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https://github.com/halpz/re3.git
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some cutscene opcodes and heli guns
This commit is contained in:
parent
3a600b4684
commit
c6bb1f5d0d
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@ -123,6 +123,7 @@ char CCutsceneMgr::ms_cutsceneName[CUTSCENENAMESIZE];
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CAnimBlendAssocGroup CCutsceneMgr::ms_cutsceneAssociations;
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CVector CCutsceneMgr::ms_cutsceneOffset;
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float CCutsceneMgr::ms_cutsceneTimer;
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bool CCutsceneMgr::ms_wasCutsceneSkipped;
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uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
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RpAtomic *
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@ -145,6 +146,7 @@ CCutsceneMgr::Initialise(void)
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{
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ms_numCutsceneObjs = 0;
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ms_loaded = false;
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ms_wasCutsceneSkipped = false;
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ms_running = false;
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ms_animLoaded = false;
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ms_cutsceneProcessing = false;
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@ -169,9 +171,10 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
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CPlayerPed *pPlayerPed;
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ms_cutsceneProcessing = true;
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ms_wasCutsceneSkipped = false;
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if (!strcasecmp(szCutsceneName, "jb"))
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ms_useLodMultiplier = true;
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CTimer::Stop();
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CTimer::Suspend();
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ms_pCutsceneDir->numEntries = 0;
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ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
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@ -225,18 +228,19 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
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ms_cutsceneOffset = CVector(0.0f, 0.0f, 0.0f);
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pPlayerPed = FindPlayerPed();
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CTimer::Update();
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pPlayerPed->m_pWanted->ClearQdCrimes();
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pPlayerPed->bIsVisible = false;
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pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
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CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_80;
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
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CTimer::Resume();
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}
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void
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CCutsceneMgr::FinishCutscene()
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{
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ms_wasCutsceneSkipped = true;
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CCutsceneMgr::ms_cutsceneTimer = TheCamera.GetCutSceneFinishTime() * 0.001f;
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TheCamera.FinishCutscene();
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@ -258,11 +262,14 @@ CCutsceneMgr::SetupCutsceneToStart(void)
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if (CAnimBlendAssociation *pAnimBlendAssoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)ms_pCutsceneObjects[i]->m_rwObject)) {
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assert(pAnimBlendAssoc->hierarchy->sequences[0].HasTranslation());
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ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0))->translation);
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CWorld::Add(ms_pCutsceneObjects[i]);
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pAnimBlendAssoc->SetRun();
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} else {
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ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset);
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}
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CWorld::Add(ms_pCutsceneObjects[i]);
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if (RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP) {
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ms_pCutsceneObjects[i]->UpdateRpHAnim();
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}
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}
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CTimer::Update();
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@ -289,6 +296,12 @@ CCutsceneMgr::SetCutsceneAnim(const char *animName, CObject *pObject)
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pAnimBlendClumpData->link.Prepend(&pNewAnim->link);
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}
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void
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CCutsceneMgr::SetCutsceneAnimToLoop(const char* animName)
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{
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ms_cutsceneAssociations.GetAnimation(animName)->flags |= ASSOC_REPEAT;
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}
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CCutsceneHead *
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CCutsceneMgr::AddCutsceneHead(CObject *pObject, int modelId)
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{
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@ -329,6 +342,7 @@ void
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CCutsceneMgr::DeleteCutsceneData(void)
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{
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if (!ms_loaded) return;
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CTimer::Suspend();
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ms_cutsceneProcessing = false;
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ms_useLodMultiplier = false;
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@ -359,9 +373,8 @@ CCutsceneMgr::DeleteCutsceneData(void)
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if (CGeneral::faststricmp(ms_cutsceneName, "bet"))
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DMAudio.ChangeMusicMode(MUSICMODE_GAME);
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}
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CTimer::Stop();
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CGame::DrasticTidyUpMemory(TheCamera.GetScreenFadeStatus() == 2);
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CTimer::Update();
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CTimer::Resume();
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}
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void
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@ -21,6 +21,7 @@ class CCutsceneMgr
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static CAnimBlendAssocGroup ms_cutsceneAssociations;
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static CVector ms_cutsceneOffset;
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static float ms_cutsceneTimer;
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static bool ms_wasCutsceneSkipped;
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static bool ms_cutsceneProcessing;
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public:
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static CDirectory *ms_pCutsceneDir;
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@ -30,6 +31,7 @@ public:
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static bool IsRunning(void) { return ms_running; }
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static bool HasLoaded(void) { return ms_loaded; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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static bool WasCutsceneSkipped(void) { return ms_wasCutsceneSkipped; }
