mirror of
https://github.com/halpz/re3.git
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Merge pull request #696 from Fire-Head/miami
Miami Weapon, WeaponEffects done
This commit is contained in:
commit
6fc6ed8635
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@ -110,6 +110,9 @@ public:
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static CVehicle *pPlayerVehicle;
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static CVehicle *pPlayerVehicle;
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static CVector StaticCamCoors;
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static CVector StaticCamCoors;
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static uint32 StaticCamStartTime;
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static uint32 StaticCamStartTime;
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//TODO(MIAMI)
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static void RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo(eWeaponType) {}
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};
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};
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extern uint16 AmmoForWeapon[20];
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extern uint16 AmmoForWeapon[20];
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@ -49,6 +49,7 @@ bool CWorld::bProcessCutsceneOnly;
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bool CWorld::bDoingCarCollisions;
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bool CWorld::bDoingCarCollisions;
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bool CWorld::bIncludeCarTyres;
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bool CWorld::bIncludeCarTyres;
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bool CWorld::bIncludeBikers;
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CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS];
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CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS];
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@ -63,6 +64,7 @@ CWorld::Initialise()
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bIncludeDeadPeds = false;
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bIncludeDeadPeds = false;
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bForceProcessControl = false;
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bForceProcessControl = false;
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bIncludeCarTyres = false;
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bIncludeCarTyres = false;
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bIncludeBikers = false;
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}
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}
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void
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void
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@ -272,7 +274,9 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin
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{
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{
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float mindist = dist;
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float mindist = dist;
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bool deadPeds = !!bIncludeDeadPeds;
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bool deadPeds = !!bIncludeDeadPeds;
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bool bikers = !!bIncludeBikers;
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bIncludeDeadPeds = false;
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bIncludeDeadPeds = false;
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bIncludeBikers = false;
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if(checkBuildings) {
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if(checkBuildings) {
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
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@ -290,11 +294,13 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin
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if(checkPeds) {
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if(checkPeds) {
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if(deadPeds) bIncludeDeadPeds = true;
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if(deadPeds) bIncludeDeadPeds = true;
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if(bikers) bIncludeBikers = true;
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ignoreSeeThrough, false, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ignoreSeeThrough, false, ignoreShootThrough);
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bIncludeDeadPeds = false;
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bIncludeDeadPeds = false;
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bIncludeBikers = false;
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}
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}
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if(checkObjects) {
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if(checkObjects) {
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@ -312,6 +318,7 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin
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}
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}
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bIncludeDeadPeds = deadPeds;
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bIncludeDeadPeds = deadPeds;
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bIncludeBikers = bikers;
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if(mindist < dist) {
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if(mindist < dist) {
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dist = mindist;
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dist = mindist;
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@ -325,22 +332,24 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
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CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
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CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
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{
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{
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bool deadPeds = false;
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bool deadPeds = false;
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bool bikers = false;
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float mindist = dist;
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float mindist = dist;
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CPtrNode *node;
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CPtrNode *node;
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CEntity *e;
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CEntity *e;
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CColModel *colmodel;
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CColModel *colmodel;
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if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
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if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
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if(list.first && bIncludeBikers && ((CEntity *)list.first->item)->IsPed()) bikers = true;
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for(node = list.first; node; node = node->next) {
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for(node = list.first; node; node = node->next) {
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e = (CEntity *)node->item;
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e = (CEntity *)node->item;
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if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds) &&
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if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds || bikers) &&
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!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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colmodel = nil;
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colmodel = nil;
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e->m_scanCode = GetCurrentScanCode();
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e->m_scanCode = GetCurrentScanCode();
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if(e->IsPed()) {
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if(e->IsPed()) {
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if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
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if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD || bikers) {
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colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
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colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
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} else
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} else
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colmodel = nil;
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colmodel = nil;
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@ -71,6 +71,7 @@ public:
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static bool bProcessCutsceneOnly;
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static bool bProcessCutsceneOnly;
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static bool bDoingCarCollisions;
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static bool bDoingCarCollisions;
