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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
weapons
This commit is contained in:
parent
265b07a8d9
commit
a38702a7d2
@ -110,6 +110,9 @@ public:
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static CVehicle *pPlayerVehicle;
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static CVector StaticCamCoors;
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static uint32 StaticCamStartTime;
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//TODO(MIAMI)
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static void RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo(eWeaponType) {}
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};
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extern uint16 AmmoForWeapon[20];
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@ -49,6 +49,7 @@ bool CWorld::bProcessCutsceneOnly;
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bool CWorld::bDoingCarCollisions;
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bool CWorld::bIncludeCarTyres;
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bool CWorld::bIncludeBikers;
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CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS];
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@ -63,6 +64,7 @@ CWorld::Initialise()
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bIncludeDeadPeds = false;
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bForceProcessControl = false;
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bIncludeCarTyres = false;
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bIncludeBikers = false;
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}
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void
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@ -272,7 +274,9 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin
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{
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float mindist = dist;
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bool deadPeds = !!bIncludeDeadPeds;
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bool bikers = !!bIncludeBikers;
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bIncludeDeadPeds = false;
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bIncludeBikers = false;
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if(checkBuildings) {
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
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@ -290,11 +294,13 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin
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if(checkPeds) {
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if(deadPeds) bIncludeDeadPeds = true;
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if(bikers) bIncludeBikers = true;
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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bIncludeDeadPeds = false;
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bIncludeBikers = false;
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}
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if(checkObjects) {
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@ -312,6 +318,7 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin
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}
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bIncludeDeadPeds = deadPeds;
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bIncludeBikers = bikers;
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if(mindist < dist) {
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dist = mindist;
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@ -325,22 +332,24 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
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CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
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{
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bool deadPeds = false;
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bool bikers = false;
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float mindist = dist;
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CPtrNode *node;
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CEntity *e;
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CColModel *colmodel;
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if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
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if(list.first && bIncludeBikers && ((CEntity *)list.first->item)->IsPed()) bikers = true;
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for(node = list.first; node; node = node->next) {
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e = (CEntity *)node->item;
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if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds) &&
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if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds || bikers) &&
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!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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colmodel = nil;
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e->m_scanCode = GetCurrentScanCode();
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if(e->IsPed()) {
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if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
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if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD || bikers) {
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colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
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} else
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colmodel = nil;
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@ -71,6 +71,7 @@ public:
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static bool bProcessCutsceneOnly;
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static bool bDoingCarCollisions;
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static bool bIncludeCarTyres;
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static bool bIncludeBikers;
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static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
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static void Remove(CEntity *entity);
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@ -53,4 +53,5 @@ public:
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//TODO(MIAMI)
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static void CarWindscreenShatters(CVehicle *vehicle, bool unk) {}
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static void BreakGlassPhysically(CVector, float) {}
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};
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@ -29,6 +29,7 @@ RwIm3DVertex TraceVertices[6];
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RwImVertexIndex TraceIndexList[12];
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bool CSpecialFX::bSnapShotActive;
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int32 CSpecialFX::SnapShotFrames;
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void
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CSpecialFX::Init(void)
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@ -4,6 +4,7 @@ class CSpecialFX
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{
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public:
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static bool bSnapShotActive;
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static int32 SnapShotFrames;
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static void Render(void);
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static void Update(void);
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@ -56,6 +57,10 @@ public:
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static void AddTrace(CVector*, CVector*);
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static void Render(void);
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static void Update(void);
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//TODO(MIAMI)
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static void AddTrace(CVector *, CVector *, float, unsigned int, unsigned char) {}
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static void AddTrace(CVector *, CVector *, int32 weapontype, class CEntity *shooter) {}
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};
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enum
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@ -113,7 +113,7 @@ void CBulletInfo::Update(void)
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CEntity* pHitEntity;
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if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, false, false, true)) {
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if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle()))
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CStats::InstantHitsHitByPlayer++;
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CStats::BulletsThatHit++;
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CWeapon::CheckForShootingVehicleOccupant(&pHitEntity, &point, pBullet->m_eWeaponType, vecOldPos, vecNewPos);
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if (pHitEntity->IsPed()) {
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File diff suppressed because it is too large
Load Diff
@ -21,7 +21,9 @@ public:
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int32 m_nAmmoTotal;
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uint32 m_nTimer;
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bool m_bAddRotOffset;
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static bool bPhotographHasBeenTaken;
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CWeapon() {
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m_bAddRotOffset = false;
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}
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@ -41,6 +43,7 @@ public:
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bool FireMelee (CEntity *shooter, CVector &fireSource);
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bool FireInstantHit(CEntity *shooter, CVector *fireSource);
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static void AddGunFlashBigGuns(CVector start, CVector end);
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void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size);
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void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead);
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@ -50,13 +53,15 @@ public:
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static void GenerateFlameThrowerParticles(CVector pos, CVector dir);
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bool FireAreaEffect (CEntity *shooter, CVector *fireSource);
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bool LaserScopeDot (CVector *pOutPos, float *pOutSize);
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bool FireSniper (CEntity *shooter);
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bool TakePhotograph (CEntity *shooter);
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bool FireM16_1stPerson (CEntity *shooter);
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bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right);
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static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
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static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
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static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
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static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
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static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
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static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
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void Reload(void);
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void Update(int32 audioEntity, CPed *pedToAdjustSound);
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@ -68,14 +73,12 @@ public:
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bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo);
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static void BlowUpExplosiveThings(CEntity *thing);
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bool HasWeaponAmmoToBeUsed(void);
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static void AddGunFlashBigGuns(CVector, CVector);
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static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
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// TODO(Miami): Is that still used?
