2019-05-29 18:06:33 +02:00
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#include "common.h"
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#include "patcher.h"
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#include "Weapon.h"
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2019-06-30 23:50:40 +02:00
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#include "Timer.h"
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#include "WeaponInfo.h"
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2019-07-25 17:06:24 +02:00
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#include "Ped.h"
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#include "World.h"
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2019-05-29 18:06:33 +02:00
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2020-03-28 21:55:23 +01:00
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WRAPPER void CWeapon::ShutdownWeapons(void) { EAXJMP(0x55C2F0); }
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2019-10-19 00:23:40 +02:00
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WRAPPER void CWeapon::UpdateWeapons(void) { EAXJMP(0x55C310); }
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2019-06-20 13:22:44 +02:00
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WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
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2019-07-23 16:39:30 +02:00
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WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
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2019-06-30 23:50:40 +02:00
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WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
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2019-07-23 16:39:30 +02:00
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WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
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2019-07-25 16:33:37 +02:00
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WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
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2019-08-15 16:51:39 +02:00
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WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
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2020-04-01 00:58:40 +02:00
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WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
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2019-06-30 23:50:40 +02:00
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void
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CWeapon::Initialise(eWeaponType type, int ammo)
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{
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m_eWeaponType = type;
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m_eWeaponState = WEAPONSTATE_READY;
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if (ammo > 99999)
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m_nAmmoTotal = 99999;
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else
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m_nAmmoTotal = ammo;
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m_nAmmoInClip = 0;
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Reload();
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m_nTimer = 0;
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}
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void
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CWeapon::Reload(void)
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{
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if (m_nAmmoTotal == 0)
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return;
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CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
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if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
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m_nAmmoInClip = info->m_nAmountofAmmunition;
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else
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m_nAmmoInClip = m_nAmmoTotal;
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}
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2019-07-15 14:11:40 +02:00
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bool
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CWeapon::IsType2Handed(void)
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{
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2020-01-07 15:23:09 +01:00
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return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
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2019-07-15 14:11:40 +02:00
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}
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2019-07-06 00:44:49 +02:00
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bool
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CWeapon::IsTypeMelee(void)
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{
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return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
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}
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2019-07-25 17:06:24 +02:00
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bool
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CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
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{
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if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
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return false;
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CWeaponInfo *ourType = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
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CVector adjustedOffset = ourType->m_vecFireOffset;
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adjustedOffset.z += 0.6f;
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CVector point1, point2;
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CEntity *foundEnt = nil;
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CColPoint foundCol;
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if (firePos)
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point1 = *firePos;
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else
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point1 = holder->GetMatrix() * adjustedOffset;
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CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
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point2 = aimEntity->GetPosition();
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point2.z += 0.6f;
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CWorld::ProcessLineOfSight(point1, point2, foundCol, foundEnt, true, false, false, false, false, false, false);
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if (foundEnt && foundEnt->IsBuilding()) {
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// That was supposed to be Magnitude, according to leftover code in assembly
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float diff = (foundCol.point.z - point1.z);
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if (diff < 0.0f && diff > -3.0f)
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return true;
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}
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return false;
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}
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2020-01-07 15:23:09 +01:00
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bool
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CWeapon::HasWeaponAmmoToBeUsed(void)
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{
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switch (m_eWeaponType) {
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case WEAPONTYPE_UNARMED:
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case WEAPONTYPE_BASEBALLBAT:
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return true;
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default:
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return m_nAmmoTotal != 0;
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}
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}
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2019-06-30 23:50:40 +02:00
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STARTPATCHES
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InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
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InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
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2019-07-25 17:06:24 +02:00
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InjectHook(0x564890, &CWeapon::HitsGround, PATCH_JUMP);
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2020-01-07 15:23:09 +01:00
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ENDPATCHES
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