mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-22 17:19:15 +01:00
CShotInfo, CWanted done, Frontend fix
This commit is contained in:
parent
39c9a05827
commit
a3b519ea64
@ -42,7 +42,6 @@ cAudioManager - WIP
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CBoat
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CBrightLights
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CBulletInfo
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CBulletTraces
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CCamera
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CCrane
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CCranes
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@ -52,7 +51,6 @@ CExplosion
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CFallingGlassPane
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CFire
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CFireManager
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CGame
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CGarage
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CGarages
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CGlass
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@ -66,15 +64,10 @@ CRoadBlocks
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CRubbish
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CSceneEdit
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CSkidmarks
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CShotInfo
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CSpecialFX
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CStats
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CTrafficLights
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CWanted
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CWaterCannon
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CWaterCannons
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CWeapon
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CWeaponEffects
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CWeather
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CWorld
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```
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@ -209,21 +209,9 @@ CEventList::ReportCrimeForEvent(eEventType type, int32 crimeId, bool copsDontCar
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case EVENT_CAR_SET_ON_FIRE: crime = CRIME_VEHICLE_BURNED; break;
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default: crime = CRIME_NONE; break;
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}
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#ifdef VC_PED_PORTS
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if (crime == CRIME_HIT_PED && ((CPed*)crimeId)->IsPointerValid() &&
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FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 && ((CPed*)crimeId)->bBeingChasedByPolice) {
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if(!((CPed*)crimeId)->DyingOrDead()) {
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sprintf(gString, "$50 Good Citizen Bonus!");
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AsciiToUnicode(gString, gUString);
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CMessages::AddBigMessage(gUString, 5000, 0);
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 50;
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}
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} else
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#endif
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if(crime == CRIME_NONE)
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return;
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if(crime == CRIME_NONE)
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return;
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CVector playerPedCoors = FindPlayerPed()->GetPosition();
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CVector playerCoors = FindPlayerCoors();
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@ -1354,23 +1354,39 @@ void CMenuManager::DrawFrontEndNormal()
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m_aFrontEndSprites[currentSprite].Draw(CRect(MENU_X_LEFT_ALIGNED(50.0f), MENU_Y(50.0f), MENU_X_RIGHT_ALIGNED(50.0f), SCREEN_SCALE_FROM_BOTTOM(95.0f)), CRGBA(255, 255, 255, m_nMenuFadeAlpha > 255 ? 255 : m_nMenuFadeAlpha));
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static float fadeAlpha = 0.0f;
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static int lastState = 0;
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// reverseAlpha = PS2 fading (wait for 255->0, then change screen)
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if (m_nMenuFadeAlpha < 255) {
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static uint32 LastFade = 0;
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if (lastState == 1 && !reverseAlpha)
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fadeAlpha = 0.f;
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if (m_nMenuFadeAlpha <= 0 && reverseAlpha) {
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reverseAlpha = false;
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ChangeScreen(pendingScreen, pendingOption, true, false);
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} else {
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if (!reverseAlpha)
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m_nMenuFadeAlpha += min((CTimer::GetTimeInMillisecondsPauseMode() - LastFade) / 33.0f, 1.0f) * 20.0f;
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else
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m_nMenuFadeAlpha = max(0, m_nMenuFadeAlpha - min((CTimer::GetTimeInMillisecondsPauseMode() - LastFade) / 33.0f, 1.0f) * 30.0f);
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float timestep = CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
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LastFade = CTimer::GetTimeInMillisecondsPauseMode();
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// +20 per every 33 ms (1000.f/30.f - original frame limiter fps)
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if (!reverseAlpha)
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fadeAlpha += (timestep * 100.f) * 20.f / 33.f;
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else
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fadeAlpha = max(0.0f, fadeAlpha - (timestep * 100.f) * 30.f / 33.f);
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m_nMenuFadeAlpha = fadeAlpha;
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}
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lastState = 0;
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} else {
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if (reverseAlpha)
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m_nMenuFadeAlpha -= 20;
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if (lastState == 0) fadeAlpha = 255.f;
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if (reverseAlpha) {
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float timestep = CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
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fadeAlpha -= (timestep * 100.f) * 30.f / 33.f;
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m_nMenuFadeAlpha = fadeAlpha;
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}
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lastState = 1;
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// TODO: what is this? waiting mouse?
