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Merge branch 'miami' into lcs

This commit is contained in:
Sergeanur 2021-07-27 20:58:17 +03:00
commit 6dc8c5bd92
6 changed files with 57 additions and 3 deletions

View file

@ -4316,6 +4316,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency = 20000;
goto AddFightSound;
case SOUND_FIGHT_40:
case SOUND_186:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 18000;
goto AddFightSound;

View file

@ -303,7 +303,7 @@ CTrafficLights::DisplayActualLight(CEntity *ent)
12.0f, 1.0f, 40.0f, false, 0.0f);
if (id >= 0) {
if (DotProduct(TheCamera.GetForward(), ent->GetForward()) < 0.0f)
if (DotProduct(TheCamera.GetForward(), ent->GetForward()) > 0.0f)
CCoronas::RegisterCorona((uintptr)ent + id,
r * CTimeCycle::GetSpriteBrightness() * 0.7f,
g * CTimeCycle::GetSpriteBrightness() * 0.7f,

View file

@ -7291,6 +7291,9 @@ CPed::SetAnswerMobile(void)
{
if (m_nPedState != PED_ANSWER_MOBILE && !DyingOrDead()) {
SetPedState(PED_ANSWER_MOBILE);
#ifdef FIX_BUGS
ClearLookFlag();
#endif
RemoveWeaponAnims(GetWeapon()->m_eWeaponType, -4.0f);
CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_IN, 4.0f);
assoc->SetFinishCallback(StartTalkingOnMobileCB, this);
@ -7298,6 +7301,9 @@ CPed::SetAnswerMobile(void)
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
m_storedWeapon = GetWeapon()->m_eWeaponType;
#ifdef FIX_BUGS
SetCurrentWeapon(0);
#endif
RemoveWeaponModel(-1);
}
}

View file

@ -29,7 +29,7 @@ class CPedIK
{
public:
enum {
GUN_POINTED_SUCCESSFULLY = 1, // set but unused
GUN_POINTED_SUCCESSFULLY = 1,
LOOKAROUND_HEAD_ONLY = 2,
AIMS_WITH_ARM = 4,
};

View file

@ -574,8 +574,12 @@ CPlayerPed::DoWeaponSmoothSpray(void)
return -1.0f;
case WEAPONTYPE_CHAINSAW:
if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo)))
if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo))) {
#ifdef FREE_CAM
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) return -1.0f;
#endif
return PI / 128.0f;
}
else if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false)))
return PI / 176.f;
else
@ -1222,11 +1226,21 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
#ifdef FIX_BUGS
// fix tommy being locked into looking at the same spot if you duck just after starting to shoot
if(!m_pPointGunAt)
ClearPointGunAt();
#endif
bCrouchWhenShooting = true;
SetDuck(60000, true);
} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT ||
padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) {
#ifdef FIX_BUGS
// same fix as above except for standing up
if(!m_pPointGunAt)
ClearPointGunAt();
#endif
ClearDuck(true);
bCrouchWhenShooting = false;
}
@ -1466,6 +1480,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE;
}
#ifdef FREE_CAM
if (TheCamera.Cams[0].Using3rdPersonMouseCam() && smoothSprayRate > 0.0f) {
padMoveInGameUnit = 0.0f;
smoothSprayWithoutMove = false;
}
#endif
if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) {
float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);

View file

@ -932,11 +932,37 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeBikers = false;
}
#ifdef FIX_BUGS
// fix muzzleflash rotation
heading = CGeneral::GetAngleBetweenPoints(source.x, source.y, target.x, target.y);
angle = DEGTORAD(heading);
ahead = CVector2D(-Sin(angle), Cos(angle));
ahead.Normalise();
#endif
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
#ifdef FREE_CAM
CPed *shooterPed = (CPed *)shooter;
if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
target.x = info->m_fRange;
target.y = 0.0f;
target.z = 0.0f;
shooterPed->TransformToNode(target, PED_HANDR);
}
#endif
#ifdef FIX_BUGS
// fix muzzleflash rotation
heading = CGeneral::GetAngleBetweenPoints(source.x, source.y, target.x, target.y);
angle = DEGTORAD(heading);
ahead = CVector2D(-Sin(angle), Cos(angle));
ahead.Normalise();
#endif
CWorld::bIncludeBikers = true;
CWorld::bIncludeDeadPeds = true;
CWorld::bIncludeCarTyres = true;