Merge pull request #572 from erorcun/miami

Fixes for melees and various things
This commit is contained in:
aap 2020-05-20 19:55:05 +02:00 committed by GitHub
commit 71b9b2ecf9
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 297 additions and 196 deletions

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@ -1017,6 +1017,25 @@ CPickups::RenderPickUpText()
NumMessages = 0;
}
void
CPickups::CreateSomeMoney(CVector pos, int money)
{
bool found;
int pickupCount = Min(money / 20 + 1, 7);
int moneyPerPickup = money / pickupCount;
for (int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
pos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
pos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pos.x, pos.y, pos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
}
}
}
void
CPickups::Load(uint8 *buf, uint32 size)
{

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@ -91,6 +91,7 @@ public:
static bool GivePlayerGoodiesWithPickUpMI(int16 modelIndex, int playerIndex);
static bool TestForPickupsInBubble(CVector pos, float range);
static bool TryToMerge_WeaponType(CVector pos, eWeaponType weapon, uint8 type, uint32 quantity, bool unused);
static void CreateSomeMoney(CVector, int);
static void Load(uint8 *buf, uint32 size);
static void Save(uint8 *buf, uint32 *size);

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@ -232,7 +232,7 @@ enum {
MAX_NUM_INTRO_RECTANGLES = 16,
MAX_NUM_SCRIPT_SRPITES = 16,
MAX_NUM_SCRIPT_SPHERES = 16,
MAX_NUM_USED_OBJECTS = 200,
MAX_NUM_USED_OBJECTS = 220,
MAX_NUM_MISSION_SCRIPTS = 120,
MAX_NUM_BUILDING_SWAPS = 25,
MAX_NUM_INVISIBILITY_SETTINGS = 20,

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@ -145,10 +145,7 @@ CTrafficLights::ScanForLightsOnMap(void)
CPtrList &list = CWorld::GetSector(x, y)->m_lists[ENTITYLIST_DUMMIES];
for(node = list.first; node; node = node->next){
CEntity *light = (CEntity*)node->item;
if(light->GetModelIndex() != MI_TRAFFICLIGHTS &&
light->GetModelIndex() != MI_TRAFFICLIGHTS_VERTICAL &&
light->GetModelIndex() != MI_TRAFFICLIGHTS_MIAMI &&
light->GetModelIndex() != MI_TRAFFICLIGHTS_TWOVERTICAL)
if (!IsTrafficLight(light->GetModelIndex()))
continue;
// Check cars

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@ -1818,9 +1818,8 @@ CWorld::RepositionOneObject(CEntity *pEntity)
modelId == MI_DUMP1 || modelId == MI_ROADWORKBARRIER1 || modelId == MI_BUSSIGN1 || modelId == MI_NOPARKINGSIGN1 ||
modelId == MI_PHONESIGN || modelId == MI_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT ||
modelId == MI_PARKTABLE || modelId == MI_PARKINGMETER2 || modelId == MI_TELPOLE02 ||
modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId)
// TODO(MIAMI): this is actually a different case
|| IsStreetLight(modelId)
modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId) ||
IsLightThatNeedsRepositioning(modelId)
) {
CVector &position = pEntity->GetMatrix().GetPosition();
CColModel *pColModel = pEntity->GetColModel();

View File

@ -95,7 +95,7 @@ enum Config {
NUMPACMANPICKUPS = 256,
NUMEVENTS = 64,
NUM_CARGENS = 160,
NUM_CARGENS = 185,
NUM_PATH_NODES_IN_AUTOPILOT = 8,

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@ -399,8 +399,8 @@ CEntity::HasPreRenderEffects(void)
GetModelIndex() == MI_MISSILE ||
GetModelIndex() == MI_BEACHBALL ||
IsGlass(GetModelIndex()) ||
IsObject() && ((CObject*)this)->bIsPickup;
IsStreetLight(GetModelIndex());
IsObject() && ((CObject*)this)->bIsPickup ||
IsLightWithPreRenderEffects(GetModelIndex());
}
void