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if(field_518 == 4){
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@ -1568,13 +1584,20 @@ void CMenuManager::DrawFrontEndNormal()
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}
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if (m_nMenuFadeAlpha < 255) {
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// Famous transparent menu bug
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#ifdef FIX_BUGS
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static float fadeAlpha = 0.0f;
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if (m_nMenuFadeAlpha == 0 && fadeAlpha > 1.0f) fadeAlpha = 0.0f;
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float timestep = CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
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// +20 per every 33 ms (1000.f/30.f - original frame limiter fps)
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fadeAlpha += (timestep * 100.f) * 20.f / 33.f;
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m_nMenuFadeAlpha = fadeAlpha;
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#else
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static uint32 LastFade = 0;
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// Famous transparent menu bug. 33.0f = 1000.f/30.f (original frame limiter fps)
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#ifdef FIX_BUGS
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m_nMenuFadeAlpha += min((CTimer::GetTimeInMillisecondsPauseMode() - LastFade) / 33.0f, 1.0f) * 20.0f;
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LastFade = CTimer::GetTimeInMillisecondsPauseMode();
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#else
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if(CTimer::GetTimeInMillisecondsPauseMode() - LastFade > 10){
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m_nMenuFadeAlpha += 20;
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LastFade = CTimer::GetTimeInMillisecondsPauseMode();
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@ -7,19 +7,16 @@
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#include "ZoneCull.h"
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#include "Darkel.h"
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#include "DMAudio.h"
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#include "CopPed.h"
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#include "Wanted.h"
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#include "General.h"
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int32 &CWanted::MaximumWantedLevel = *(int32*)0x5F7714; // 6
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int32 &CWanted::nMaximumWantedLevel = *(int32*)0x5F7718; // 6400
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WRAPPER void CWanted::Reset() { EAXJMP(0x4AD790) };
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WRAPPER void CWanted::Update() { EAXJMP(0x4AD7B0) };
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void
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CWanted::Initialise()
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{
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int i;
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m_nChaos = 0;
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m_nLastUpdateTime = 0;
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m_nLastWantedLevelChange = 0;
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@ -34,10 +31,12 @@ CWanted::Initialise()
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m_bArmyRequired = false;
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m_fCrimeSensitivity = 1.0f;
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m_nWantedLevel = 0;
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m_CopsBeatingSuspect = 0;
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for(i = 0; i < 10; i++)
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m_CopsBeatingSuspect = 0;
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for (int i = 0; i < ARRAY_SIZE(m_pCops); i++)
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m_pCops[i] = nil;
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ClearQdCrimes();
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ClearQdCrimes();
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}
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bool
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@ -61,7 +60,7 @@ CWanted::AreArmyRequired()
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int32
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CWanted::NumOfHelisRequired()
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{
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if (m_bIgnoredByCops)
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if (m_bIgnoredByCops || m_bIgnoredByEveryone)
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return 0;
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switch (m_nWantedLevel) {
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@ -79,9 +78,10 @@ CWanted::NumOfHelisRequired()
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void
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CWanted::SetWantedLevel(int32 level)
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{
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ClearQdCrimes();
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if (level > MaximumWantedLevel)
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level = MaximumWantedLevel;
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ClearQdCrimes();
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switch (level) {
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case 0:
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m_nChaos = 0;
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@ -360,10 +360,107 @@ CWanted::WorkOutPolicePresence(CVector posn, float radius)
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return numPolice;
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}
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void
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CWanted::Update(void)
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{
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if (CTimer::GetTimeInMilliseconds() - m_nLastUpdateTime > 1000) {
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if (m_nWantedLevel > 1) {
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m_nLastUpdateTime = CTimer::GetTimeInMilliseconds();
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} else {
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float radius = 18.0f;
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CVector playerPos = FindPlayerCoors();
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if (WorkOutPolicePresence(playerPos, radius) == 0) {
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m_nLastUpdateTime = CTimer::GetTimeInMilliseconds();
