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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Merge pull request #567 from erorcun/miami
Melee weapons(half-working), Ped and Hud bits
This commit is contained in:
commit
ada5c245a8
@ -49,6 +49,16 @@ uint16 AmmoForWeapon[20] = { 0, 1, 45, 125, 25, 150, 300, 25, 5, 250, 5, 5, 0, 5
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uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS] = {
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0,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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4,
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4,
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4,
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@ -70,16 +80,20 @@ uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS] = {
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uint16 CostOfWeapon[20] = { 0, 10, 250, 800, 1500, 3000, 5000, 10000, 25000, 25000, 2000, 2000, 0, 50000, 0, 3000, 0, 0, 0, 0 };
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// TODO(Miami): Those are all placeholders!!
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uint8 aWeaponReds[] = { 0, 255, 0, 128, 255, 255, 0, 255, 0, 128, 128, 255,
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uint8 aWeaponReds[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
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255, 0, 128, 255, 255, 0, 255, 0, 128, 128, 255,
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255, 255, 255, 255, 255, 255, 255, 255,
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255, 128, 0, 255, 0 };
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uint8 aWeaponGreens[] = { 0, 0, 255, 128, 255, 0, 255, 128, 255, 0, 255, 255,
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uint8 aWeaponGreens[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
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0, 255, 128, 255, 0, 255, 128, 255, 0, 255, 255,
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255, 255, 255, 255, 255, 255, 255, 255,
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0, 255, 0, 255, 0 };
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uint8 aWeaponBlues[] = { 0, 0, 0, 255, 0, 255, 255, 0, 128, 255, 0, 255,
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uint8 aWeaponBlues[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
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0, 0, 255, 0, 255, 255, 0, 128, 255, 0, 255,
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255, 255, 255, 255, 255, 255, 255, 255,
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0, 128, 255, 0, 0 };
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float aWeaponScale[] = { 1.0f, 1.0f, 2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f,
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float aWeaponScale[] = { 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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2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f };
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@ -10381,8 +10381,20 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
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{
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switch (command) {
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case COMMAND_SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG:
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{
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CollectParameters(&m_nIp, 3);
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CPed *pTarget = CPools::GetPedPool()->GetAt(ScriptParams[0]);
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uint8 flag = 1 << (uint8)ScriptParams[1];
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if (ScriptParams[2])
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pTarget->m_gangFlags |= flag;
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else
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pTarget->m_gangFlags &= ~flag;
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return 0;
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}
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case COMMAND_LOAD_AND_LAUNCH_MISSION_EXCLUSIVE:
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case COMMAND_IS_MISSION_AUDIO_PLAYING:
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assert(0);
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case COMMAND_CREATE_LOCKED_PROPERTY_PICKUP:
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{
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CollectParameters(&m_nIp, 3);
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@ -22,10 +22,12 @@ enum eEventType
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EVENT_PED_SET_ON_FIRE,
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EVENT_COP_SET_ON_FIRE,
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EVENT_CAR_SET_ON_FIRE,
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EVENT_ASSAULT_NASTYWEAPON, // not sure
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EVENT_ASSAULT_NASTYWEAPON,
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EVENT_ASSAULT_NASTYWEAPON_POLICE,
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EVENT_ICECREAM,
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EVENT_ATM,
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EVENT_SHOPSTALL, // used on graffitis
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EVENT_SHOPSTALL,
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EVENT_SHOPWINDOW,
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EVENT_LAST_EVENT
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};
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@ -1337,8 +1337,7 @@ CStreaming::LoadInitialPeds(void)
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void
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CStreaming::LoadInitialWeapons(void)
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{
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// TODO(Miami): Enable when weapons have been ported
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//CStreaming::RequestModel(MI_NIGHTSTICK, STREAMFLAGS_DONT_REMOVE);
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CStreaming::RequestModel(MI_NIGHTSTICK, STREAMFLAGS_DONT_REMOVE);