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@ -1067,13 +1067,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
if(B->IsBuilding())
skipShift = false;
else if(IsStreetLight(A->GetModelIndex()) &&
else if(IsLightWithoutShift(A->GetModelIndex()) &&
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f)
skipShift = true;
else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
IsStreetLight(B->GetModelIndex()))
IsLightWithoutShift(B->GetModelIndex()))
skipShift = true;
// TODO: maybe flip some ifs here
else if(A->IsObject() && B->IsVehicle()){
@ -1398,7 +1398,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(B->IsBuilding())
skipCollision = false;
else if(IsStreetLight(A->GetModelIndex()) &&
else if(IsLightWithoutShift(A->GetModelIndex()) &&
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f){
skipCollision = true;
@ -1406,7 +1406,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Aobj->m_pCollidingEntity = B;
}else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
IsStreetLight(B->GetModelIndex())){
IsLightWithoutShift(B->GetModelIndex())){
skipCollision = true;
A->bSkipLineCol = true;
Bobj->m_pCollidingEntity = A;

View File

@ -358,9 +358,38 @@ IsGlass(int16 id)
}
inline bool
IsStreetLight(int16 id)
IsTrafficLight(int16 id)
{
return id == MI_SINGLESTREETLIGHTS1 ||
return id == MI_TRAFFICLIGHTS ||
id == MI_TRAFFICLIGHTS_VERTICAL ||
id == MI_TRAFFICLIGHTS_MIAMI ||
id == MI_TRAFFICLIGHTS_TWOVERTICAL;
}
inline bool
IsLightWithoutShift(int16 id)
{
return id == MI_TRAFFICLIGHTS ||
id == MI_SINGLESTREETLIGHTS1 ||
id == MI_SINGLESTREETLIGHTS2 ||
id == MI_SINGLESTREETLIGHTS3 ||
id == MI_DOUBLESTREETLIGHTS;
}
inline bool
IsLightWithPreRenderEffects(int16 id)
{
return IsTrafficLight(id) ||
id == MI_SINGLESTREETLIGHTS1 ||
id == MI_SINGLESTREETLIGHTS2 ||
id == MI_SINGLESTREETLIGHTS3 ||
id == MI_DOUBLESTREETLIGHTS;
}
inline bool
IsLightThatNeedsRepositioning(int16 id)
{
return id == MI_SINGLESTREETLIGHTS1 ||
id == MI_SINGLESTREETLIGHTS2 ||
id == MI_SINGLESTREETLIGHTS3 ||
id == MI_TRAFFICLIGHTS_MIAMI ||

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@ -338,13 +338,13 @@ CObject::Init(void)
m_pCurSurface = outEntity;
else
m_pCurSurface = nil;
#if 0
if (GetModelIndex() == MI_BODYCAST)
nBodyCastHealth = 1000;
else
#endif
if (GetModelIndex() == MI_BUOY)
bTouchingWater = true;
// TODO(Miami): Second flag set initialization
m_area = AREA_EVERYWHERE;
}
bool

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@ -103,7 +103,7 @@ CCivilianPed::CivilianAI(void)
SetLookTimer(500);
} else if (closestThreatFlag == PED_FLAG_DEADPEDS) {
float eventDistSqr = (m_pEventEntity->GetPosition() - GetPosition()).MagnitudeSqr2D();
if (IsGangMember() && m_nPedType == ((CPed*)m_pEventEntity)->m_nPedType) {
if (((CPed*)m_pEventEntity)->bIsDrowning || IsGangMember() && m_nPedType == ((CPed*)m_pEventEntity)->m_nPedType) {
if (eventDistSqr < sq(5.0f)) {
SetFindPathAndFlee(m_pEventEntity, 2000);
SetMoveState(PEDMOVE_RUN);

