciiToUnicode(CUserDisplay::OnscnTimer.m_sEntries[0].m_bTimerBuffer, sTimer);
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING));
@ -732,7 +779,7 @@ void CHud::Draw()
CFont::SetBackGroundOnlyTextOn();
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(110.0f) + SCREEN_SCALE_Y(2.0f), sTimer);
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetColor(TIMER_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET), SCREEN_SCALE_Y(110.0f), sTimer);
@ -764,7 +811,7 @@ void CHud::Draw()
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
@ -790,7 +837,7 @@ void CHud::Draw()
if (CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText[0]) {
CFont::SetPropOn();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(61.0f) + SCREEN_SCALE_Y(2.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(2.0f), TheText.Get(CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText));
@ -1456,6 +1503,21 @@ void CHud::Initialise()
PagerSoundPlayed = 0;
PagerXOffset = 150.0f;
m_WantedFadeTimer = 0;
m_WantedState = FADE_DISABLED;
m_WantedTimer = 0;
m_EnergyLostFadeTimer = 0;
m_EnergyLostState = FADE_DISABLED;
m_EnergyLostTimer = 0;
m_DisplayScoreFadeTimer = 0;
m_DisplayScoreState = FADE_DISABLED;
m_DisplayScoreTimer = 0;
m_WeaponFadeTimer = 0;
m_WeaponState = FADE_DISABLED;
m_WeaponTimer = 0;
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
CTxdStore::PopCurrentTxd();
}
@ -1479,6 +1541,21 @@ void CHud::ReInitialise() {
PagerTimer = 0;
PagerSoundPlayed = 0;
PagerXOffset = 150.0f;
m_WantedFadeTimer = 0;
m_WantedState = FADE_DISABLED;
m_WantedTimer = 0;
m_EnergyLostFadeTimer = 0;
m_EnergyLostState = FADE_DISABLED;
m_EnergyLostTimer = 0;
m_DisplayScoreFadeTimer = 0;
m_DisplayScoreState = FADE_DISABLED;
m_DisplayScoreTimer = 0;
m_WeaponFadeTimer = 0;
m_WeaponState = FADE_DISABLED;
m_WeaponTimer = 0;
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
}
wchar LastBigMessage[6][128];
@ -1575,3 +1652,106 @@ void CHud::Shutdown()
int HudTXD = CTxdStore::FindTxdSlot("hud");
CTxdStore::RemoveTxdSlot(HudTXD);
}
float CHud::DrawFadeState(DRAW_FADE_STATE fadingElement, int forceFadingIn)
{
float alpha = 255.0f;
uint32 operation, timer;
int32 fadeTimer;
switch (fadingElement) {
case HUD_WANTED_FADING:
fadeTimer = m_WantedFadeTimer;
operation = m_WantedState;
timer = m_WantedTimer;
break;
case HUD_ENERGY_FADING:
fadeTimer = m_EnergyLostFadeTimer;
operation = m_EnergyLostState;
timer = m_EnergyLostTimer;
break;
case HUD_SCORE_FADING:
fadeTimer = m_DisplayScoreFadeTimer;
operation = m_DisplayScoreState;
timer = m_DisplayScoreTimer;
break;
case HUD_WEAPON_FADING:
fadeTimer = m_WeaponFadeTimer;
operation = m_WeaponState;
timer = m_WeaponTimer;
break;
default:
break;
}
if (forceFadingIn) {
switch (operation) {
case FADED_OUT:
fadeTimer = 0;
case START_FADE_OUT:
case FADING_OUT:
timer = 5;
operation = FADING_IN;
break;
default:
break;
}
}
if (operation != FADED_OUT && operation != FADE_DISABLED) {
switch (operation) {
case START_FADE_OUT:
fadeTimer = 1000;
alpha = 255.0f;
if (timer > 10000) {
fadeTimer = 3000;
operation = FADING_OUT;
}
break;
case FADING_IN:
fadeTimer += CTimer::GetTimeStepInMilliseconds();
if (fadeTimer > 1000.0f) {
operation = START_FADE_OUT;
fadeTimer = 1000;
}
alpha = fadeTimer / 1000.0f * 255.0f;
break;
case FADING_OUT:
fadeTimer -= CTimer::GetTimeStepInMilliseconds();
if (fadeTimer < 0.0f) {
fadeTimer = 0;
operation = FADED_OUT;
}
alpha = fadeTimer / 1000.0f * 255.0f;
break;
default:
break;
}
timer += CTimer::GetTimeStepInMilliseconds();
}
switch (fadingElement) {
case HUD_WANTED_FADING:
m_WantedFadeTimer = fadeTimer;
m_WantedState = operation;
m_WantedTimer = timer;
break;
case HUD_ENERGY_FADING:
m_EnergyLostFadeTimer = fadeTimer;
m_EnergyLostState = operation;
m_EnergyLostTimer = timer;
break;
case HUD_SCORE_FADING:
m_DisplayScoreFadeTimer = fadeTimer;
m_DisplayScoreState = operation;
m_DisplayScoreTimer = timer;
break;
case HUD_WEAPON_FADING:
m_WeaponFadeTimer = fadeTimer;
m_WeaponState = operation;
m_WeaponTimer = timer;
break;
default:
break;
}
return clamp(alpha, 0.0f, 255.0f);
}