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m_nChaos = max(0, m_nChaos - 1);
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UpdateWantedLevel();
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}
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}
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UpdateCrimesQ();
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bool orderMessedUp = false;
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int currCopNum = 0;
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bool foundEmptySlot = false;
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for (int i = 0; i < ARRAY_SIZE(m_pCops); i++) {
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if (m_pCops[i]) {
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++currCopNum;
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if (foundEmptySlot)
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orderMessedUp = true;
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} else {
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foundEmptySlot = true;
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}
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}
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if (currCopNum != m_CurrentCops) {
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printf("CopPursuit total messed up: re-setting\n");
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m_CurrentCops = currCopNum;
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}
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if (orderMessedUp) {
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printf("CopPursuit pointer list messed up: re-sorting\n");
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bool fixed = true;
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for (int i = 0; i < ARRAY_SIZE(m_pCops); i++) {
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if (!m_pCops[i]) {
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for (int j = i; j < ARRAY_SIZE(m_pCops); j++) {
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if (m_pCops[j]) {
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m_pCops[i] = m_pCops[j];
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m_pCops[j] = nil;
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fixed = false;
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break;
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}
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}
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if (fixed)
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break;
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}
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}
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}
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}
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}
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void
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CWanted::ResetPolicePursuit(void)
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{
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for(int i = 0; i < ARRAY_SIZE(m_pCops); i++) {
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CCopPed *cop = m_pCops[i];
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if (!cop)
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continue;
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cop->m_bIsInPursuit = false;
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cop->m_objective = OBJECTIVE_NONE;
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cop->m_prevObjective = OBJECTIVE_NONE;
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cop->m_nLastPedState = PED_NONE;
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if (!cop->DyingOrDead()) {
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cop->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
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}
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m_pCops[i] = nil;
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}
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m_CurrentCops = 0;
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}
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void
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CWanted::Reset(void)
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{
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ResetPolicePursuit();
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Initialise();
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}
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void
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CWanted::UpdateCrimesQ(void)
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{
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for(int i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
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CCrimeBeingQd &crime = m_aCrimes[i];
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if (crime.m_nType != CRIME_NONE) {
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if (CTimer::GetTimeInMilliseconds() > crime.m_nTime + 500 && !crime.m_bReported) {
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ReportCrimeNow(crime.m_nType, crime.m_vecPosn, crime.m_bPoliceDoesntCare);
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crime.m_bReported = true;
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}
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if (CTimer::GetTimeInMilliseconds() > crime.m_nTime + 10000)
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crime.m_nType = CRIME_NONE;
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}
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}
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}
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STARTPATCHES
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InjectHook(0x4AD6E0, &CWanted::Initialise, PATCH_JUMP);
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// InjectHook(0x4AD790, &CWanted::Reset, PATCH_JUMP);
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// InjectHook(0x4AD7B0, &CWanted::Update, PATCH_JUMP);
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InjectHook(0x4AD790, &CWanted::Reset, PATCH_JUMP);
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InjectHook(0x4AD7B0, &CWanted::Update, PATCH_JUMP);
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InjectHook(0x4AD900, &CWanted::UpdateWantedLevel, PATCH_JUMP);
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InjectHook(0x4AD9F0, &CWanted::RegisterCrime, PATCH_JUMP);
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InjectHook(0x4ADA10, &CWanted::RegisterCrime_Immediately, PATCH_JUMP);
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@ -374,10 +471,10 @@ STARTPATCHES
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InjectHook(0x4ADBC0, &CWanted::AreFbiRequired, PATCH_JUMP);