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static bool bIncludeCarTyres;
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static bool bIncludeCarTyres;
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static bool bIncludeBikers;
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static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
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static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
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static void Remove(CEntity *entity);
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static void Remove(CEntity *entity);
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@ -53,4 +53,5 @@ public:
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//TODO(MIAMI)
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//TODO(MIAMI)
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static void CarWindscreenShatters(CVehicle *vehicle, bool unk) {}
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static void CarWindscreenShatters(CVehicle *vehicle, bool unk) {}
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static void BreakGlassPhysically(CVector, float) {}
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};
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};
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@ -32,6 +32,7 @@ RwIm3DVertex TraceVertices[6];
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RwImVertexIndex TraceIndexList[12];
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RwImVertexIndex TraceIndexList[12];
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bool CSpecialFX::bSnapShotActive;
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bool CSpecialFX::bSnapShotActive;
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int32 CSpecialFX::SnapShotFrames;
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void
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void
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CSpecialFX::Init(void)
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CSpecialFX::Init(void)
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@ -4,6 +4,7 @@ class CSpecialFX
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{
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{
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public:
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public:
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static bool bSnapShotActive;
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static bool bSnapShotActive;
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static int32 SnapShotFrames;
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static void Render(void);
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static void Render(void);
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static void Update(void);
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static void Update(void);
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@ -56,6 +57,13 @@ public:
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static void AddTrace(CVector*, CVector*);
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static void AddTrace(CVector*, CVector*);
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static void Render(void);
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static void Render(void);
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static void Update(void);
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static void Update(void);
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//TODO(MIAMI)
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static void AddTrace(CVector *, CVector *, float, unsigned int, unsigned char) {}
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static void AddTrace(CVector *a, CVector *b, int32 weapontype, class CEntity *shooter)
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{
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AddTrace(a, b); //TODO: temp
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}
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};
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};
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enum
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enum
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File diff suppressed because it is too large
Load diff
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@ -22,6 +22,8 @@ public:
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uint32 m_nTimer;
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uint32 m_nTimer;
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bool m_bAddRotOffset;
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bool m_bAddRotOffset;
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static bool bPhotographHasBeenTaken;
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CWeapon() {
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CWeapon() {
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m_bAddRotOffset = false;
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m_bAddRotOffset = false;
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}
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}
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@ -41,6 +43,7 @@ public:
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bool FireMelee (CEntity *shooter, CVector &fireSource);
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bool FireMelee (CEntity *shooter, CVector &fireSource);
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bool FireInstantHit(CEntity *shooter, CVector *fireSource);
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bool FireInstantHit(CEntity *shooter, CVector *fireSource);
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static void AddGunFlashBigGuns(CVector start, CVector end);
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void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size);
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void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size);
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void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead);
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void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead);
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@ -50,13 +53,15 @@ public:
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static void GenerateFlameThrowerParticles(CVector pos, CVector dir);
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static void GenerateFlameThrowerParticles(CVector pos, CVector dir);
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bool FireAreaEffect (CEntity *shooter, CVector *fireSource);
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bool FireAreaEffect (CEntity *shooter, CVector *fireSource);
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bool LaserScopeDot (CVector *pOutPos, float *pOutSize);
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bool FireSniper (CEntity *shooter);
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bool FireSniper (CEntity *shooter);
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bool TakePhotograph (CEntity *shooter);
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bool FireM16_1stPerson (CEntity *shooter);
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bool FireM16_1stPerson (CEntity *shooter);
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bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right);
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bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right);
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static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
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static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
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static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
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static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
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static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
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static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
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void Reload(void);
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void Reload(void);
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void Update(int32 audioEntity, CPed *pedToAdjustSound);
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void Update(int32 audioEntity, CPed *pedToAdjustSound);
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@ -68,14 +73,12 @@ public:
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bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo);
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bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo);
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static void BlowUpExplosiveThings(CEntity *thing);
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static void BlowUpExplosiveThings(CEntity *thing);
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bool HasWeaponAmmoToBeUsed(void);
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bool HasWeaponAmmoToBeUsed(void);
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static void AddGunFlashBigGuns(CVector, CVector);
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static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
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static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
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// TODO(Miami): Is that still used?