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@ -602,6 +602,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bTurnedAroundOnAttractor = false;
bCarPassenger = false;
bMiamiViceCop = false;
bIsDrowning = false;
bCanDrownInWater = true;
#ifdef VC_PED_PORTS
bHeadStuckInCollision = false;
#endif
@ -654,6 +657,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_nPedMoney = random % 25;
if (m_nPedMoney == 23)
m_nPedMoney = 400;
m_bleedCounter = 0;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
@ -1285,7 +1289,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
}
}
// --MIAMI: Done except melee weapons
// --MIAMI: Done except commented things
void
CPed::Attack(void)
{
@ -1297,7 +1301,6 @@ CPed::Attack(void)
float animLoopEnd;
CWeaponInfo *ourWeapon;
bool attackShouldContinue;
AnimationId reloadAnim;
CAnimBlendAssociation *reloadAnimAssoc;
CAnimBlendAssociation *throwAssoc;
float delayBetweenAnimAndFire;
@ -1311,7 +1314,6 @@ CPed::Attack(void)
attackShouldContinue = bIsAttacking;
reloadAnimAssoc = nil;
throwAssoc = nil;
reloadAnim = NUM_ANIMS;
animLoopStart = ourWeapon->m_fAnimLoopStart;
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
@ -1462,66 +1464,104 @@ CPed::Attack(void)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
// TODO(Miami): Chainsaw
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0f;
if (ourWeaponType != WEAPONTYPE_CHAINSAW
|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
} else {
firePos = ourWeapon->m_vecFireOffset;
if (ourWeaponType == WEAPONTYPE_CHAINSAW) {
#ifndef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, 52, 0.0f);
#endif
} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0f;
// TODO(Miami): Katana & Chainsaw
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
firePos = GetMatrix() * firePos;
} else {
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
}
firePos = ourWeapon->m_vecFireOffset;
if (ourWeaponType != WEAPONTYPE_KATANA && ourWeaponType != WEAPONTYPE_CHAINSAW) {
if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE) {
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
} else {
firePos = GetMatrix() * firePos;
}
} else {
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
firePos = GetMatrix() * firePos;
}
GetWeapon()->Fire(this, &firePos);
// TODO(Miami): Teargas
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
/* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
RemoveWeaponModel(ourWeapon->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
int damagerType = ENTITY_TYPE_NOTHING;
if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
damagerType = m_pDamageEntity->GetType();
}
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, (damagerType | (ourWeaponType << 8)));
#endif
}
break;
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
#endif
break;
default:
break;
}
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
weaponAnimAssoc->callbackType = 0;
}
}
attackShouldContinue = false;
}
} else {
CVector firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimAssoc->animId == 206)
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
firePos = GetMatrix() * firePos;
GetWeapon()->Fire(this, &firePos);
// TODO(Miami)
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
/* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
RemoveWeaponModel(ourWeapon->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
int damagerType = 0;
if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
int damagerType = ENTITY_TYPE_PED;
if (m_pDamageEntity)
damagerType = m_pDamageEntity->GetType();
}
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, (damagerType | (ourWeaponType << 8)));
#endif
}
break;
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
#endif
break;
default:
break;
}
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
weaponAnimAssoc->callbackType = 0;
DMAudio.PlayOneShot(m_audioEntityId, 54, (float)damagerType);
if (IsPlayer()) {
CPad::GetPad(0)->StartShake(240, 180);
}
} else {
DMAudio.PlayOneShot(m_audioEntityId, 53, 0.0f);
if (IsPlayer()) {
CPad::GetPad(0)->StartShake(240, 90);
}
}
attackShouldContinue = false;
}
@ -1614,12 +1654,12 @@ CPed::Attack(void)
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
&& (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
/* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) {
/* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) { // TODO(Miami): Minigun
PedOnGroundState pedOnGroundState;
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
|| ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
if (weaponAnimAssoc->animId == fireAnim)
@ -1672,7 +1712,7 @@ CPed::Attack(void)
break;
}
#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
#endif
}
@ -1908,7 +1948,7 @@ CPed::BeingDraggedFromCar(void)
#ifdef VC_PED_PORTS
if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
if (m_pMyVehicle) {
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_STD_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
}
}
#endif
@ -4022,7 +4062,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
}
m_nPedState = PED_DIE;
if (animId == NUM_ANIMS) {
if (animId == NUM_STD_ANIMS) {
bIsPedDieAnimPlaying = false;
} else {
CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta);
@ -4045,6 +4085,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
}
// --MIAMI: Done except commented things
bool
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
{
@ -4056,17 +4097,28 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
bool willLinger = false;
int random;
// TODO(Miami): PlayerInfo thingies here
if (player == this) {
if (!player->m_bCanBeDamaged)
return false;
if (damagedBy && damagedBy->IsPed() && ((CPed*)damagedBy)->m_nPedType == PEDTYPE_GANG7)
return false;
if ((method == WEAPONTYPE_FLAMETHROWER || method == WEAPONTYPE_MOLOTOV) && CWorld::Players[CWorld::PlayerInFocus].m_bFireproof)
return false;
player->AnnoyPlayerPed(false);
}
if (DyingOrDead())
return false;
if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
if (method == WEAPONTYPE_DROWNING && !bCanDrownInWater)
return false;
if (!bUsesCollision && (!bInVehicle || m_nPedState != PED_DRIVING) && method != WEAPONTYPE_DROWNING)
return false;
if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
@ -4079,8 +4131,12 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
else
healthImpact = damage * m_pedStats->m_defendWeakness;
if (!IsPlayer() &&
(method == WEAPONTYPE_SCREWDRIVER || method == WEAPONTYPE_KNIFE || (method >= WEAPONTYPE_CLEAVER && method <= WEAPONTYPE_CHAINSAW)))
m_bleedCounter = 200;
bool detectDieAnim = true;
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) {
if (m_nPedState == PED_GETUP) {
if (!IsPedHeadAbovePos(-0.3f)) {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
@ -4089,20 +4145,36 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
dieDelta *= 2.0f;
dieSpeed = 0.5f;
detectDieAnim = false;
} else if (m_nPedState == PED_FALL) {
dieAnim = NUM_ANIMS;
detectDieAnim = false;
}
} else if (m_nPedState == PED_FALL) {
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
if (!fallAssoc || fallAssoc->IsRunning()) {
if (fallAssoc && fallAssoc->blendDelta >= 0.0f)
dieAnim = NUM_STD_ANIMS;
else
dieAnim = ANIM_KO_SHOT_FRONT1;
} else {
if (fallAssoc->flags & ASSOC_FRONTAL)
dieAnim = ANIM_FLOOR_HIT_F;
else
dieAnim = ANIM_FLOOR_HIT;
dieDelta *= 2.0f;
dieSpeed = 0.5f;
}
detectDieAnim = false;
}
if (detectDieAnim) {
switch (method) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BRASSKNUCKLE:
if (bMeleeProof)
return false;
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
dieAnim = NUM_STD_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
@ -4130,19 +4202,28 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
}
}
break;
case WEAPONTYPE_SCREWDRIVER:
case WEAPONTYPE_GOLFCLUB:
case WEAPONTYPE_NIGHTSTICK:
case WEAPONTYPE_KNIFE:
case WEAPONTYPE_BASEBALLBAT:
case WEAPONTYPE_HAMMER:
case WEAPONTYPE_CLEAVER:
case WEAPONTYPE_MACHETE:
case WEAPONTYPE_KATANA:
case WEAPONTYPE_CHAINSAW:
if (bMeleeProof)
return false;
#ifdef VC_PED_PORTS
if (/*method != WEAPONTYPE_KATANA || */
if (method != WEAPONTYPE_KATANA ||
damagedBy != FindPlayerPed()
|| FindPlayerPed()->m_nPedState != PED_FIGHT
/*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */
|| FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE1 && FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE2
|| CGeneral::GetRandomNumber() & 3) {
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
dieAnim = NUM_STD_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