View file

@ -9,6 +9,25 @@ enum eItems
ITEM_RADAR = 8
};
// Thanks for vague name, R*
enum DRAW_FADE_STATE
{
HUD_WANTED_FADING = 0,
HUD_ENERGY_FADING,
HUD_SCORE_FADING,
HUD_WEAPON_FADING,
};
// My name
enum eFadeOperation
{
FADED_OUT = 0,
START_FADE_OUT,
FADING_IN,
FADING_OUT,
FADE_DISABLED = 5,
};
enum eSprites
{
HUD_FIST,
@ -32,6 +51,10 @@ enum eSprites
NUM_HUD_SPRITES,
};
// TODO(Miami): Make those 0.7f - 1.25f once fonts have been ported
#define HUD_TEXT_SCALE_X 0.8f
#define HUD_TEXT_SCALE_Y 1.35f
class CHud
{
public:
@ -82,6 +105,21 @@ public:
static int16 PagerTimer;
static int16 PagerOn;
static uint32 m_WantedFadeTimer;
static uint32 m_WantedState;
static uint32 m_WantedTimer;
static uint32 m_EnergyLostFadeTimer;
static uint32 m_EnergyLostState;
static uint32 m_EnergyLostTimer;
static uint32 m_DisplayScoreFadeTimer;
static uint32 m_DisplayScoreState;
static uint32 m_DisplayScoreTimer;
static uint32 m_WeaponFadeTimer;
static uint32 m_WeaponState;
static uint32 m_WeaponTimer;
static uint32 m_LastDisplayScore;
public:
static void Draw();
static void DrawAfterFade();
@ -95,4 +133,5 @@ public:
static void SetVehicleName(wchar *name);
static void SetZoneName(wchar *name);
static void Shutdown();
static float DrawFadeState(DRAW_FADE_STATE, int);
};

View file

@ -213,6 +213,7 @@ public:
float m_fMapObjectHeightBehind; // rear Z?
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
CEntity *m_pLastDamageEntity;
int8 m_nRadioStation;
uint8 m_bRainAudioCounter;
uint8 m_bRainSamplesCounter;

