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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
Fixes and style changes
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9200810f60
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12d16ddc06
@ -59,7 +59,6 @@ CEventList::Update(void)
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}
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}
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// ok
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void
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CEventList::RegisterEvent(eEventType type, eEventEntity entityType, CEntity *ent, CPed *criminal, int32 timeout)
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{
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@ -2025,7 +2025,8 @@ CWorld::Process(void)
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if (csObj->IsObject())
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RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * CTimer::GetTimeStepNonClipped());
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else {
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csObj->bOffscreen = !csObj->GetIsOnScreen();
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if (!csObj->bOffscreen)
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csObj->bOffscreen = !csObj->GetIsOnScreen();
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RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * CTimer::GetTimeStep(), !csObj->bOffscreen);
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}
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}
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@ -2040,17 +2041,13 @@ CWorld::Process(void)
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} else {
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for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CEntity *movingEnt = (CEntity *)node->item;
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#ifdef SQUEEZE_PERFORMANCE
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if (movingEnt->bRemoveFromWorld) {
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RemoveEntityInsteadOfProcessingIt(movingEnt);
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} else
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#endif
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if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
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if(!movingEnt->bRemoveFromWorld && movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
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RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
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if (movingEnt->IsObject())
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RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * CTimer::GetTimeStepNonClipped());
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else {
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movingEnt->bOffscreen = !movingEnt->GetIsOnScreen();
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if (!movingEnt->bOffscreen)
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movingEnt->bOffscreen = !movingEnt->GetIsOnScreen();
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RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * CTimer::GetTimeStep(), !movingEnt->bOffscreen);
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}
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}
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@ -129,12 +129,13 @@ public:
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}
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int GetJustIndex(T* entry) {
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int index = GetJustIndex_NoFreeAssert(entry);
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assert((U*)entry == (U*)&m_entries[index]); // cast is unsafe - check required
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assert(!IsFreeSlot(index));
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return index;
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}
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int GetJustIndex_NoFreeAssert(T* entry) {
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int index = ((U*)entry - m_entries);
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assert((U*)entry == (U*)&m_entries[index]); // cast is unsafe - check required
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// Please don't add unsafe assert here, because at least one func. use this to check if entity is ped or vehicle.
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return index;
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}
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int GetNoOfUsedSpaces(void) const {
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@ -1009,6 +1009,13 @@ public:
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return GetPrimaryFireAnim(weapon);
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}
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static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bCop3rd)
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return ANIM_WEAPON_FIRE_3RD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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if (!!weapon->m_bGround2nd)
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return ANIM_WEAPON_CROUCHFIRE;
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@ -5901,11 +5901,11 @@ CPed::Duck(void)
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CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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if (!attackAssoc) {
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if(!!weapon->m_bCrouchFire)
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if(GetCrouchFireAnim(weapon))
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attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
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}
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if (!attackAssoc) {
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if(!!weapon->m_bReload)
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if(GetCrouchReloadAnim(weapon))
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attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
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}
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if (!attackAssoc) {
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@ -472,20 +472,20 @@ CPed::ClearAttackByRemovingAnim(void)
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CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weapon));
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if (!weaponAssoc) {
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if (!!weapon->m_bCrouchFire)
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if (GetCrouchFireAnim(weapon))
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
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}
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if (!weaponAssoc) {
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if(!!weapon->m_bFinish3rd)
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if(GetFinishingAttackAnim(weapon))
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFinishingAttackAnim(weapon));
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}
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if (!weaponAssoc) {
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if(!!weapon->m_bUse2nd)
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if(GetSecondFireAnim(weapon))
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(weapon));
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}
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if (!weaponAssoc) {
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if(!!weapon->m_bCop3rd)
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
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if(Get3rdFireAnim(weapon))
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(weapon));
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}
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if (weaponAssoc) {
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weaponAssoc->blendDelta = -8.0f;
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@ -507,10 +507,10 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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if (ped->m_nPedState != PED_ATTACK) {
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if (ped->bIsDucking && ped->IsPedInControl()) {
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if (currentWeapon->m_bReload) {
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if (GetCrouchReloadAnim(currentWeapon)) {
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
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}
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if (currentWeapon->m_bCrouchFire && attackAssoc) {
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if (GetCrouchFireAnim(currentWeapon) && attackAssoc) {
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if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
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newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
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newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
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@ -527,11 +527,12 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW);
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}
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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} else if (ped->bIsDucking && ped->bCrouchWhenShooting) {
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if (currentWeapon->m_bReload) {
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if (GetCrouchReloadAnim(currentWeapon)) {
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
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}
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if (currentWeapon->m_bCrouchFire && attackAssoc) {
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if (GetCrouchFireAnim(currentWeapon) && attackAssoc) {
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if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
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newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
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newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
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@ -1957,7 +1958,7 @@ CPed::EndFight(uint8 endType)
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RestorePreviousState();
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CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!animAssoc)
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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if (animAssoc)
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animAssoc->flags |= ASSOC_DELETEFADEDOUT;
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@ -341,7 +341,7 @@ CPlayerPed::SetRealMoveAnim(void)
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
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@ -414,7 +414,7 @@ CPlayerPed::SetRealMoveAnim(void)
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!fightIdleAnim)
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fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
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delete fightIdleAnim;
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delete curSprintAssoc;
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@ -1337,13 +1337,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting)
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// Weapons except throwable and melee ones
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if (weaponInfo->m_nWeaponSlot > 2) {
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if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
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if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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// On this one we can rotate arm.
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if (weaponInfo->m_bCanAimWithArm) {
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if (CAN_AIM_WITH_ARM) {
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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SetWeaponLockOnTarget(nil);
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bIsPointingGunAt = false; // to not stop after attack
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@ -1372,9 +1373,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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}
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}
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} else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK)
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} else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK)
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ClearPointGunAt();
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}
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#undef CAN_AIM_WITH_ARM
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}
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if (changedHeadingRate == 1) {
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changedHeadingRate = 0;
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