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CStreaming::RequestModel(MI_MISSILE, STREAMFLAGS_DONT_REMOVE);
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}
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@ -46,7 +46,7 @@ public:
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float m_fDistanceTravelled;
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// damaged piece
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float m_fDamageImpulse;
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float m_fDamageImpulse; // fCollisionPower
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CEntity *m_pDamageEntity;
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CVector m_vecDamageNormal;
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int16 m_nDamagePieceType;
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@ -406,6 +406,7 @@ enum
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MI_TRAIN = -1,
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MI_DODO = -2,
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MI_NIGHTSTICK = 262,
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MI_BASEBALL_BAT = 264,
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MI_GRENADE = 270,
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MI_MOLOTOV = 272,
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@ -23,7 +23,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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switch (copType) {
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case COP_STREET:
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SetModelIndex(MI_COP);
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// GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami)
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GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true);
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GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_fArmour = 0.0f;
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@ -36,7 +36,7 @@ void CGangs::Initialise(void)
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SetGangVehicleModel(GANG_BIKER, MI_ANGEL);
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SetGangVehicleModel(GANG_PLAYER, -1);
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SetGangVehicleModel(GANG_GOLFER, MI_CADDY);
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//SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB); // TODO(MIAMI)
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SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB);
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#ifdef FIX_BUGS
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for (int i = 0; i < NUM_GANGS; i++)
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SetGangPedModelOverride(i, -1);
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267
src/peds/Ped.cpp
267
src/peds/Ped.cpp
@ -116,32 +116,8 @@ uint16 nPlayerInComboMove;
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RpClump *flyingClumpTemp;
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// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
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FightMove tFightMoves[NUM_FIGHTMOVES] = {
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{NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
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{ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
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{ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
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{ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
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{ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
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{ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
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{ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
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{ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
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{ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
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{ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
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{ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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// TODO(Miami)
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};
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uint16 CPed::nThreatReactionRangeMultiplier = 1;
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@ -623,6 +599,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bSomeVCflag1 = false;
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#endif
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m_gangFlags = 0xFF;
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bReachedAttractorHeadingTarget = false;
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bTurnedAroundOnAttractor = false;
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bCarPassenger = false;
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@ -665,9 +643,16 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
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m_wepAccuracy = 60;
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m_lastWepDam = -1;
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m_lastDamEntity = nil;
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m_attachedTo = nil;
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m_attachWepAmmo = 0;
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m_collPoly.valid = false;
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m_fCollisionSpeed = 0.0f;
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m_wepModelID = -1;
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uint16 random = CGeneral::GetRandomNumber();
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m_nPedMoney = random % 25;
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if (m_nPedMoney == 23)
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m_nPedMoney = 400;
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#ifdef PED_SKIN
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m_pWeaponModel = nil;
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#endif