View file

@ -36,7 +36,17 @@
uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
{
0, // UNARMED
0, // BASEBALLBAT
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0, // GRENADE
0, // DETONATEGRENADE
0, // MOLOTOV
@ -156,6 +166,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
return false;
bool fired;
bool addFireRateAsDelay = true;
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
{
@ -166,6 +177,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
case WEAPONTYPE_SHOTGUN:
{
addFireRateAsDelay = true;
fired = FireShotgun(shooter, source);
break;
@ -181,13 +193,13 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_HELICANNON:
{
if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
&& shooter == FindPlayerPed())
{
&& shooter == FindPlayerPed()) {
addFireRateAsDelay = false;
fired = FireM16_1stPerson(shooter);
}
else
} else {
addFireRateAsDelay = true;
fired = FireInstantHit(shooter, source);
}
break;
}
@ -267,54 +279,58 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
}
if ( fired )
if (fired)
{
bool isPlayer = false;
if ( shooter->IsPed() )
if (shooter->IsPed())
{
CPed *shooterPed = (CPed*)shooter;
CPed* shooterPed = (CPed*)shooter;
shooterPed->bIsShooting = true;
if ( shooterPed->IsPlayer() )
if (shooterPed->IsPlayer())
isPlayer = true;
DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
}
if ( m_nAmmoInClip > 0 )
if (m_nAmmoInClip > 0)
m_nAmmoInClip--;
if ( m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) && (!isPlayer || CStats::GetPercentageProgress() < 100.0f || m_eWeaponType == WEAPONTYPE_DETONATOR))
if (m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) && (!isPlayer || CStats::GetPercentageProgress() < 100.0f || m_eWeaponType == WEAPONTYPE_DETONATOR))
m_nAmmoTotal--;
if ( m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER )
if (m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f);
m_eWeaponState = WEAPONSTATE_FIRING;
}
if ( m_nAmmoInClip == 0 )
{
if ( m_nAmmoTotal == 0 )
return true;
m_eWeaponState = WEAPONSTATE_RELOADING;
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
if ( shooter == FindPlayerPed() )
if (m_nAmmoInClip == 0)
{
if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload )
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
if (m_nAmmoTotal == 0)
return true;
m_eWeaponState = WEAPONSTATE_RELOADING;
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
if (shooter == FindPlayerPed())
{
if (CWorld::Players[CWorld::PlayerInFocus].m_bFastReload)
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
}
return true;
}
return true;
}
if (addFireRateAsDelay)
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nFiringRate;
else
m_nTimer = CTimer::GetTimeInMilliseconds();
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
if ( shooter == FindPlayerPed() )
CStats::RoundsFiredByPlayer++;
if (shooter == FindPlayerPed())
CStats::RoundsFiredByPlayer++;
}
}
else
{
@ -322,9 +338,15 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
m_eWeaponState = WEAPONSTATE_FIRING;
#ifndef AUDIO_NOT_READY
if (shooter->IsPed() && m_eWeaponType != WEAPONTYPE_CHAINSAW)
{
DMAudio.PlayOneShot(((CPed*)shooter)->m_audioEntityId, 188, m_eWeaponType << 8);
}
#endif
}
FireMelee(shooter, *source);
fired = FireMelee(shooter, *source);
}
if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
@ -372,7 +394,7 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left)
return true;
}
// --MIAMI: Just a few lines is done
// --MIAMI: Done, except commented things
bool
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
@ -386,18 +408,31 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
CPed *shooterPed = (CPed*)shooter;
if (shooterPed == FindPlayerPed()) {
if (m_eWeaponType == WEAPONTYPE_GOLFCLUB || m_eWeaponType == WEAPONTYPE_NIGHTSTICK ||
(m_eWeaponType >= WEAPONTYPE_BASEBALLBAT && m_eWeaponType <= WEAPONTYPE_CHAINSAW)) {
// TODO(Miami): BreakGlassPhysically
if (m_eWeaponType == WEAPONTYPE_CHAINSAW) {
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
}
}
}
int damageEntityRegistered = 0;
for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ )
{
CPed *victimPed = shooterPed->m_nearPeds[i];
ASSERT(victimPed!=nil);
if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget)
&& victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) )
&& victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31)
&& (!shooterPed->IsGangMember() || victimPed->CanBeDamagedByThisGangMember(shooterPed)) )
{
bool collided = false;
// TODO(Miami)
if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED /*|| m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES*/
if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE
|| info->m_bFightMode))
continue;
@ -451,65 +486,115 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
int32 localDir = victimPed->GetLocalDirection(posOffset);
bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
bool isHeavy = m_eWeaponType >= WEAPONTYPE_GOLFCLUB && m_eWeaponType <= WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_HAMMER;
if (shooterPed->m_fDamageImpulse == 0.0f) {
shooterPed->m_pDamageEntity = victimPed;
victimPed->RegisterReference(&shooterPed->m_pDamageEntity);
}
damageEntityRegistered = 3;
// TODO(Miami): Bike
if ( !victimPed->DyingOrDead() )
victimPed->ReactToAttack(shooterPed);
uint8 hitLevel = HITLEVEL_HIGH;
if ( isBat && victimPed->OnGround() )
if ( isHeavy && (victimPed->OnGround() || victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE))
hitLevel = HITLEVEL_GROUND;
victimPed->StartFightDefend(localDir, hitLevel, 10);
if ( !victimPed->DyingOrDead() )
{
if ( shooterPed->IsPlayer() && isBat && anim2Playing )
if ( shooterPed->IsPlayer() && isHeavy && anim2Playing )
victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir);
else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive )
victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir);
else
{
if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair
if ( victimPed->IsPlayer() && isHeavy ) // wtf, it's not fair
victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir);
else
victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir);
}
}
if ( CGame::nastyGame )
if ( CGame::nastyGame && victimPed->GetIsOnScreen() )
{
if ( victimPed->GetIsOnScreen() )
CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
if ( isHeavy )
{
CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
if ( isBat )
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
}
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
{
if (victimPed->m_nPedState != PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 1)
|| victimPed->m_nPedState == PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 3))
{
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
CParticle::AddParticle(PARTICLE_TEST, bloodPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
}
CVector newDir(dir);
