mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-27 10:11:49 +01:00
CPed fixes
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
parent
9564438647
commit
8b36718c0a
@ -461,11 +461,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
|
||||
|
||||
for(int i = 0; i < NUM_PED_WEAPONTYPES; i++)
|
||||
{
|
||||
GetWeapon(i)->m_eWeaponType = WEAPONTYPE_UNARMED;
|
||||
GetWeapon(i)->m_eWeaponState = WEAPONSTATE_READY;
|
||||
GetWeapon(i)->m_nAmmoInClip = 0;
|
||||
GetWeapon(i)->m_nAmmoTotal = 0;
|
||||
GetWeapon(i)->m_nTimer = 0;
|
||||
CWeapon *weapon = GetWeapon(i);
|
||||
weapon->m_eWeaponType = WEAPONTYPE_UNARMED;
|
||||
weapon->m_eWeaponState = WEAPONSTATE_READY;
|
||||
weapon->m_nAmmoInClip = 0;
|
||||
weapon->m_nAmmoTotal = 0;
|
||||
weapon->m_nTimer = 0;
|
||||
}
|
||||
|
||||
m_lastHitState = 0;
|
||||
@ -479,26 +480,22 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
|
||||
}
|
||||
|
||||
void
|
||||
CPed::GiveWeapon(eWeaponType weaponType, int ammo)
|
||||
CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
|
||||
{
|
||||
CWeapon *weapon = GetWeapon(weaponType);
|
||||
if (HasWeapon(weaponType))
|
||||
{
|
||||
if (HasWeapon(weaponType)) {
|
||||
if (ammo > 99999)
|
||||
weapon->m_nAmmoTotal = 99999;
|
||||
m_weapons[weaponType].m_nAmmoTotal = 99999;
|
||||
else
|
||||
weapon->m_nAmmoTotal = ammo;
|
||||
m_weapons[weaponType].m_nAmmoTotal = ammo;
|
||||
|
||||
weapon->Reload();
|
||||
}
|
||||
else
|
||||
{
|
||||
weapon->Initialise(weaponType, ammo);
|
||||
m_weapons[weaponType].Reload();
|
||||
} else {
|
||||
m_weapons[weaponType].Initialise(weaponType, ammo);
|
||||
// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
|
||||
m_maxWeaponTypeAllowed++;
|
||||
}
|
||||
if (weapon->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
|
||||
weapon->m_eWeaponState = WEAPONSTATE_READY;
|
||||
if (m_weapons[weaponType].m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
|
||||
m_weapons[weaponType].m_eWeaponState = WEAPONSTATE_READY;
|
||||
}
|
||||
|
||||
static RwObject*
|
||||
@ -1211,10 +1208,9 @@ CPed::RemoveWeaponModel(int modelId)
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetCurrentWeapon(eWeaponType weaponType)
|
||||
CPed::SetCurrentWeapon(uint32 weaponType)
|
||||
{
|
||||
CWeaponInfo *weaponInfo;
|
||||
|
||||
if (HasWeapon(weaponType)) {
|
||||
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
RemoveWeaponModel(weaponInfo->m_nModelId);
|
||||
@ -1230,15 +1226,11 @@ CPed::SetCurrentWeapon(eWeaponType weaponType)
|
||||
bool
|
||||
CPed::SelectGunIfArmed(void)
|
||||
{
|
||||
eWeaponType weaponType;
|
||||
|
||||
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
|
||||
|
||||
if (GetWeapon(i)->m_nAmmoTotal > 0) {
|
||||
weaponType = GetWeapon(i)->m_eWeaponType;
|
||||
|
||||
eWeaponType weaponType = GetWeapon(i)->m_eWeaponType;
|
||||
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
|
||||
SetCurrentWeapon(weaponType);
|
||||
SetCurrentWeapon(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -1920,7 +1912,7 @@ CPed::IsPointerValid(void)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Binary insertion sort
|
||||
// Some kind of binary sort
|
||||
void
|
||||
CPed::SortPeds(CPed** list, int min, int max)
|
||||
{
|
||||
@ -1933,25 +1925,21 @@ CPed::SortPeds(CPed** list, int min, int max)
|
||||
|
||||
int left = max;
|
||||
int right;
|
||||
for(right = min; right <= left; )
|
||||
{
|
||||
for(right = min; right <= left; ){
|
||||
// Those 1.0s are to make sure loop always run for first time.
