Fix impossible bullets

This commit is contained in:
erorcun 2021-08-14 22:11:33 +03:00
parent 4a5f7464c1
commit 435b8fe52e
5 changed files with 122 additions and 27 deletions

View File

@ -1233,8 +1233,12 @@ CPed::ClearAimFlag(void)
m_lookTimer = 0;
}
if (IsPlayer())
if (IsPlayer()) {
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
#ifdef FREE_CAM
((CPlayerPed*)this)->m_bFreeAimActive = false;
#endif
}
}
void

View File

@ -345,13 +345,19 @@ CPed::SetAttack(CEntity *victim)
if (m_pLookTarget) {
SetAimFlag(m_pLookTarget);
} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
#ifdef FREE_CAM
} else if (this != FindPlayerPed() || !((CPlayerPed*)this)->m_bFreeAimActive) {
#else
} else {
#endif
if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
SetAimFlag(m_fRotationCur);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
SetAimFlag(m_fRotationCur);
}
}
}
#ifdef FIX_BUGS
// fix aiming for flamethrower and minigun while using PC controls
else if (curWeapon->m_AnimToPlay == ASSOCGRP_FLAMETHROWER && TheCamera.Cams[0].Using3rdPersonMouseCam() && this == FindPlayerPed())
@ -821,6 +827,9 @@ CPed::Attack(void)
if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
#ifdef FREE_CAM
if (!IsPlayer() || !((CPlayerPed*)this)->m_bFreeAimActive)
#endif
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
@ -1017,6 +1026,15 @@ CPed::Attack(void)
weaponAnimAssoc->SetCurrentTime(animLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt);
#ifdef FREE_CAM
} else if (IsPlayer() && ((CPlayerPed*)this)->m_bFreeAimActive && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetLookFlag(limitedCam, true, true);
SetAimFlag(limitedCam);
SetLookTimer(INT32_MAX);
SetPointGunAt(nil);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
#endif
} else {
ClearAimFlag();

View File

@ -98,6 +98,9 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nAttackDirToCheck = 0;
m_nLastBusFareCollected = 0;
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
#ifdef FREE_CAM
m_bFreeAimActive = false;
#endif
}
void
@ -1342,17 +1345,22 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source;
m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front;
m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up;
// On this one we can rotate arm.
if (CAN_AIM_WITH_ARM) {
if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
SetPointGunAt(nil);
bIsPointingGunAt = false; // to not stop after attack
}
pointedGun = 2;
SetLookFlag(limitedCam, true);
m_bFreeAimActive = true;
SetLookFlag(limitedCam, true, true);
SetAimFlag(limitedCam);
SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
SetLookTimer(INT32_MAX);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) {
// This is a seperate ped state just for pointing gun. Used for target button
SetPointGunAt(nil);
}
} else {
m_fRotationDest = limitedCam;
changedHeadingRate = 2;
@ -1380,10 +1388,20 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
changedHeadingRate = 0;
RestoreHeadingRate();
}
if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
if (pointedGun == 1) {
if (m_nPedState == PED_ATTACK) {
if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetAimFlag(limitedCam);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
m_bFreeAimActive = true;
}
} else {
pointedGun = 0;
ClearPointGunAt();
}
}
#endif
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) {

View File

@ -44,6 +44,12 @@ public:
float m_fGunSpinAngle;
unsigned int m_nPadDownPressedInMilliseconds;
unsigned int m_nLastBusFareCollected;
#ifdef FREE_CAM
bool m_bFreeAimActive;
CVector m_cachedCamSource;
CVector m_cachedCamFront;
CVector m_cachedCamUp;
#endif
static bool bDontAllowWeaponChange;
#ifndef MASTER

View File

@ -49,6 +49,29 @@ bool CWeapon::bPhotographHasBeenTaken;
int32 sniperPirateCheck = 0x00797743; // 'Cwy\0' ???
#endif
#ifdef FREE_CAM
static bool
Find3rdPersonCamTargetVectorFromCachedVectors(float dist, CVector pos, CVector& source, CVector& target, CVector camSource, CVector camFront, CVector camUp)
{
if (CPad::GetPad(0)->GetLookBehindForPed()) {
source = pos;
target = dist * FindPlayerPed()->GetForward() + source;
return false;
} else {
float angleX = DEGTORAD((CCamera::m_f3rdPersonCHairMultX - 0.5f) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV * CDraw::GetAspectRatio());
float angleY = DEGTORAD((0.5f - CCamera::m_f3rdPersonCHairMultY) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV);
source = camSource;
target = camFront;
target += camUp * Tan(angleY);
target += CrossProduct(camFront, camUp) * Tan(angleX);
target.Normalise();
source += DotProduct(pos - source, target) * target;
target = dist * target + source;
return true;
}
}
#endif
CWeaponInfo *
CWeapon::GetInfo()
{
@ -943,17 +966,23 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
#ifdef FREE_CAM
CPed *shooterPed = (CPed *)shooter;
if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
if ((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
target.x = info->m_fRange;
target.y = 0.0f;
target.z = 0.0f;
shooterPed->TransformToNode(target, PED_HANDR);
}
} else
#endif
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
}
#ifdef FIX_BUGS
// fix muzzleflash rotation
@ -1707,9 +1736,20 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CEntity *victim;
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
CVector Left;
#ifdef FREE_CAM
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(1.0f, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
Left = CrossProduct(shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
}
else
#endif
{
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
}
float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
target = f * Left + target - source;
@ -2150,8 +2190,17 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
CVector dir;
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
#ifdef FREE_CAM
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
}
else
#endif
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
}
float norm = (1.0f / info->m_fRange);
dir = (target - source) * norm;
}