@ -4151,8 +4232,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29)
//if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) {
} else if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE2) {
if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE3) {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
@ -4169,82 +4250,46 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
default:
break;
}
//} else {
// dieAnim = ANIM_KO_SHOT_STOM;
//}
} else {
dieAnim = ANIM_KO_SHOT_STOM;
}
} else {
dieAnim = ANIM_KO_SHOT_FACE;
}
} else {
dieAnim = ANIM_KO_SHOT_FACE;
// SpawnFlyingComponent in VC
RemoveBodyPart(PED_HEAD, direction);
headShot = true;
willLinger = true;
}
#else
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
else
dieAnim = ANIM_FLOOR_HIT;
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
}
#endif
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SHOTGUN:
// TODO(Miami): Shotguns
case WEAPONTYPE_TEC9:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SILENCED_INGRAM:
case WEAPONTYPE_MP5:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
case WEAPONTYPE_AK47:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_UZI_DRIVEBY:
// TODO(Miami): Laserscope, M60, Minigun
if (bBulletProof)
return false;
bool dontRemoveLimb;
if (IsPlayer() || bNoCriticalHits)
dontRemoveLimb = true;
else {
switch (method) {
case WEAPONTYPE_SNIPERRIFLE:
dontRemoveLimb = false;
break;
case WEAPONTYPE_M16:
dontRemoveLimb = false;
break;
case WEAPONTYPE_SHOTGUN:
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
break;
default:
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
break;
}
}
else if (method != WEAPONTYPE_M16 && method != WEAPONTYPE_AK47 && method != WEAPONTYPE_SNIPERRIFLE
/* method != WEAPONTYPE_LASERSCOPE */) { // TODO(Miami): Laserscope
if (method == WEAPONTYPE_SHOTGUN)
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
else
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
} else
dontRemoveLimb = false;
if (dontRemoveLimb) {
if (method == WEAPONTYPE_SHOTGUN) {
@ -4309,8 +4354,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
}
}
break;
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_EXPLOSION:
if (bExplosionProof)
return false;
@ -4407,7 +4452,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
default:
break;
}
if (damagedBy) {
if (damagedBy && pedPiece != PEDPIECE_TORSO) {
CVehicle *vehicle = (CVehicle*)damagedBy;
if (method == WEAPONTYPE_RAMMEDBYCAR) {
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
@ -4466,6 +4511,16 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();
m_lastWepDam = method;
m_lastDamEntity = damagedBy;
}
if (method == WEAPONTYPE_FALL) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLOUT_LHS)) {
if (m_fHealth >= 1.0 && m_fHealth - healthImpact < 5.0f) {
m_fHealth = Min(m_fHealth, 5.0f);
return false;
}
}
}
if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
@ -4477,6 +4532,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (method != WEAPONTYPE_DROWNING) {
#ifdef VC_PED_PORTS
if (m_pMyVehicle) {
// TODO(Miami): Bikes
if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
@ -4498,7 +4555,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
SetDie(dieAnim, dieDelta, dieSpeed);
/*
if (damagedBy == FindPlayerPed() && damagedBy != this) {
// PlayerInfo stuff
// TODO(Miami): PlayerInfo stuff
}
*/
}
@ -4527,7 +4584,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (player == this)
m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
SetDie(NUM_ANIMS, 4.0f, 0.0f);
SetDie(NUM_STD_ANIMS, 4.0f, 0.0f);
return true;
} else {
m_fHealth = 0.0f;
@ -4535,7 +4592,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
// There are PlayerInfo stuff here in VC
// TODO(Miami): PlayerInfo stuff
CDarkel::RegisterKillByPlayer(this, method, headShot);
m_threatEntity = player;
} else {
@ -4626,7 +4683,7 @@ CPed::SetGetUp(void)
animAssoc->SetFinishCallback(PedGetupCB,this);
} else {
m_fHealth = 0.0f;
SetDie(NUM_ANIMS, 4.0f, 0.0f);
SetDie(NUM_STD_ANIMS, 4.0f, 0.0f);
}
}
@ -5037,7 +5094,7 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
else if (animType < 2)
stepAnim = ANIM_EV_STEP;
else
stepAnim = NUM_ANIMS;
stepAnim = NUM_STD_ANIMS;
}
if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
