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Ped: PlayerPed: fixes
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parent
e46b06491c
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c4479a0185
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@ -1003,7 +1003,7 @@ public:
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// My names. Inlined in VC
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AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
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if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_WEAPON_FIRE_3RD;
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return Get3rdFireAnim(weapon);
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else
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return GetPrimaryFireAnim(weapon);
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}
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@ -2147,10 +2147,10 @@ CPed::SelectGunIfArmed(void)
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if (GetWeapon(i).m_nAmmoTotal > 0) {
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eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
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if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
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if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 ||
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weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
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weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN ||
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weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 ||
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weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
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weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) {
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SetCurrentWeapon(i);
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return true;
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}
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@ -661,9 +661,7 @@ CPed::Attack(void)
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{
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CAnimBlendAssociation *weaponAnimAssoc;
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int32 weaponAnim;
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eWeaponType ourWeaponType;
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float weaponAnimTime;
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eWeaponFire ourWeaponFire;
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float animLoopEnd;
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CWeaponInfo *ourWeapon;
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bool attackShouldContinue;
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@ -673,9 +671,7 @@ CPed::Attack(void)
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float animLoopStart;
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CVector firePos;
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ourWeaponType = GetWeapon()->m_eWeaponType;
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ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
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ourWeaponFire = ourWeapon->m_eWeaponFire;
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ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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weaponAnimAssoc = nil;
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attackShouldContinue = !!bIsAttacking;
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reloadAnimAssoc = nil;
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@ -694,14 +690,15 @@ CPed::Attack(void)
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delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
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}
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}
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} else {
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AnimationId anim = GetFireAnimNotDucking(ourWeapon);
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim);
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if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) {
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} else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon));
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if (weaponAnimAssoc) {
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animLoopStart = 11.f/30.f;
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animLoopEnd = 19.f/30.f;
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delayBetweenAnimAndFire = 14.f/30.f;
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}
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} else {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon));
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}
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if (GetReloadAnim(ourWeapon)) {
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@ -778,15 +775,15 @@ CPed::Attack(void)
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if (!weaponAnimAssoc) {
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if (!throwAssoc) {
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if (attackShouldContinue) {
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if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
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if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
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if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
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} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
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} else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE ||
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GetFireAnimGround(ourWeapon) ||
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} else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE ||
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!GetFireAnimGround(ourWeapon, false) ||
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CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
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@ -831,11 +828,11 @@ CPed::Attack(void)
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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}
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if (ourWeaponType != WEAPONTYPE_CHAINSAW
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if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW
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|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
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|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
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if (ourWeaponType == WEAPONTYPE_CHAINSAW) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) {
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
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} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
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if (weaponAnimAssoc->speed < 1.0f)
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@ -859,11 +856,11 @@ CPed::Attack(void)
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GetWeapon()->Fire(this, &firePos);
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if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
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ourWeaponType == WEAPONTYPE_TEARGAS) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) {
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RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
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}
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if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
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if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
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SelectGunIfArmed();
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}
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@ -875,13 +872,13 @@ CPed::Attack(void)
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switch (ourWeapon->m_AnimToPlay) {
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case ASSOCGRP_UNARMED:
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8)));
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
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break;
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case ASSOCGRP_KNIFE:
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case ASSOCGRP_BASEBALLBAT:
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case ASSOCGRP_GOLFCLUB:
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case ASSOCGRP_CHAINSAW:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
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break;
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default:
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break;
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@ -944,14 +941,13 @@ CPed::Attack(void)
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}
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if (IsPlayer()) {
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eWeaponType weaponType = GetWeapon()->m_eWeaponType;
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if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_GOLFCLUB || weaponType == WEAPONTYPE_KATANA) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) {
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float loopEndWithDelay = animLoopEnd;
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if (loopEndWithDelay >= 98.0f)
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loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
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if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
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if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
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CSpecialFX::AddWeaponStreak(weaponType);
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CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
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}
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}
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}
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@ -970,7 +966,7 @@ CPed::Attack(void)
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weaponAnimTime = weaponAnimAssoc->currentTime;
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// Anim loop end, either start the loop again or finish the attack
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if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
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if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) {
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
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if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
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if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
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@ -997,7 +993,7 @@ CPed::Attack(void)
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PedOnGroundState pedOnGroundState;
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if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
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(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
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|| ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
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AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
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if (weaponAnimAssoc->animId == fireAnim)
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@ -1030,10 +1026,10 @@ CPed::Attack(void)
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// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
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// Fun fact: removing this part leds to reloading flamethrower
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if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
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weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
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weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
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weaponAnimAssoc->blendDelta = -4.0f;
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@ -61,7 +61,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_pWanted->Initialise();
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m_pArrestingCop = nil;
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = 0;
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m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = false;
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SetWeaponLockOnTarget(nil);
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@ -300,7 +300,7 @@ CPlayerPed::SetInitialState(void)
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m_nLastPedState = PED_NONE;
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m_animGroup = ASSOCGRP_PLAYER;
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m_fMoveSpeed = 0.0f;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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bIsPedDieAnimPlaying = false;
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@ -748,17 +748,20 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
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for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
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// I don't know what kind of loop that was
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m_nSelectedWepSlot = m_currentWeapon - 1;
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do {
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if (m_nSelectedWepSlot < 0)
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m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
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if (m_nSelectedWepSlot == 0)
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if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED)
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break;
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed())
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break;
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}
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}
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--m_nSelectedWepSlot;
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} while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
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}
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}
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}
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@ -772,17 +775,17 @@ spentAmmoCheck:
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|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
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return;
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if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
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|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
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m_nSelectedWepSlot = m_currentWeapon - 1;
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR
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&& GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE)
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m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE;
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else
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m_nSelectedWepSlot = 2;
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m_nSelectedWepSlot = m_currentWeapon - 1;
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for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
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for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) {
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// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
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#ifdef FIX_BUGS
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if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
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if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) {
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#else
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if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
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|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
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@ -791,15 +794,16 @@ spentAmmoCheck:
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goto switchDetectDone;
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}
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}
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m_nSelectedWepSlot = 0;
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m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
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}
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}
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switchDetectDone:
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if (m_nSelectedWepSlot != m_currentWeapon) {
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) {
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RemoveWeaponAnims(m_currentWeapon, -1000.0f);
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MakeChangesForNewWeapon(m_nSelectedWepSlot);
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}
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}
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}
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@ -15,7 +15,7 @@ public:
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float m_fCurrentStamina;
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float m_fMaxStamina;
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float m_fStaminaProgress;
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int8 m_nSelectedWepSlot; // eWeaponType
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int8 m_nSelectedWepSlot;
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bool m_bSpeedTimerFlag;
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uint8 m_nEvadeAmount;
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uint32 m_nSpeedTimer; // m_nStandStillTimer?
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