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@ -1182,7 +1167,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
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if (ped->bIsDucking && ped->bCrouchWhenShooting) {
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CAnimBlendAssociation *crouchFireAssoc = nil;
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if (!!weapon->m_bCrouchFire) {
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crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE);
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crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
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}
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if (!!weapon->m_bReload && reloadAssoc) {
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if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
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@ -1221,7 +1206,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
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}
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if (currentWeapon->m_bCrouchFire && attackAssoc) {
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if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
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if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
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newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
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newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
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newAnim->flags &= ~ASSOC_RUNNING;
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@ -1247,7 +1232,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
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}
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if (currentWeapon->m_bCrouchFire && attackAssoc) {
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if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
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if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
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newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
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newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
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newAnim->flags &= ~ASSOC_RUNNING;
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@ -1275,15 +1260,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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}
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} else {
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// TODO(Miami): Remove this block when fighting has been ported
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if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD)
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{
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attackAssoc->blendDelta = -8.0f;
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attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
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ped->ClearAttack();
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return;
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}
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
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{
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attackAssoc->blendDelta = -8.0f;
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@ -1342,7 +1318,7 @@ CPed::Attack(void)
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if (bIsDucking) {
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if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
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if (weaponAnimAssoc) {
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animLoopStart = ourWeapon->m_fAnim2LoopStart;
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animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
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@ -1395,7 +1371,6 @@ CPed::Attack(void)
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meleeAttackStarted = true;
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switch ( ourWeapon->m_AnimToPlay ) {
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case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported
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case ASSOCGRP_UNARMED:
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case ASSOCGRP_SCREWDRIVER:
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case ASSOCGRP_KNIFE:
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@ -1436,7 +1411,7 @@ CPed::Attack(void)
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if (attackShouldContinue) {
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if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
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if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
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} else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
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@ -1498,9 +1473,7 @@ CPed::Attack(void)
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if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
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firePos = GetMatrix() * firePos;
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} else {
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// TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done
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TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR ||
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weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
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TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
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}
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GetWeapon()->Fire(this, &firePos);
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@ -1520,10 +1493,8 @@ CPed::Attack(void)
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damagerType = m_pDamageEntity->GetType();
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}
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switch (ourWeapon->m_AnimToPlay) {