@ -5191,7 +5248,6 @@ CPed::SetAttack(CEntity *victim)
return;
}
// TODO(Miami): Brass knuckles
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (IsPlayer() ||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
@ -5795,7 +5851,7 @@ CPed::SetFlee(CVector2D const &from, int time)
void
CPed::SetWaitState(eWaitState state, void *time)
{
AnimationId waitAnim = NUM_ANIMS;
AnimationId waitAnim = NUM_STD_ANIMS;
CAnimBlendAssociation *animAssoc;
if (!IsPedInControl())
@ -5882,10 +5938,10 @@ CPed::SetWaitState(eWaitState state, void *time)
case WAITSTATE_PLAYANIM_COWER:
waitAnim = ANIM_HANDSCOWER;
case WAITSTATE_PLAYANIM_HANDSUP:
if (waitAnim == NUM_ANIMS)
if (waitAnim == NUM_STD_ANIMS)
waitAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (waitAnim == NUM_ANIMS)
if (waitAnim == NUM_STD_ANIMS)
waitAnim = ANIM_HANDSCOWER;
m_headingRate = 0.0f;
if (time)
@ -5899,10 +5955,10 @@ CPed::SetWaitState(eWaitState state, void *time)
case WAITSTATE_PLAYANIM_DUCK:
waitAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (waitAnim == NUM_ANIMS)
if (waitAnim == NUM_STD_ANIMS)
waitAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (waitAnim == NUM_ANIMS)
if (waitAnim == NUM_STD_ANIMS)
waitAnim = ANIM_IDLE_CHAT;
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
@ -6376,20 +6432,7 @@ CPed::CreateDeadPedMoney(void)
return;
CVector pickupPos = GetPosition();
bool found;
int pickupCount = Min(money / 20 + 1, 7);
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
}
}
CPickups::CreateSomeMoney(pickupPos, money);
m_nPedMoney = 0;
}
@ -7683,7 +7726,7 @@ CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
void
CPed::Wait(void)
{
AnimationId mustHaveAnim = NUM_ANIMS;
AnimationId mustHaveAnim = NUM_STD_ANIMS;
CAnimBlendAssociation *animAssoc;
CPed *pedWeLook;
@ -7853,7 +7896,7 @@ CPed::Wait(void)
mustHaveAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (mustHaveAnim == NUM_ANIMS)
if (mustHaveAnim == NUM_STD_ANIMS)
mustHaveAnim = ANIM_HANDSCOWER;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
@ -7925,15 +7968,15 @@ CPed::Wait(void)
mustHaveAnim = ANIM_HANDSCOWER;
case WAITSTATE_PLAYANIM_DUCK:
if (mustHaveAnim == NUM_ANIMS)
if (mustHaveAnim == NUM_STD_ANIMS)
mustHaveAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (mustHaveAnim == NUM_ANIMS)
if (mustHaveAnim == NUM_STD_ANIMS)
mustHaveAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (mustHaveAnim == NUM_ANIMS)
if (mustHaveAnim == NUM_STD_ANIMS)
mustHaveAnim = ANIM_IDLE_CHAT;
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
@ -8721,14 +8764,22 @@ CPed::SetLanding(void)
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
CAnimBlendAssociation *landAssoc;
if (fallAssoc && bIsDrowning)
return;
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
if (fallAssoc) {
if (fallAssoc || m_nPedType == PEDTYPE_COP && bKnockedUpIntoAir) {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
if (IsPlayer())
Say(SOUND_PED_LAND);
if (m_nPedType == PEDTYPE_COP) {
if (bKnockedUpIntoAir)
bKnockedUpIntoAir = false;
}
} else {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
@ -9691,7 +9742,7 @@ CPed::MoveHeadToLook(void)
bool notRocketLauncher = false;
bool notTwoHanded = false;
AnimationId animToPlay = NUM_ANIMS;
AnimationId animToPlay = NUM_STD_ANIMS;
if (!GetWeapon()->IsType2Handed())
notTwoHanded = true;
@ -9720,7 +9771,7 @@ CPed::MoveHeadToLook(void)
animToPlay = ANIM_FUCKU;
}
if (animToPlay != NUM_ANIMS) {
if (animToPlay != NUM_STD_ANIMS) {
CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
if (newAssoc) {
@ -9912,6 +9963,7 @@ CPed::ProcessControl(void)
bIsShooting = false;
BuildPedLists();
bIsInWater = false;
bIsDrowning = false;
ProcessBuoyancy();
if (m_nPedState != PED_ARRESTED) {
@ -11209,8 +11261,11 @@ CPed::ProcessControl(void)
default: break;
}
SetMoveAnim();
if (bPedIsBleeding) {
if (bPedIsBleeding || m_bleedCounter != 0) {
if (CGame::nastyGame) {
if (m_bleedCounter != 0)
m_bleedCounter--;
if (!(CTimer::GetFrameCounter() & 3)) {
CVector cameraDist = GetPosition() - TheCamera.GetPosition();
if (cameraDist.MagnitudeSqr() < sq(50.0f)) {
@ -15928,6 +15983,7 @@ CPed::ProcessBuoyancy(void)
m_vecMoveSpeed.y *= speedMult;
m_vecMoveSpeed.z *= speedMult;
bIsStanding = false;
bIsDrowning = true;
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) {