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InjectHook(0x4ADBE0, &CWanted::AreArmyRequired, PATCH_JUMP);
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InjectHook(0x4ADC00, &CWanted::NumOfHelisRequired, PATCH_JUMP);
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// InjectHook(0x4ADC40, &CWanted::ResetPolicePursuit, PATCH_JUMP);
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InjectHook(0x4ADC40, &CWanted::ResetPolicePursuit, PATCH_JUMP);
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InjectHook(0x4ADD00, &CWanted::WorkOutPolicePresence, PATCH_JUMP);
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InjectHook(0x4ADF20, &CWanted::ClearQdCrimes, PATCH_JUMP);
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InjectHook(0x4ADFD0, &CWanted::AddCrimeToQ, PATCH_JUMP);
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// InjectHook(0x4AE090, &CWanted::UpdateCrimesQ, PATCH_JUMP);
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InjectHook(0x4AE090, &CWanted::UpdateCrimesQ, PATCH_JUMP);
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InjectHook(0x4AE110, &CWanted::ReportCrimeNow, PATCH_JUMP);
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ENDPATCHES
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@ -30,7 +30,7 @@ class CCrimeBeingQd
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public:
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eCrimeType m_nType;
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uint32 m_nId;
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int32 m_nTime;
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uint32 m_nTime;
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CVector m_vecPosn;
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bool m_bReported;
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bool m_bPoliceDoesntCare;
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@ -78,6 +78,8 @@ public:
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void ReportCrimeNow(eCrimeType type, const CVector &coors, bool policeDoesntCare);
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void UpdateWantedLevel();
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void Reset();
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void ResetPolicePursuit();
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void UpdateCrimesQ();
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void Update();
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bool IsIgnored(void) { return m_bIgnoredByCops || m_bIgnoredByEveryone; }
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@ -19,6 +19,7 @@
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#include "Messages.h"
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#include "Replay.h"
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#include "Population.h"
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#include "Fire.h"
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CColPoint *gaTempSphereColPoints = (CColPoint*)0x6E64C0; // [32]
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@ -1051,6 +1052,19 @@ CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
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}
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}
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void
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CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
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{
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int poolSize = CPools::GetVehiclePool()->GetSize();
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for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
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CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
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if (veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
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if (Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius && Abs(veh->GetPosition().y - y) < radius)
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gFireManager.StartFire(veh, reason, 0.8f, true);
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}
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}
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}
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void
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CWorld::Process(void)
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{
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@ -130,6 +130,7 @@ public:
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static void StopAllLawEnforcersInTheirTracks();
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static void SetAllCarsCanBeDamaged(bool);
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static void ExtinguishAllCarFiresInArea(CVector, float);
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static void SetCarsOnFire(float, float, float, float, CEntity*);
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static void Initialise();
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static void AddParticles();
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@ -100,6 +100,7 @@ enum Config {
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NUMPHONES = 50,
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NUMPEDGROUPS = 31,
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NUMMODELSPERPEDGROUP = 8,
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NUMSHOTINFOS = 100,
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NUMROADBLOCKS = 600,
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@ -2056,13 +2056,7 @@ _WinMain(HINSTANCE instance,
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{
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GetWindowPlacement(PSGLOBAL(window), &wp);
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// Famous transparent menu bug. Also see the fix in Frontend.cpp
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#ifdef FIX_BUGS
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float ms = (float)CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
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if ((1000.0f / 100.0f) < ms && wp.showCmd != SW_SHOWMINIMIZED)
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#else
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if (wp.showCmd != SW_SHOWMINIMIZED)
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#endif
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RsEventHandler(rsFRONTENDIDLE, nil);
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if ( !FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bLoadingSavedGame )
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140
src/weapons/ShotInfo.cpp
Normal file
140
src/weapons/ShotInfo.cpp
Normal file
@ -0,0 +1,140 @@
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#include "common.h"