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static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
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static void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&);
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static void CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target);
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#ifdef COMPATIBLE_SAVES
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void Save(uint8*& buf);
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@ -3,6 +3,9 @@
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#include "WeaponEffects.h"
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#include "TxdStore.h"
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#include "Sprite.h"
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#include "PlayerPed.h"
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#include "World.h"
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#include "WeaponType.h"
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RwTexture *gpCrossHairTex;
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RwRaster *gpCrossHairRaster;
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@ -24,10 +27,10 @@ CWeaponEffects::Init(void)
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{
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gCrossHair.m_bActive = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_nRed = 0;
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gCrossHair.m_nRed = 255;
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gCrossHair.m_nGreen = 0;
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gCrossHair.m_nBlue = 0;
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gCrossHair.m_nAlpha = 255;
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gCrossHair.m_nAlpha = 127;
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gCrossHair.m_fSize = 1.0f;
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gCrossHair.m_fRotation = 0.0f;
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@ -46,9 +49,7 @@ void
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CWeaponEffects::Shutdown(void)
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{
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RwTextureDestroy(gpCrossHairTex);
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#ifdef GTA3_1_1_PATCH
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gpCrossHairTex = nil;
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#endif
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}
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void
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@ -56,10 +57,6 @@ CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint
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{
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gCrossHair.m_bActive = true;
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gCrossHair.m_vecPos = pos;
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gCrossHair.m_nRed = red;
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gCrossHair.m_nGreen = green;
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gCrossHair.m_nBlue = blue;
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gCrossHair.m_nAlpha = alpha;
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gCrossHair.m_fSize = size;
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}
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@ -72,12 +69,32 @@ CWeaponEffects::ClearCrossHair(void)
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void
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CWeaponEffects::Render(void)
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{
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static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
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{
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1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.4f, 0.4f,
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0.5f,
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0.3f,
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0.9f, 0.9f, 0.9f,
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0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
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0.1f, 0.1f,
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1.0f,
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0.6f,
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0.7f,
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0.0f, 0.0f
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};
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if ( gCrossHair.m_bActive )
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{
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float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
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RwV3d pos;
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@ -85,15 +102,25 @@ CWeaponEffects::Render(void)
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if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
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{
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float recipz = 1.0f / pos.z;
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CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z,
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gCrossHair.m_fSize * w, gCrossHair.m_fSize * h,
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gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255,
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recipz, 255);
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CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
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w, h,
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255, 88, 100, 158,
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recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
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float recipz2 = 1.0f / pos.z;
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CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
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size*w, size*h,
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107, 134, 247, 158,
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recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
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gCrossHair.m_fRotation += 0.02f;
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if ( gCrossHair.m_fRotation > TWOPI )
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gCrossHair.m_fRotation = 0.0;
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}
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
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}
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}
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@ -9,16 +9,57 @@
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#include "ModelInfo.h"
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#include "ModelIndices.h"
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uint16 CWeaponInfo::ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS] =
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{
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0, // UNARMED
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0, // GRENADE
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0, // DETONATEGRENADE
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0, // TEARGAS
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0, // MOLOTOV
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0, // ROCKET
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250, // COLT45
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250, // PYTHON
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650, // SHOTGUN
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650, // SPAS12 SHOTGUN
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650, // STUBBY SHOTGUN
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400, // TEC9
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400, // UZIhec
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400, // SILENCED_INGRAM
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400, // MP5
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300, // M16
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300, // AK47
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423, // SNIPERRIFLE
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423, // LASERSCOPE
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400, // ROCKETLAUNCHER
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0, // FLAMETHROWER
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0, // M60
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0, // MINIGUN
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0, // DETONATOR
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0, // HELICANNON
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0 // CAMERA
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};
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// Yeah...
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int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
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int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] =
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{
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1
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};
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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// --MIAMI: Todo
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static char ms_aWeaponNames[][32] = {
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char CWeaponInfo::ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32] =
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{
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"Unarmed",
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"BrassKnuckle",
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"ScrewDriver",
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@ -61,7 +102,7 @@ static char ms_aWeaponNames[][32] = {
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CWeaponInfo*
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CWeaponInfo::GetWeaponInfo(eWeaponType weaponType)
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{
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return &CWeaponInfo::ms_apWeaponInfos[weaponType];
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return &ms_apWeaponInfos[weaponType];
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}
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// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value
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@ -8,7 +8,9 @@ enum AssocGroupId;
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class CWeaponInfo {
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static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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static char ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32];
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public:
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static uint16 ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS];
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static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
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eWeaponFire m_eWeaponFire;
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