newDir.z += 0.2f;
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, bloodPos, newDir);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir);
newDir.z = dir.z + 0.1f;
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir);
newDir.x = 0.0f;
newDir.y = 0.0f;
newDir.z = 0.01f;
CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir);
// TODO(Miami): New particle
/*
v116.z = 0.0;
v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
v115.z = 1.0;
v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0);
*/
}
if (info->m_AnimToPlay == ASSOCGRP_KNIFE)
{
dir.x += 0.1f * shooterPed->GetUp().x + 0.05f * shooterPed->GetRight().x;
dir.y += 0.1f * shooterPed->GetUp().y + 0.05f * shooterPed->GetRight().y;
dir.z += 0.1f * shooterPed->GetUp().z + 0.05f * shooterPed->GetRight().z;
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
}
}
if ( !victimPed->OnGround() )
{
if ( victimPed->m_fHealth > 0.0f
&& (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) )
&& (victimPed->m_fHealth < 30.0f && victimPedHealth > 20.0f ||
(isHeavy || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) && !victimPed->IsPlayer()) )
{
posOffset.Normalise();
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
if(m_eWeaponType == WEAPONTYPE_CHAINSAW)
victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 2.0f);
else
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
if ( isBat && victimPed->IsPlayer() )
if ( isHeavy && victimPed->IsPlayer() )
victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
else
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
@ -522,21 +607,152 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
posOffset.Normalise();
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
if(m_eWeaponType == WEAPONTYPE_CHAINSAW)
victimPed->ApplyMoveForce(posOffset.x*-1.0f, posOffset.y*-1.0f, 1.0f);
else
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
}
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
else
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
if (m_eWeaponType != WEAPONTYPE_KNIFE && m_eWeaponType != WEAPONTYPE_MACHETE
&& m_eWeaponType != WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_CHAINSAW) {
if (victimPed->m_nPedType == PEDTYPE_COP)
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
else
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
} else {
if (victimPed->m_nPedType == PEDTYPE_COP)
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
else
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
}
}
}
}
}
}
}
CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, false, true, false, false, false, false);
if (nearVeh && nearVeh->IsCar())
{
CAutomobile *nearCar = (CAutomobile*)nearVeh;
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
if (shooterPed == FindPlayerPed())
{
if (nearCar->IsLawEnforcementVehicle())
{
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_VEHICLE, nearCar, shooterPed, 2000);
}
float oldHealth = nearCar->m_fHealth;
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
{
for(int i=0; i<4; i++) {
CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f));
CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, gaTempSphereColPoints[0].normal * 0.1f);
}
}
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
{
nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
// TODO(Miami): Particle not in III
// CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
}
else
{
nearCar->VehicleDamage(info->m_nDamage* (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
}
if (nearCar->m_fHealth < oldHealth)
{
nearCar->m_nLastWeaponDamage = m_eWeaponType;
nearCar->m_pLastDamageEntity = shooterPed;
}
if (shooterPed->m_fDamageImpulse == 0.0f)
{
shooterPed->m_pDamageEntity = nearCar;
nearCar->RegisterReference(&shooterPed->m_pDamageEntity);
}
damageEntityRegistered = 2;
if (FindPlayerPed()->GetWeapon() == this && nearCar->VehicleCreatedBy != MISSION_VEHICLE)
{
if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH
&& (CGeneral::GetRandomTrueFalse() || nearCar->AutoPilot.m_nCarMission != MISSION_CRUISE))
{
int leaveCarDelay = 200;
CPed *driver = nearCar->pDriver;
if (driver && driver->CharCreatedBy != MISSION_CHAR)
{
if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear)
{
driver->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
}
else
{
driver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
driver->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
driver->m_prevObjective = OBJECTIVE_KILL_CHAR_ON_FOOT;
}
driver->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 200;
leaveCarDelay = 400;
}
for (int j = 0; j < nearCar->m_nNumPassengers; ++j)
{
CPed *passenger = nearCar->pPassengers[j];
if (passenger && passenger->CharCreatedBy != MISSION_CHAR)
{
nearCar->pPassengers[j]->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + leaveCarDelay;
leaveCarDelay += 200;
}
}
}
else
{
CPed *driver = nearCar->pDriver;
if (driver)
{
if (driver->m_objective != OBJECTIVE_LEAVE_VEHICLE && driver->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT &&
driver->m_objective != OBJECTIVE_FLEE_TILL_SAFE)
{
if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH)
nearCar->AutoPilot.m_nCruiseSpeed = nearCar->AutoPilot.m_nCruiseSpeed * 1.5f;
nearCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
}
}
}
}
}
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
{
CEntity *nearStatic = (CObject*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, true, false, false, true, false, false);
if (nearStatic)
{
for(int i=0; i < 4; i++) {
CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f), 0, 0.0f, 0, 0, 0, 0);
CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0);
}
// TODO(Miami): Particle not in III
//CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
if (!damageEntityRegistered)
{
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
if (shooterPed->m_fDamageImpulse == 0.0f)
{
shooterPed->m_pDamageEntity = nearStatic;
nearStatic->RegisterReference(&shooterPed->m_pDamageEntity);
}
}
if (nearStatic->IsObject() && ((CObject*)nearStatic)->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY)
((CObject*)nearStatic)->ObjectDamage(200.0f);
}
}
return true;
}
@ -2239,13 +2455,17 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
bool
CWeapon::IsTypeMelee(void)
{
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
return CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE;
}
bool
CWeapon::IsType2Handed(void)
{
return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
// TODO(Miami): Uncomment
return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || /* m_eWeaponType == WEAPONTYPE_M60 */
m_eWeaponType == WEAPONTYPE_M16 ||
(m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType < WEAPONTYPE_TEC9) || // Shotguns
m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE /*|| m_eWeaponType == WEAPONTYPE_LASERSCOPE*/;
}
void