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case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done
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case ASSOCGRP_UNARMED:
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if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done
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weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
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#else
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@ -1782,15 +1753,19 @@ CPed::SetCurrentWeapon(int slot)
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}
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}
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// --MIAMI: TODO when weapons got converted
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// --MIAMI: Done
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// Only used while deciding which gun ped should switch to, if no ammo left.
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bool
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CPed::SelectGunIfArmed(void)
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{
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for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
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for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
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if (GetWeapon(i).m_nAmmoTotal > 0) {
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eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
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if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
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// First condition checks for Pistol, Python and Shotguns
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if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
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weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 ||
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weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
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SetCurrentWeapon(i);
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return true;
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}
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@ -1800,39 +1775,54 @@ CPed::SelectGunIfArmed(void)
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return false;
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}
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// --MIAMI: Done
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void
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CPed::Duck(void)
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{
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if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
|
||||
ClearDuck();
|
||||
else if (bIsDucking && bCrouchWhenShooting) {
|
||||
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
|
||||
if (!attackAssoc) {
|
||||
if(!!weapon->m_bCrouchFire)
|
||||
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
|
||||
}
|
||||
if (!attackAssoc) {
|
||||
if(!!weapon->m_bReload)
|
||||
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
|
||||
}
|
||||
if (!attackAssoc) {
|
||||
bIsDucking = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::ClearDuck(void)
|
||||
CPed::ClearDuck(bool clearTimer)
|
||||
{
|
||||
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
||||
if (!animAssoc) {
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
|
||||
}
|
||||
|
||||
if (!animAssoc) {
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
|
||||
}
|
||||
|
||||
if (animAssoc) {
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
animAssoc->blendDelta = -4.0f;
|
||||
}
|
||||
bIsDucking = false;
|
||||
return;
|
||||
|
||||
if (clearTimer) {
|
||||
m_duckTimer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!bCrouchWhenShooting)
|
||||
return;
|
||||
|
||||
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
|
||||
return;
|
||||
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
|
||||
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done except commented thing
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::ClearPointGunAt(void)
|
||||
{
|
||||
@ -1853,7 +1843,7 @@ CPed::ClearPointGunAt(void)
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
|
||||
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
||||
if (!!weaponInfo->m_bCrouchFire) {
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
|
||||
}
|
||||
}
|
||||
if (animAssoc) {
|
||||
@ -2692,7 +2682,7 @@ CPed::SetModelIndex(uint32 mi)
|
||||
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
|
||||
CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);
|
||||
|
||||
// TODO(Miami): This is something inlined for sure
|
||||
// TODO(Miami): This is inlined CanUseTorsoWhenLooking
|
||||
bool canUseMyBody = false;
|
||||
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
|
||||
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
|
||||
@ -2716,7 +2706,13 @@ CPed::SetModelIndex(uint32 mi)
|
||||
void
|
||||
CPed::RemoveLighting(bool reset)
|
||||
{
|
||||
if (!bRenderScorched) {
|
||||
CRenderer::RemoveVehiclePedLights(this, reset);
|
||||
if (reset)
|
||||
ReSetAmbientAndDirectionalColours();
|
||||
}
|
||||
SetAmbientColours();
|
||||
DeActivateDirectional();
|
||||
}
|
||||
|
||||
bool
|
||||
@ -2781,14 +2777,15 @@ CPed::WorkOutHeadingForMovingFirstPerson(float offset)
|
||||
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
|
||||
} else {
|
||||
if (leftRight < 0.0f)
|
||||
angle = 0.5f * PI;
|
||||
angle = HALFPI;
|
||||
else if (leftRight > 0.0f)
|
||||
angle = -0.5f * PI;
|
||||
angle = -HALFPI;
|
||||
}
|
||||
|
||||
return CGeneral::LimitRadianAngle(offset + angle);
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::CalculateNewVelocity(void)
|
||||
{
|
||||
@ -2803,9 +2800,6 @@ CPed::CalculateNewVelocity(void)
|
||||
limitedRotDest -= 2 * PI;
|
||||
}
|
||||
|
||||
if (IsPlayer() && m_nPedState == PED_ATTACK)
|
||||
headAmount /= 4.0f;
|
||||
|
||||
float neededTurn = limitedRotDest - m_fRotationCur;
|
||||
if (neededTurn <= headAmount) {
|
||||
if (neededTurn > (-headAmount))
|
||||
@ -2829,8 +2823,12 @@ CPed::CalculateNewVelocity(void)
|
||||
}
|
||||
|
||||
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|
||||
