re3-wiiu/src/weapons/Weapon.cpp

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#include "common.h"
#include "patcher.h"
#include "Weapon.h"
#include "Timer.h"
#include "WeaponInfo.h"
#include "Ped.h"
#include "World.h"
WRAPPER void CWeapon::ShutdownWeapons(void) { EAXJMP(0x55C2F0); }
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WRAPPER void CWeapon::UpdateWeapons(void) { EAXJMP(0x55C310); }
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
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WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
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WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
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WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
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WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
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WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
void
CWeapon::Initialise(eWeaponType type, int ammo)
{
m_eWeaponType = type;
m_eWeaponState = WEAPONSTATE_READY;
if (ammo > 99999)
m_nAmmoTotal = 99999;
else
m_nAmmoTotal = ammo;
m_nAmmoInClip = 0;
Reload();
m_nTimer = 0;
}
void
CWeapon::Reload(void)
{
if (m_nAmmoTotal == 0)
return;
CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
m_nAmmoInClip = info->m_nAmountofAmmunition;
else
m_nAmmoInClip = m_nAmmoTotal;
}
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bool
CWeapon::IsType2Handed(void)
{
return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
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}
bool
CWeapon::IsTypeMelee(void)
{
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
}
bool
CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
{
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
return false;
CWeaponInfo *ourType = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
CVector adjustedOffset = ourType->m_vecFireOffset;
adjustedOffset.z += 0.6f;
CVector point1, point2;
CEntity *foundEnt = nil;
CColPoint foundCol;
if (firePos)
point1 = *firePos;
else
point1 = holder->GetMatrix() * adjustedOffset;
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
point2 = aimEntity->GetPosition();
point2.z += 0.6f;
CWorld::ProcessLineOfSight(point1, point2, foundCol, foundEnt, true, false, false, false, false, false, false);
if (foundEnt && foundEnt->IsBuilding()) {
// That was supposed to be Magnitude, according to leftover code in assembly
float diff = (foundCol.point.z - point1.z);
if (diff < 0.0f && diff > -3.0f)
return true;
}
return false;
}
bool
CWeapon::HasWeaponAmmoToBeUsed(void)
{
switch (m_eWeaponType) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BASEBALLBAT:
return true;
default:
return m_nAmmoTotal != 0;
}
}
STARTPATCHES
InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
InjectHook(0x564890, &CWeapon::HitsGround, PATCH_JUMP);
ENDPATCHES