|
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static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
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static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
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|
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static void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&);
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static void CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target);
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|
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#ifdef COMPATIBLE_SAVES
|
#ifdef COMPATIBLE_SAVES
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void Save(uint8*& buf);
|
void Save(uint8*& buf);
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||||||
|
|
|
@ -3,6 +3,9 @@
|
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#include "WeaponEffects.h"
|
#include "WeaponEffects.h"
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#include "TxdStore.h"
|
#include "TxdStore.h"
|
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#include "Sprite.h"
|
#include "Sprite.h"
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|
#include "PlayerPed.h"
|
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|
#include "World.h"
|
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|
#include "WeaponType.h"
|
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|
|
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RwTexture *gpCrossHairTex;
|
RwTexture *gpCrossHairTex;
|
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RwRaster *gpCrossHairRaster;
|
RwRaster *gpCrossHairRaster;
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@ -24,10 +27,10 @@ CWeaponEffects::Init(void)
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{
|
{
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||||||
gCrossHair.m_bActive = false;
|
gCrossHair.m_bActive = false;
|
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
|
gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
|
||||||
gCrossHair.m_nRed = 0;
|
gCrossHair.m_nRed = 255;
|
||||||
gCrossHair.m_nGreen = 0;
|
gCrossHair.m_nGreen = 0;
|
||||||
gCrossHair.m_nBlue = 0;
|
gCrossHair.m_nBlue = 0;
|
||||||
gCrossHair.m_nAlpha = 255;
|
gCrossHair.m_nAlpha = 127;
|
||||||
gCrossHair.m_fSize = 1.0f;
|
gCrossHair.m_fSize = 1.0f;
|
||||||
gCrossHair.m_fRotation = 0.0f;
|
gCrossHair.m_fRotation = 0.0f;
|
||||||
|
|
||||||
|
@ -46,9 +49,7 @@ void
|
||||||
CWeaponEffects::Shutdown(void)
|
CWeaponEffects::Shutdown(void)
|
||||||
{
|
{
|
||||||
RwTextureDestroy(gpCrossHairTex);
|
RwTextureDestroy(gpCrossHairTex);
|
||||||
#ifdef GTA3_1_1_PATCH
|
|
||||||
gpCrossHairTex = nil;
|
gpCrossHairTex = nil;
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
@ -56,10 +57,6 @@ CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint
|
||||||
{
|
{
|
||||||
gCrossHair.m_bActive = true;
|
gCrossHair.m_bActive = true;
|
||||||
gCrossHair.m_vecPos = pos;
|
gCrossHair.m_vecPos = pos;
|
||||||
gCrossHair.m_nRed = red;
|
|
||||||
gCrossHair.m_nGreen = green;
|
|
||||||
gCrossHair.m_nBlue = blue;
|
|
||||||
gCrossHair.m_nAlpha = alpha;
|
|
||||||
gCrossHair.m_fSize = size;
|
gCrossHair.m_fSize = size;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -72,12 +69,32 @@ CWeaponEffects::ClearCrossHair(void)
|
||||||
void
|
void
|
||||||
CWeaponEffects::Render(void)
|
CWeaponEffects::Render(void)
|
||||||
{
|
{
|
||||||
|
static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
|
||||||
|
{
|
||||||
|
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, 1.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.4f, 0.4f,
|
||||||
|
0.5f,
|
||||||
|
0.3f,
|
||||||
|
0.9f, 0.9f, 0.9f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
|
||||||
|
0.1f, 0.1f,
|
||||||
|
1.0f,
|
||||||
|
0.6f,
|
||||||
|
0.7f,
|
||||||
|
0.0f, 0.0f
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if ( gCrossHair.m_bActive )
|
if ( gCrossHair.m_bActive )
|
||||||
{
|
{
|
||||||
|
float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
|
||||||
|
|
||||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