|
||||
for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++)
|
||||
{
|
||||
for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
|
||||
rightDiff = GetPosition() - list[right]->GetPosition();
|
||||
rightDist = rightDiff.Magnitude();
|
||||
}
|
||||
right--;
|
||||
|
||||
for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--)
|
||||
{
|
||||
for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) {
|
||||
leftDiff = GetPosition() - list[left]->GetPosition();
|
||||
leftDist = leftDiff.Magnitude();
|
||||
}
|
||||
left++;
|
||||
|
||||
if (right <= left)
|
||||
{
|
||||
if (right <= left) {
|
||||
CPed *ped = list[right];
|
||||
list[right] = list[left];
|
||||
list[left] = ped;
|
||||
@ -1967,7 +1955,7 @@ void
|
||||
CPed::BuildPedLists(void)
|
||||
{
|
||||
static CPed* unsortedNearPeds[10];
|
||||
static uint16 nextNearPedSlot;
|
||||
uint16 nextNearPedSlot = 0;
|
||||
|
||||
if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) {
|
||||
|
||||
@ -2000,16 +1988,11 @@ CPed::BuildPedLists(void)
|
||||
(centre.x + 20.0f) * 0.025f + 50.0f,
|
||||
(centre.y + 20.0f) * 0.025f + 50.0f);
|
||||
|
||||
nextNearPedSlot = 0;
|
||||
for(int y = rect.top; y <= rect.bottom; y++)
|
||||
{
|
||||
for(int x = rect.left; x <= rect.right; x++)
|
||||
{
|
||||
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next)
|
||||
{
|
||||
for(int y = rect.top; y <= rect.bottom; y++) {
|
||||
for(int x = rect.left; x <= rect.right; x++) {
|
||||
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
|
||||
CPed *ped = (CPed*)pedPtrNode->item;
|
||||
if (ped != this && !ped->bInVehicle)
|
||||
{
|
||||
if (ped != this && !ped->bInVehicle) {
|
||||
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
|
||||
if (distanceMultToCountPedNear * 30.0f > dist)
|
||||
{
|
||||
@ -2022,8 +2005,7 @@ CPed::BuildPedLists(void)
|
||||
}
|
||||
unsortedNearPeds[nextNearPedSlot] = nil;
|
||||
SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1);
|
||||
for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++)
|
||||
{
|
||||
for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) {
|
||||
CPed *ped = unsortedNearPeds[m_numNearPeds];
|
||||
if (!ped)
|
||||
break;
|
||||
@ -2052,6 +2034,8 @@ CPed::SetModelIndex(uint32 mi)
|
||||
m_headingRate = m_pedStats->m_headingChangeRate;
|
||||
m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup);
|
||||
CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
|
||||
|
||||
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
|
||||
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
|
||||
}
|
||||
|
||||
|
@ -250,7 +250,7 @@ public:
|
||||
float m_movedY;
|
||||
float m_fRotationCur;
|
||||
float m_fRotationDest;
|
||||
uint32 m_headingRate;
|
||||
float m_headingRate;
|
||||
uint16 m_vehEnterType;
|
||||
uint16 m_walkAroundType;
|
||||
CEntity *m_pCurrentPhysSurface;
|
||||
@ -368,7 +368,7 @@ public:
|
||||
void ClearAttack(void);
|
||||
bool IsPedHeadAbovePos(float zOffset);
|
||||
void RemoveWeaponModel(int modelId);
|
||||
void SetCurrentWeapon(eWeaponType weaponType);
|
||||
void SetCurrentWeapon(uint32 weaponType);
|
||||
bool SelectGunIfArmed(void);
|
||||
void Duck(void);
|
||||
void ClearDuck(void);
|
||||
@ -382,7 +382,7 @@ public:
|
||||
bool IsPointerValid(void);
|
||||
void SortPeds(CPed**, int, int);
|
||||
void BuildPedLists(void);
|
||||
void GiveWeapon(eWeaponType weaponType, int ammo);
|
||||
void GiveWeapon(eWeaponType weaponType, uint32 ammo);
|
||||
void SetPedStats(ePedStats);
|
||||
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
|
||||
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
|
||||
@ -416,10 +416,10 @@ public:
|
||||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
CWeapon* GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
|
||||
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
inline bool HasWeapon(uint32 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
inline CWeapon *GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
|
||||
inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
|
||||
// to make patching virtual functions possible
|
||||
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
|
||||
|
@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
#include "Entity.h"
|
||||
|
||||
enum eWeaponType
|
||||
enum eWeaponType : uint32
|
||||
{
|
||||
WEAPONTYPE_UNARMED = 0,
|
||||
WEAPONTYPE_BASEBALLBAT,
|
||||
|
Loading…
Reference in New Issue
Block a user