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
|
||||
|| FindPlayerPed() != this || !CanStrafeOrMouseControl()) {
|
||||
|
||||
if (FindPlayerPed() == this)
|
||||
FindPlayerPed()->m_fWalkAngle = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
|
||||
float pedSpeed = m_moved.Magnitude();
|
||||
@ -2850,16 +2848,13 @@ CPed::CalculateNewVelocity(void)
|
||||
|
||||
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
|
||||
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
|
||||
#ifdef VC_PED_PORTS
|
||||
if(!fightAssoc)
|
||||
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
||||
|
||||
// There is one more anim in VC.
|
||||
if(!fightAssoc)
|
||||
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
|
||||
|
||||
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
|
||||
#else
|
||||
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
|
||||
#endif
|
||||
LimbOrientation newUpperLegs;
|
||||
newUpperLegs.yaw = localWalkAngle;
|
||||
|
||||
@ -3943,7 +3938,7 @@ CPed::ClearAttackByRemovingAnim(void)
|
||||
|
||||
if (!weaponAssoc) {
|
||||
if (!!weapon->m_bCrouchFire)
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
|
||||
}
|
||||
if (!weaponAssoc) {
|
||||
if(!!weapon->m_bFinish3rd)
|
||||
@ -4915,7 +4910,7 @@ CPed::SetPointGunAt(CEntity *to)
|
||||
|
||||
if (bCrouchWhenShooting && bIsDucking) {
|
||||
if (!!curWeapon->m_bCrouchFire) {
|
||||
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
|
||||
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
|
||||
}
|
||||
} else {
|
||||
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
|
||||
@ -4924,7 +4919,7 @@ CPed::SetPointGunAt(CEntity *to)
|
||||
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
|
||||
if (bCrouchWhenShooting && bIsDucking) {
|
||||
if (!!curWeapon->m_bCrouchFire) {
|
||||
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f);
|
||||
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
|
||||
}
|
||||
} else {
|
||||
aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
|
||||
@ -5196,7 +5191,7 @@ CPed::SetAttack(CEntity *victim)
|
||||
}
|
||||
|
||||
// TODO(Miami): Brass knuckles
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) {
|
||||
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
|
||||
&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
|
||||
@ -5208,10 +5203,7 @@ CPed::SetAttack(CEntity *victim)
|
||||
m_nPedState = PED_ATTACK;
|
||||
bIsAttacking = false;
|
||||
|
||||
// TODO(Miami): Revert when fighting got ported
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay,
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f);
|
||||
// CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
|
||||
CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
|
||||
animAssoc->SetRun();
|
||||
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
|
||||
animAssoc->SetCurrentTime(0.0f);
|
||||
@ -5315,13 +5307,13 @@ CPed::SetAttack(CEntity *victim)
|
||||
m_nPedState = PED_ATTACK;
|
||||
SetMoveState(PEDMOVE_NONE);
|
||||
if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
|
||||
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
|
||||
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
|
||||
if (curMoveAssoc) {
|
||||
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
|
||||
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
|
||||
delete curMoveAssoc;
|
||||
}
|
||||
}
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f);
|
||||
} else {
|
||||
float animDelta = 8.0f;
|
||||
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
|
||||
@ -5441,10 +5433,11 @@ CPed::StartFightAttack(uint8 buttonPressure)
|
||||
nPlayerInComboMove = 0;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::LoadFightData(void)
|
||||
{
|
||||
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
|
||||
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier;
|
||||
int damage, flags;
|
||||
char line[256], moveName[32], animName[32], hitLevel;
|
||||
int moveId = 0;
|
||||
@ -5473,12 +5466,13 @@ CPed::LoadFightData(void)
|
||||
|
||||
sscanf(
|
||||
&line[lp],
|
||||
"%s %f %f %f %f %c %s %d %d",
|
||||
"%s %f %f %f %f %f %c %s %d %d",
|
||||
moveName,
|
||||
&startFireTime,
|
||||
&endFireTime,
|
||||
&comboFollowOnTime,
|
||||
&strikeRadius,
|
||||
&extendReachMultiplier,
|
||||
&hitLevel,
|
||||
animName,
|
||||
&damage,
|
||||
@ -5491,6 +5485,7 @@ CPed::LoadFightData(void)
|
||||
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
|
||||
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
|
||||
tFightMoves[moveId].strikeRadius = strikeRadius;
|
||||
tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier;
|
||||
tFightMoves[moveId].damage = damage;
|
||||
tFightMoves[moveId].flags = flags;
|
||||
|
||||
@ -5514,12 +5509,15 @@ CPed::LoadFightData(void)
|
||||
break;
|
||||
}
|
||||
|
||||
if (strncmp(animName, "null", 4) != 0) {
|
||||
if (strncmp(animName, "default", 8) != 0) {
|
||||
if (strncmp(animName, "null", 5) != 0) {
|
||||
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
|
||||
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
|
||||
} else {
|
||||
}
|
||||
else {
|
||||
tFightMoves[moveId].animId = ANIM_WALK;
|
||||
}
|
||||
}
|
||||
moveId++;
|
||||
}
|
||||
}
|
||||
@ -5611,6 +5609,7 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
damageMult *= m_pedStats->m_attackStrength;
|
||||
}
|
||||
|
||||
/*
|
||||
// Change direction if we used kick.
|
||||
if (m_lastFightMove == FIGHTMOVE_KICK) {
|
||||
if (CGeneral::GetRandomNumber() & 1) {
|
||||
@ -5618,7 +5617,7 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
if (direction > 3)
|
||||
direction -= 4;
|
||||
}
|
||||
}
|
||||
} */
|
||||
nearPed->ReactToAttack(this);
|
||||
|
||||
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
|
||||
@ -6358,6 +6357,7 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done except commented thing
|
||||
void
|
||||
CPed::CreateDeadPedMoney(void)
|
||||
{
|
||||
@ -6365,29 +6365,31 @@ CPed::CreateDeadPedMoney(void)
|
||||
return;
|
||||
|
||||
int skin = GetModelIndex();
|
||||
|
||||
// TODO(Miami): New flag
|
||||
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
|
||||
return;
|
||||
|
||||
int money = CGeneral::GetRandomNumber() % 60;
|
||||
int money = m_nPedMoney;
|
||||
if (money < 10)
|
||||
return;
|
||||
|
||||
if (money == 43)
|
||||
money = 700;
|
||||
CVector pickupPos = GetPosition();
|
||||
bool found;
|
||||
|
||||
int pickupCount = money / 40 + 1;
|
||||
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.