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static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
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static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
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static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
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@ -43,6 +45,7 @@ public:
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static void FinishCutscene(void);
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static void SetupCutsceneToStart(void);
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static void SetCutsceneAnim(const char *animName, CObject *pObject);
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static void SetCutsceneAnimToLoop(const char *animName);
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static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
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static CCutsceneObject *CreateCutsceneObject(int modelId);
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static void DeleteCutsceneData(void);
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@ -699,41 +699,51 @@ CPickups::DoPickUpEffects(CEntity *entity)
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int16 colorId;
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bool doInnerGlow = false;
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bool doOuterGlow = true;
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if (entity->GetModelIndex() == MI_PICKUP_ADRENALINE || entity->GetModelIndex() == MI_PICKUP_CAMERA)
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if (entity->GetModelIndex() == MI_PICKUP_ADRENALINE || entity->GetModelIndex() == MI_PICKUP_CAMERA) {
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colorId = WEAPONTYPE_TOTALWEAPONS;
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else if (entity->GetModelIndex() == MI_PICKUP_BODYARMOUR || entity->GetModelIndex() == MI_PICKUP_BRIBE)
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doInnerGlow = true;
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doOuterGlow = false;
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} else if (entity->GetModelIndex() == MI_PICKUP_BODYARMOUR) {
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colorId = WEAPONTYPE_TOTALWEAPONS + 1;
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else if (entity->GetModelIndex() == MI_PICKUP_INFO || entity->GetModelIndex() == MI_PICKUP_KILLFRENZY)
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} else if (entity->GetModelIndex() == MI_PICKUP_BRIBE) {
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doInnerGlow = true;
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doOuterGlow = false;
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} else if (entity->GetModelIndex() == MI_PICKUP_INFO || entity->GetModelIndex() == MI_PICKUP_KILLFRENZY) {
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colorId = WEAPONTYPE_TOTALWEAPONS + 2;
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else if (entity->GetModelIndex() == MI_PICKUP_HEALTH || entity->GetModelIndex() == MI_PICKUP_BONUS)
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colorId = WEAPONTYPE_TOTALWEAPONS + 3;
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else
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doInnerGlow = true;
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doOuterGlow = false;
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} else if (entity->GetModelIndex() == MI_PICKUP_HEALTH || entity->GetModelIndex() == MI_PICKUP_BONUS) {
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colorId = WEAPONTYPE_TOTALWEAPONS;
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doInnerGlow = true;
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doOuterGlow = false;
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} else
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colorId = WeaponForModel(entity->GetModelIndex());
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assert(colorId >= 0);
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const CVector& pos = entity->GetPosition();
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if (doOuterGlow) {
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float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
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CShadows::StoreStaticShadow(
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(uintptr)entity,
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SHADOWTYPE_ADDITIVE,
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gpShadowExplosionTex,
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&pos,
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2.0f, 0.0f, 0.0f, -2.0f,
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255, // this is 0 on PC which results in no shadow
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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const CVector &pos = entity->GetPosition();
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float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
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CShadows::StoreStaticShadow(
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(uintptr)entity,
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SHADOWTYPE_ADDITIVE,
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gpShadowExplosionTex,
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&pos,
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2.0f, 0.0f, 0.0f, -2.0f,
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255, // this is 0 on PC which results in no shadow
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
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CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
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float size = (CGeneral::GetRandomNumber() & 0xF) * 0.0005f + 0.6f;
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CCoronas::RegisterCorona( (uintptr)entity,
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aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
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255,
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pos,
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size, 65.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
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float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
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CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
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float size = (CGeneral::GetRandomNumber() & 0xF) * 0.0005f + 0.6f;
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CCoronas::RegisterCorona((uintptr)entity,
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aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
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255,
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pos,
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size, 65.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
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}
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CObject *object = (CObject*)entity;
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if (object->bPickupObjWithMessage || object->bOutOfStock || object->m_nBonusValue) {
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@ -761,6 +771,10 @@ CPickups::DoPickUpEffects(CEntity *entity)
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}
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entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), aWeaponScale[colorId]);
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if (doInnerGlow)
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CCoronas::RegisterCorona((uintptr)entity + 1, 126, 69, 121, 255, entity->GetPosition(), 1.2f, 50.0f,
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CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.f, false);
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}
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}
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@ -9996,7 +9996,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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continue;
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if (pPed->CharCreatedBy != RANDOM_CHAR)
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continue;
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if (!pPed->IsPedInControl() && pPed->GetPedState() != PED_DRIVING /* && pPed->GetPedState() != PED_ONROPE */) // TODO(MIAMI)!