View file

@ -11,7 +11,7 @@
// Yeah...
int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
};
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
@ -19,7 +19,17 @@ CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
// --MIAMI: Todo
static char ms_aWeaponNames[][32] = {
"Unarmed",
"BrassKnuckle",
"ScrewDriver",
"GolfClub",
"NightStick",
"Knife",
"BaseballBat",
"Hammer",
"Cleaver",
"Machete",
"Katana",
"Chainsaw",
"Grenade",
"DetonateGrenade",
"Molotov",
@ -61,8 +71,7 @@ CWeaponInfo::Initialise(void)
ms_apWeaponInfos[i].m_fLifespan = 0.0f;
ms_apWeaponInfos[i].m_fSpread = 0.0f;
ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f);
// TODO(Miami): ASSOCGRP_UNARMED
ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_STD;
ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED;
ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f;
ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f;
ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f;

View file

@ -4,7 +4,17 @@
enum eWeaponType
{
WEAPONTYPE_UNARMED,
WEAPONTYPE_BRASSKNUCKLE,
WEAPONTYPE_SCREWDRIVER,
WEAPONTYPE_GOLFCLUB,
WEAPONTYPE_NIGHTSTICK,
WEAPONTYPE_KNIFE,
WEAPONTYPE_BASEBALLBAT,
WEAPONTYPE_HAMMER,
WEAPONTYPE_CLEAVER,
WEAPONTYPE_MACHETE,
WEAPONTYPE_KATANA,
WEAPONTYPE_CHAINSAW,
WEAPONTYPE_GRENADE,
WEAPONTYPE_DETONATOR_GRENADE,
WEAPONTYPE_MOLOTOV,