View File

@ -444,8 +444,8 @@ public:
//uint32 b155_40
//uint32 b155_80
//uint32 b156_1
//uint32 b156_2
uint32 bIsDrowning : 1;
uint32 bCanDrownInWater : 1; // Originally bDrownsInWater
//uint32 b156_4
//uint32 b156_8
uint32 bIsPlayerFriend : 1;
@ -578,6 +578,7 @@ public:
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
uint8 m_bleedCounter;
CFire *m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;

View File

@ -1026,7 +1026,7 @@ CPlayerPed::ProcessAnimGroups(void)
if (m_fWalkAngle > 0.0f) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
groupToSet = ASSOCGRP_ROCKETLEFT;
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ )
groupToSet = ASSOCGRP_CHAINSAWLEFT;
@ -1035,7 +1035,7 @@ CPlayerPed::ProcessAnimGroups(void)
} else {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
groupToSet = ASSOCGRP_ROCKETRIGHT;
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
groupToSet = ASSOCGRP_CHAINSAWRIGHT;
@ -1045,7 +1045,7 @@ CPlayerPed::ProcessAnimGroups(void)
} else {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
groupToSet = ASSOCGRP_ROCKETBACK;
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
groupToSet = ASSOCGRP_CHAINSAWBACK;
@ -1057,9 +1057,9 @@ CPlayerPed::ProcessAnimGroups(void)
groupToSet = ASSOCGRP_PLAYERROCKET;
} else {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */)
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE)
groupToSet = ASSOCGRP_PLAYERBBBAT;
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
groupToSet = ASSOCGRP_PLAYERCHAINSAW;
@ -1067,10 +1067,9 @@ CPlayerPed::ProcessAnimGroups(void)
// I hope this was inlined...
/*
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON*/ && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 /*
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA
*/) {
/* && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA */) {
if (!GetWeapon()->IsType2Handed()) {
groupToSet = ASSOCGRP_PLAYER;
} else {

View File

@ -3098,11 +3098,11 @@ CAutomobile::DoDriveByShootings(void)
// TODO: what is this?
if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
m_weaponDoorTimerLeft = Max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
ProcessOpenDoor(CAR_DOOR_LF, NUM_STD_ANIMS, m_weaponDoorTimerLeft);
}
if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
m_weaponDoorTimerRight = Max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
ProcessOpenDoor(CAR_DOOR_RF, NUM_STD_ANIMS, m_weaponDoorTimerRight);
}
}
@ -3787,7 +3787,7 @@ CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
case ANIM_VAN_GETOUT:
ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f);
break;
case NUM_ANIMS:
case NUM_STD_ANIMS:
OpenDoor(component, door, time);
break;
}