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if (!pPed->IsPedInControl() && pPed->GetPedState() != PED_DRIVING && pPed->GetPedState() != PED_ABSEIL)
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continue;
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if (pPed->bRemoveFromWorld)
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continue;
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@ -10640,7 +10640,7 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
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char key[KEY_LENGTH_IN_SCRIPT];
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CTheScripts::ReadTextLabelFromScript(&m_nIp, key);
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m_nIp += KEY_LENGTH_IN_SCRIPT;
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debug("SET_CUTSCENE_ANIM_TO_LOOP not implemented yet, skipping\n");
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CCutsceneMgr::SetCutsceneAnimToLoop(key);
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return 0;
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}
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case COMMAND_MARK_CAR_AS_CONVOY_CAR:
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@ -11339,6 +11339,7 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
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{
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CollectParameters(&m_nIp, 2);
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debug("ATTACH_CUTSCENE_OBJECT_TO_COMPONENT not implemented, skipping\n"); // TODO(MIAMI)
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m_nIp += KEY_LENGTH_IN_SCRIPT;
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return 0;
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}
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case COMMAND_SET_CHAR_STAY_IN_CAR_WHEN_JACKED:
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@ -11464,7 +11465,15 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
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case COMMAND_FIRE_HUNTER_GUN:
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{
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CollectParameters(&m_nIp, 1);
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debug("FIRE_HUNTER_GUN is not implemented, skipping\n"); // TODO(MIAMI)
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CVehicle *pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
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if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nGunFiringTime + 150) {
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CWeapon gun(WEAPONTYPE_HELICANNON, 5000);
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CVector worldGunPos = (pVehicle->GetMatrix() * vecHunterGunPos) + (CTimer::GetTimeStep() * pVehicle->m_vecMoveSpeed);
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gun.FireInstantHit(pVehicle, &worldGunPos);
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gun.AddGunshell(pVehicle, worldGunPos, CVector2D(0.f, 0.1f), 0.025f);
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DMAudio.PlayOneShot(pVehicle->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.f);
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pVehicle->m_nGunFiringTime = CTimer::GetTimeInMilliseconds();
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}
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return 0;
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}
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case COMMAND_SET_PROPERTY_AS_OWNED:
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@ -11704,7 +11713,7 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
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case COMMAND_SET_CHAR_IGNORE_THREATS_BEHIND_OBJECTS:
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{
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CollectParameters(&m_nIp, 2);
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CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
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CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
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assert(pPed);
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pPed->bIgnoreThreatsBehindObjects = ScriptParams[1];
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return 0;
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@ -11769,12 +11778,7 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
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}
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case COMMAND_WAS_CUTSCENE_SKIPPED:
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{
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static bool bShowed = false;
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if (!bShowed) {
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debug("COMMAND_WAS_CUTSCENE_SKIPPED not implemented, default to TRUE\n");
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bShowed = true;
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}
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UpdateCompareFlag(true);
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UpdateCompareFlag(CCutsceneMgr::WasCutsceneSkipped());