|
||||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
|
||||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
|
||||||
|
|
||||||
RwV3d pos;
|
RwV3d pos;
|
||||||
|
@ -85,15 +102,25 @@ CWeaponEffects::Render(void)
|
||||||
if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
|
if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
|
||||||
{
|
{
|
||||||
float recipz = 1.0f / pos.z;
|
float recipz = 1.0f / pos.z;
|
||||||
CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z,
|
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
|
||||||
gCrossHair.m_fSize * w, gCrossHair.m_fSize * h,
|
w, h,
|
||||||
gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255,
|
255, 88, 100, 158,
|
||||||
recipz, 255);
|
recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
|
||||||
|
|
||||||
|
float recipz2 = 1.0f / pos.z;
|
||||||
|
|
||||||
|
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
|
||||||
|
size*w, size*h,
|
||||||
|
107, 134, 247, 158,
|
||||||
|
recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
|
||||||
|
|
||||||
|
gCrossHair.m_fRotation += 0.02f;
|
||||||
|
if ( gCrossHair.m_fRotation > TWOPI )
|
||||||
|
gCrossHair.m_fRotation = 0.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
|
||||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
|
||||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -9,16 +9,57 @@
|
||||||
#include "ModelInfo.h"
|
#include "ModelInfo.h"
|
||||||
#include "ModelIndices.h"
|
#include "ModelIndices.h"
|
||||||
|
|
||||||
|
uint16 CWeaponInfo::ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS] =
|
||||||
|
{
|
||||||
|
0, // UNARMED
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0, // GRENADE
|
||||||
|
0, // DETONATEGRENADE
|
||||||
|
0, // TEARGAS
|
||||||
|
0, // MOLOTOV
|
||||||
|
0, // ROCKET
|
||||||
|
250, // COLT45
|
||||||
|
250, // PYTHON
|
||||||
|
650, // SHOTGUN
|
||||||
|
650, // SPAS12 SHOTGUN
|
||||||
|
650, // STUBBY SHOTGUN
|
||||||
|
400, // TEC9
|
||||||
|
400, // UZIhec
|
||||||
|
400, // SILENCED_INGRAM
|
||||||
|
400, // MP5
|
||||||
|
300, // M16
|
||||||
|
300, // AK47
|
||||||
|
423, // SNIPERRIFLE
|
||||||
|
423, // LASERSCOPE
|
||||||
|
400, // ROCKETLAUNCHER
|
||||||
|
0, // FLAMETHROWER
|
||||||
|
0, // M60
|
||||||
|
0, // MINIGUN
|
||||||
|
0, // DETONATOR
|
||||||
|
0, // HELICANNON
|
||||||
|
0 // CAMERA
|
||||||
|
};
|
||||||
|
|
||||||
// Yeah...
|
// Yeah...
|
||||||
int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
|
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, -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];
|
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
|
||||||
|
char CWeaponInfo::ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32] =
|
||||||
// --MIAMI: Todo
|
{
|
||||||
static char ms_aWeaponNames[][32] = {
|
|
||||||
"Unarmed",
|
"Unarmed",
|
||||||
"BrassKnuckle",
|
"BrassKnuckle",
|
||||||
"ScrewDriver",
|
"ScrewDriver",
|
||||||
|
@ -61,7 +102,7 @@ static char ms_aWeaponNames[][32] = {
|
||||||
CWeaponInfo*
|
CWeaponInfo*
|
||||||
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType)
|
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType)
|
||||||
{
|
{
|
||||||
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
|
return &ms_apWeaponInfos[weaponType];
|
||||||
}
|
}
|
||||||
|
|
||||||
// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value
|
// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value
|
||||||
|
|
|
@ -8,7 +8,9 @@ enum AssocGroupId;
|
||||||
|
|
||||||
class CWeaponInfo {
|
class CWeaponInfo {
|
||||||
static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
|
static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
|
||||||
|
static char ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32];
|
||||||
public:
|
public:
|
||||||
|
static uint16 ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS];
|
||||||
static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
|
static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
|
||||||
|
|
||||||
eWeaponFire m_eWeaponFire;
|
eWeaponFire m_eWeaponFire;
|
||||||
|
|
Loading…
Reference in a new issue