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#include "patcher.h"
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#include "ShotInfo.h"
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#include "Entity.h"
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#include "Weapon.h"
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#include "World.h"
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#include "WeaponInfo.h"
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#include "General.h"
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#include "Timer.h"
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#include "Ped.h"
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#include "Fire.h"
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CShotInfo gaShotInfo[NUMSHOTINFOS];
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float CShotInfo::ms_afRandTable[20];
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// CShotInfo (&gaShotInfo)[100] = *(CShotInfo(*)[100])*(uintptr*)0x64F0D0;
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// float (&CShotInfo::ms_afRandTable)[20] = *(float(*)[20])*(uintptr*)0x6E9878;
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/*
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Used for flamethrower. I don't know why it's name is CShotInfo.
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Has no relation with any visual, just calculates the area fire affects
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(including spreading and slowing of fire) and make entities burn/flee.
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*/
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void
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CShotInfo::Initialise()
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{
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debug("Initialising CShotInfo...\n");
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for(int i=0; i<ARRAY_SIZE(gaShotInfo); i++) {
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gaShotInfo[i].m_inUse = false;
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gaShotInfo[i].m_weapon = WEAPONTYPE_COLT45;
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gaShotInfo[i].m_startPos = CVector(0.0f, 0.0f, 0.0f);
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gaShotInfo[i].m_areaAffected = CVector(0.0f, 0.0f, 0.0f);
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gaShotInfo[i].m_radius = 1.0f;
|
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gaShotInfo[i].m_sourceEntity = nil;
|
||||
gaShotInfo[i].m_timeout = 0;
|
||||
}
|
||||
|
||||
// Not random for sure
|
||||
float nextVal = -0.05f;
|
||||
for (int i = 0; i < ARRAY_SIZE(ms_afRandTable); i++) {
|
||||
ms_afRandTable[i] = nextVal;
|
||||
nextVal += 0.005f;
|
||||
}
|
||||
debug("CShotInfo ready\n");
|
||||
}
|
||||
|
||||
bool
|
||||
CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos, CVector endPos)
|
||||
{
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
|
||||
|
||||
int slot;
|
||||
for (slot = 0; slot < ARRAY_SIZE(gaShotInfo) && gaShotInfo[slot].m_inUse; slot++);
|
||||
|
||||
if (slot == ARRAY_SIZE(gaShotInfo))
|
||||
return false;
|
||||
|
||||
gaShotInfo[slot].m_inUse = true;
|
||||
gaShotInfo[slot].m_weapon = weapon;
|
||||
gaShotInfo[slot].m_startPos = startPos;
|
||||
gaShotInfo[slot].m_areaAffected = endPos - startPos;
|
||||
gaShotInfo[slot].m_radius = weaponInfo->m_fRadius;
|
||||
|
||||
if (weaponInfo->m_fSpread != 0.0f) {
|
||||
gaShotInfo[slot].m_areaAffected.x += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread;
|
||||
gaShotInfo[slot].m_areaAffected.y += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread;
|
||||
gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)];
|
||||
}
|
||||
gaShotInfo[slot].m_areaAffected.Normalise();
|
||||
if (weaponInfo->m_bRandSpeed)
|
||||
gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed;
|
||||
else
|
||||
gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed;
|
||||
|
||||
gaShotInfo[slot].m_sourceEntity = sourceEntity;
|
||||
gaShotInfo[slot].m_timeout = CTimer::GetTimeInMilliseconds() + weaponInfo->m_fLifespan;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
CShotInfo::Shutdown()
|
||||
{
|
||||
debug("Shutting down CShotInfo...\n");
|
||||
debug("CShotInfo shut down\n");
|
||||
}
|
||||
|
||||
void
|
||||
CShotInfo::Update()
|
||||
{
|
||||
for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) {
|
||||
CShotInfo &shot = gaShotInfo[slot];
|
||||
if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid())
|
||||
shot.m_sourceEntity = nil;
|
||||
|
||||
if (!shot.m_inUse)
|
||||
continue;
|
||||
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon);
|
||||
if (CTimer::GetTimeInMilliseconds() > shot.m_timeout)
|
||||
shot.m_inUse = false;
|
||||
|
||||
if (weaponInfo->m_bSlowsDown)
|
||||
shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE
|
||||
|
||||
if (weaponInfo->m_bExpands)
|
||||
shot.m_radius += 0.075f * CTimer::GetTimeStep();
|
||||
|
||||
shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected;
|
||||
if (shot.m_sourceEntity) {
|
||||
assert(shot.m_sourceEntity->IsPed());
|
||||
CPed *ped = (CPed*) shot.m_sourceEntity;
|
||||
float radius = max(1.0f, shot.m_radius);
|
||||
|
||||
for (int i = 0; i < ped->m_numNearPeds; ++i) {
|
||||
CPed *nearPed = ped->m_nearPeds[i];
|
||||
if (nearPed->IsPointerValid()) {
|
||||
if (nearPed->IsPedInControl() && (nearPed->GetPosition() - shot.m_startPos).MagnitudeSqr() < radius && !nearPed->bFireProof) {
|
||||
|
||||
if (!nearPed->IsPlayer()) {
|
||||
nearPed->SetFindPathAndFlee(shot.m_sourceEntity, 10000);
|
||||
nearPed->SetMoveState(PEDMOVE_SPRINT);
|
||||
}
|
||||
gFireManager.StartFire(nearPed, shot.m_sourceEntity, 0.8f, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!((CTimer::GetFrameCounter() + slot) & 3))
|
||||
CWorld::SetCarsOnFire(shot.m_startPos.x, shot.m_startPos.y, shot.m_startPos.z, 4.0f, shot.m_sourceEntity);
|
||||
}
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x55BFF0, &CShotInfo::Update, PATCH_JUMP);
|
||||
InjectHook(0x55BD70, &CShotInfo::AddShot, PATCH_JUMP);
|
||||
InjectHook(0x55BC60, &CShotInfo::Initialise, PATCH_JUMP);
|
||||
InjectHook(0x55BD50, &CShotInfo::Shutdown, PATCH_JUMP);
|
||||
ENDPATCHES
|
23
src/weapons/ShotInfo.h
Normal file
23
src/weapons/ShotInfo.h
Normal file
@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
class CEntity;
|
||||
enum eWeaponType;
|
||||
|
||||
class CShotInfo
|
||||
{
|
||||
public:
|
||||
eWeaponType m_weapon;
|
||||
CVector m_startPos;
|
||||
CVector m_areaAffected;
|
||||
float m_radius;
|
||||
CEntity *m_sourceEntity;
|
||||
float m_timeout;
|
||||
bool m_inUse;
|
||||
|
||||
static float ms_afRandTable[20];
|
||||
|
||||
static void Initialise(void);
|
||||
static bool AddShot(CEntity*, eWeaponType, CVector, CVector);
|
||||
static void Shutdown(void);
|
||||
static void Update(void);
|
||||
};
|
Loading…
Reference in New Issue
Block a user