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return 0;
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}
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case COMMAND_SET_CHAR_CROUCH_WHEN_THREATENED:
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@ -165,4 +165,6 @@ public:
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static const uint32 nSaveStructSize;
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static void SetAllTaxiLights(bool set);
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};
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};
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extern CVector vecHunterGunPos;
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@ -795,6 +795,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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return true;
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}
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// --MIAMI: Done except comments
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bool
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CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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{
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@ -842,19 +843,40 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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target = threatAttack->GetPosition();
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target -= *fireSource;
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target *= info->m_fRange / target.Magnitude();
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float distToTarget = target.Magnitude();
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target *= info->m_fRange / distToTarget;
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target += *fireSource;
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if ( inaccuracy != 0 )
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if (shooter == FindPlayerPed() && inaccuracy != 0.f)
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{
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float newInaccuracy = 2.5f * FindPlayerPed()->m_fAttackButtonCounter * (inaccuracy * Min(1.f, 5.f / distToTarget));
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if (FindPlayerPed()->bIsDucking)
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newInaccuracy *= 0.4f;
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target.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
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target.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
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target.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * newInaccuracy;
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FindPlayerPed()->m_fAttackButtonCounter += info->m_nDamage * 0.04f;
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}
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else if (inaccuracy > 0.f)
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{
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if (threatAttack == FindPlayerPed())
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{
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float speed = Min(0.33f, FindPlayerPed()->m_vecMoveSpeed.Magnitude());
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inaccuracy *= (0.3f * speed * 100.f / 33.f + 0.8f);
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}
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target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
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target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
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target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
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}
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CWorld::bIncludeDeadPeds = true;
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ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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if (shooter == FindPlayerPed())
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CWorld::bIncludeDeadPeds = true;
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// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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CWorld::bIncludeDeadPeds = false;
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// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
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}
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else
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{
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@ -864,7 +886,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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shooterPed->TransformToNode(target, PED_HANDR);
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ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
|
||||
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
|
||||
}
|
||||
}
|
||||
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
|
||||
|
@ -872,9 +896,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
|||
CVector src, trgt;
|
||||
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
|
||||
|