|
||||
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
|
||||
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
|
||||
bool found = false;
|
||||
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
|
||||
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(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
|
||||
CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
|
||||
}
|
||||
}
|
||||
m_nPedMoney = 0;
|
||||
}
|
||||
|
||||
void
|
||||
@ -6558,13 +6560,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
|
||||
CAnimBlendAssociation *weaponAssoc;
|
||||
//CWeaponInfo::GetWeaponInfo(unused);
|
||||
|
||||
// TODO(Miami): Remove when fighting got ported
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
|
||||
if (weaponAssoc) {
|
||||
weaponAssoc->blendDelta = animDelta;
|
||||
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
|
||||
if (weaponAssoc) {
|
||||
weaponAssoc->blendDelta = animDelta;
|
||||
@ -6725,6 +6720,7 @@ CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
|
||||
return retVal;
|
||||
}
|
||||
|
||||
// TODO(Miami): Ducking doesn't work, fix this
|
||||
bool
|
||||
CPed::DuckAndCover(void)
|
||||
{
|
||||
@ -6742,9 +6738,11 @@ CPed::DuckAndCover(void)
|
||||
SetAimFlag(m_pedInObjective);
|
||||
|
||||
} else {
|
||||
bCrouchWhenShooting = false;
|
||||
bKindaStayInSamePlace = false;
|
||||
bIsDucking = false;
|
||||
if (bIsDucking)
|
||||
ClearDuck(true);
|
||||
|
||||
bCrouchWhenShooting = false;
|
||||
bDuckAndCover = false;
|
||||
m_headingRate = 10.0f;
|
||||
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
|
||||
@ -6757,8 +6755,11 @@ CPed::DuckAndCover(void)
|
||||
bool justDucked = false;
|
||||
CVehicle *foundVeh = nil;
|
||||
float maxDist = 225.0f;
|
||||
bIsDucking = false;
|
||||
if (bIsDucking)
|
||||
ClearDuck(true);
|
||||
|
||||
bCrouchWhenShooting = false;
|
||||
|
||||
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
@ -7147,13 +7148,9 @@ CPed::Fight(void)
|
||||
case FIGHTMOVE_KNEE:
|
||||
TransformToNode(touchingNodePos, PED_LOWERLEGR);
|
||||
break;
|
||||
case FIGHTMOVE_HEADBUTT:
|
||||
TransformToNode(touchingNodePos, PED_HEAD);
|
||||
break;
|
||||
case FIGHTMOVE_PUNCHJAB:
|
||||
TransformToNode(touchingNodePos, PED_HANDL);
|
||||
break;
|
||||
case FIGHTMOVE_KICK:
|
||||
case FIGHTMOVE_LONGKICK:
|
||||
case FIGHTMOVE_ROUNDHOUSE:
|
||||
case FIGHTMOVE_GROUNDKICK:
|
||||
@ -7214,12 +7211,12 @@ CPed::Fight(void)
|
||||
canRoundhouse = false;
|
||||
punchOnly = false;
|
||||
canKick = true;
|
||||
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
|
||||
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
|
||||
hasShoppingBags = false;
|
||||
canKneeHead = true;
|
||||
nPlayerInComboMove = 0;
|
||||
} else {
|
||||
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
|
||||
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
|
||||
uint16 pedFeatures = m_pedStats->m_flags;
|
||||
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
|
||||
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
|
||||
@ -7258,7 +7255,7 @@ CPed::Fight(void)
|
||||
&& neededTurn < DEGTORAD(35.0f)
|
||||
&& (canKick || hasShoppingBags)) {
|
||||
|
||||
nextFightMove = FIGHTMOVE_KICK;
|
||||
nextFightMove = FIGHTMOVE_LONGKICK;
|
||||
if (hasShoppingBags) {
|
||||
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
||||
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
|
||||
@ -7351,7 +7348,7 @@ CPed::Fight(void)
|
||||
if (fightingPedDist >= 1.3f) {
|
||||
|
||||
if (fightingPedDist < 1.7f && canKick) {
|
||||
nextFightMove = FIGHTMOVE_KICK;
|
||||
nextFightMove = FIGHTMOVE_LONGKICK;
|
||||
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
|
||||
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
||||
|
||||
@ -9328,7 +9325,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
|
||||
void
|
||||
CPed::Look(void)
|
||||
{
|
||||
// UNUSED: This is a perfectly empty function.