||||
// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
|
||||
CWorld::bIncludeDeadPeds = true;
|
||||
ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
||||
// bProcessVehicleWheels = true; // TODO(Miami)
|
||||
CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true);
|
||||
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
// bProcessVehicleWheels = false; // TODO(Miami)
|
||||
|
||||
// TODO(Miami)
|
||||
// if (victim)
|
||||
// CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt);
|
||||
|
||||
int32 rotSpeed = 1;
|
||||
if ( m_eWeaponType == WEAPONTYPE_M4 )
|
||||
|
@ -889,30 +921,77 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
|||
}
|
||||
else
|
||||
{
|
||||
float shooterHeading = RADTODEG(shooter->GetForward().Heading());
|
||||
float shooterAngle = DEGTORAD(shooterHeading);
|
||||
|
||||
CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
|
||||
rotOffset.Normalise();
|
||||
|
||||
target = *fireSource;
|
||||
target.x += rotOffset.x * info->m_fRange;
|
||||
target.y += rotOffset.y * info->m_fRange;
|
||||
|
||||
if ( shooter->IsPed() )
|
||||
DoDoomAiming(shooter, fireSource, &target);
|
||||
|
||||
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
||||
|
||||
int32 rotSpeed = 1;
|
||||
if ( m_eWeaponType == WEAPONTYPE_M4 )
|
||||
rotSpeed = 4;
|
||||
|
||||
CVector bulletPos;
|
||||
if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
|
||||
uint32 model = shooter->GetModelIndex();
|
||||
if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
|
||||
{
|
||||
for ( int32 i = 0; i < 16; i++ )
|
||||
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
|
||||
float inaccuracyMult = 0.6f;
|
||||
target = shooter->GetForward();
|
||||
if (shooter->GetStatus() == STATUS_PLAYER)
|
||||
{
|
||||
target *= info->m_fRange;
|
||||
target += *fireSource;
|
||||
CWeapon::DoDriveByAutoAiming(FindPlayerPed(), (CVehicle*)shooter, fireSource, &target);
|
||||
target -= *fireSource;
|
||||
target.Normalise();
|
||||
if (model == MI_SEASPAR || model == MI_SPARROW)
|
||||
inaccuracyMult = 0.1f;
|
||||
else
|
||||
inaccuracyMult = 0.3f;
|
||||
}
|
||||
target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
|
||||
target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
|
||||
target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracyMult;
|
||||
|
||||
target.Normalise();
|
||||
target *= info->m_fRange;
|
||||
target += *fireSource;
|
||||
CWorld::pIgnoreEntity = shooter;
|
||||
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
|
||||
CWorld::pIgnoreEntity = nil;
|
||||
|
||||
int32 rotSpeed = 1;
|
||||
if (m_eWeaponType == WEAPONTYPE_M4)
|
||||
rotSpeed = 4;
|
||||
|
||||
CVector bulletPos;
|
||||
if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4))
|
||||
{
|
||||
for (int32 i = 0; i < 16; i++)
|
||||
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float shooterHeading = RADTODEG(shooter->GetForward().Heading());
|
||||
float shooterAngle = DEGTORAD(shooterHeading);
|
||||
|
||||
CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
|
||||
rotOffset.Normalise();
|
||||
|
||||
target = *fireSource;
|
||||
target.x += rotOffset.x * info->m_fRange;
|
||||
target.y += rotOffset.y * info->m_fRange;
|
||||
|
||||
CParticle::HandleShootableBirdsStuff(shooter, *fireSource);
|
||||
if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim))
|
||||
{
|
||||
CWeapon::DoDoomAiming(shooter, fireSource, &target);
|
||||
}
|
||||
|
||||
// CWorld::bProcessPedsOnBoatsAndBikes = 1; // TODO(Miami)
|
||||
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
|
||||
// CWorld::bProcessPedsOnBoatsAndBikes = 0; // TODO(Miami)
|
||||
|
||||
int32 rotSpeed = 1;
|
||||
if (m_eWeaponType == WEAPONTYPE_M4)
|
||||
rotSpeed = 4;
|
||||
|
||||
CVector bulletPos;
|
||||
if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4))
|
||||
{
|
||||
for (int32 i = 0; i < 16; i++)
|
||||
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -932,7 +1011,6 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
|||
|
||||
if ( shooter == FindPlayerPed() )
|
||||
{
|
||||
CStats::InstantHitsFiredByPlayer++;
|
||||
if ( !(CTimer::GetFrameCounter() & 3) )
|
||||
MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
|
||||
}
|
||||
|
@ -1345,6 +1423,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|||
BlowUpExplosiveThings(victim);
|
||||
}
|
||||
|
||||
// --MIAMI: Done except comments, and didn't check particle coords precisely
|
||||
bool
|
||||
CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
||||
{
|
||||
|
@ -1438,7 +1517,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
//bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
|
||||
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
|
||||
|
||||
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
|
||||
CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
//bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
|
||||
}
|
||||
|
@ -1471,7 +1550,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|||
CWorld::bIncludeDeadPeds = true;
|
||||
|
||||
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
|
||||
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
|
||||
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
|
||||
CWorld::bIncludeDeadPeds = false;
|
||||
}
|
||||
//bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes
|
||||
|
@ -2056,7 +2135,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
|
|||
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
|
||||
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
|
||||
|
||||
DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
|
||||
DoDriveByAutoAiming(FindPlayerPed(), shooter, &source, &target);
|
||||
|
||||
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
|
||||
|
||||
|
@ -2176,6 +2255,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
|
|||
return true;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
|
||||
{
|
||||
|
@ -2188,8 +2268,6 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
|
|||
#endif
|
||||
|
||||
CPed *shooterPed = (CPed*)shooter;
|
||||
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
|
||||
return;
|
||||
|
||||
int16 lastEntity;
|
||||
CEntity *entities[16];
|
||||
|
@ -2208,7 +2286,8 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
|
|||
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|
||||
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|
||||
|| victim->GetStatus() == STATUS_HELI
|
||||
|| victim->GetStatus() == STATUS_PLANE) )
|
||||
|| victim->GetStatus() == STATUS_PLANE
|
||||
|| victim->GetStatus() == STATUS_WRECKED) )
|
||||
{
|
||||
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
|
||||
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
|
||||
|
@ -2227,7 +2306,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
|
|||
}
|
||||
}
|
||||
|
||||
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
|
||||
CColPoint foundCol;
|
||||
CEntity *foundEnt;
|
||||
if (closestEntityDist < DOOMAUTOAIMING_MAXDIST
|
||||
&& !CWorld::ProcessLineOfSight(*source, entities[closestEntity]->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false, true))
|
||||
{
|
||||
CEntity *victim = entities[closestEntity];
|
||||
ASSERT(victim !=nil);
|
||||
|
@ -2316,10 +2398,11 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
|
|||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
|
||||
CWeapon::DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target)
|
||||
{
|
||||
ASSERT(shooter!=nil);
|
||||
ASSERT(driver!=nil);
|
||||
ASSERT(source!=nil);
|
||||
ASSERT(target!=nil);
|
||||
|
||||
|
@ -2327,27 +2410,36 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
|
|||
CEntity entity; // unused
|
||||
#endif
|
||||
|
||||
CPed *shooterPed = (CPed*)shooter;
|
||||
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
|
||||
return;
|
||||
CPed *shooterPed = (CPed*)driver;
|
||||
|
||||
int16 lastEntity;
|
||||
CEntity *entities[16];
|
||||
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
|
||||
CEntity *peds[16];
|
||||
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, peds, false, false, true, false, false);
|
||||
|
||||
float closestEntityDist = 10000.0f;
|
||||
int16 closestEntity;
|
||||
|
||||
for ( int32 i = 0; i < lastEntity; i++ )
|
||||
{
|
||||
CEntity *victim = entities[i];
|
||||
CPed *victim = (CPed*)peds[i];
|
||||
ASSERT(victim!=nil);
|
||||
|
||||
if ( shooter != victim )
|
||||
if (driver != victim && !victim->DyingOrDead() && victim->m_attachedTo != vehicle)
|
||||
{
|
||||
float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
|
||||
float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
|
||||
float pedDist = 0.15f*distToVictim + lineDist;
|
||||
|
||||
uint32 model = vehicle->GetModelIndex();
|
||||
float pedDist;
|
||||
if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
|
||||
{
|
||||
float distToVictim = (victim->GetPosition() - vehicle->GetPosition()).Magnitude();
|
||||
pedDist = lineDist / Max(5.f, distToVictim);
|
||||
}
|
||||
else
|
||||
{
|
||||
float distToVictim = (victim->GetPosition() - driver->GetPosition()).Magnitude();
|
||||
pedDist = 0.15f * distToVictim + lineDist;
|
||||
}
|
||||
|
||||
if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
|
||||
{
|
||||
|
@ -2356,14 +2448,24 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
|
||||
uint32 model = vehicle->GetModelIndex();
|
||||
float maxAimDistance = CAR_DRIVEBYAUTOAIMING_MAXDIST;
|
||||
if (model == MI_HUNTER)
|
||||
{
|
||||
CEntity *victim = entities[closestEntity];
|
||||
maxAimDistance = Tan(DEGTORAD(30.f));
|
||||
}
|
||||
else if (model == MI_SEASPAR || model == MI_SPARROW)
|
||||
{
|
||||
maxAimDistance = Tan(DEGTORAD(10.f));
|
||||
}
|
||||
|
||||
if ( closestEntityDist < maxAimDistance )
|
||||
{
|
||||
CEntity *victim = peds[closestEntity];
|
||||
ASSERT(victim!=nil);
|
||||
|
||||
float distToTarget = (*source - *target).Magnitude();
|
||||
float distToSource = (*source - victim->GetPosition()).Magnitude();
|
||||
float distToSource = (*source - victim->GetPosition()).Magnitude();
|
||||
*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
#include "WeaponType.h"
|
||||
|
||||
#define DRIVEBYAUTOAIMING_MAXDIST (2.5f)
|
||||
#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f)
|
||||
#define DOOMAUTOAIMING_MAXDIST (9000.0f)
|
||||
|
||||
class CEntity;
|
||||
|
@ -56,7 +56,7 @@ public:
|
|||
|
||||
static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
|
||||
static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
|
||||
static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target);
|
||||
static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
|
||||
|
||||
void Reload(void);
|
||||
void Update(int32 audioEntity, CPed *pedToAdjustSound);
|
||||
|
|
Loading…
Reference in a new issue