|
||||
TurnBody();
|
||||
}
|
||||
|
||||
bool
|
||||
@ -11269,6 +11266,7 @@ CPed::SetInTheAir(void)
|
||||
void
|
||||
CPed::RestoreHeadPosition(void)
|
||||
{
|
||||
// TODO(Miami): This is inlined CanUseTorsoWhenLooking
|
||||
bool canUseMyBody = false;
|
||||
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
|
||||
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
|
||||
@ -11298,7 +11296,7 @@ CPed::PointGunAt(void)
|
||||
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
|
||||
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
|
||||
if (!!weaponInfo->m_bCrouchFire) {
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
|
||||
animLoopStart = weaponInfo->m_fAnim2LoopStart;
|
||||
}
|
||||
}
|
||||
@ -15626,19 +15624,22 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused)
|
||||
}
|
||||
#endif
|
||||
|
||||
// --MIAMI: Done, but what is this parameter for?
|
||||
void
|
||||
CPed::SetDuck(uint32 time)
|
||||
CPed::SetDuck(uint32 time, bool sth)
|
||||
{
|
||||
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
|
||||
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) {
|
||||
if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer)
|
||||
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
return;
|
||||
}
|
||||
|
||||
if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
|
||||
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
|
||||
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
|
||||
CAnimBlendAssociation *duckAssoc;
|
||||
if (bCrouchWhenShooting) {
|
||||
duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 4.0f);
|
||||
duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
||||
bIsDucking = true;
|
||||
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
}
|
||||
} else {
|
||||
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
||||
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
|
||||
@ -18561,7 +18562,7 @@ CPed::ClearFollowPath()
|
||||
m_nCurPathNode = 0;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
// --MIAMI: Done except bikes
|
||||
void
|
||||
CPed::AddInCarAnims(CVehicle* car, bool isDriver)
|
||||
{
|
||||
@ -18601,6 +18602,12 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver)
|
||||
StopNonPartialAnims();
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::CanBeDamagedByThisGangMember(CPed* who)
|
||||
{
|
||||
return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1));
|
||||
}
|
||||
|
||||
bool
|
||||
IsPedPointerValid_NotInWorld(CPed* pPed)
|
||||
{
|
||||
|
@ -79,11 +79,11 @@ struct FightMove
|
||||
float endFireTime;
|
||||
float comboFollowOnTime;
|
||||
float strikeRadius;
|
||||
float extendReachMultiplier;
|
||||
uint8 hitLevel; // FightMoveHitLevel
|
||||
uint8 damage;
|
||||
uint8 flags;
|
||||
};
|
||||
VALIDATE_SIZE(FightMove, 0x18);
|
||||
|
||||
// TODO: This is eFightState on mobile.
|
||||
enum PedFightMoves
|
||||
@ -94,13 +94,21 @@ enum PedFightMoves
|
||||
FIGHTMOVE_IDLE,
|
||||
FIGHTMOVE_SHUFFLE_F,
|
||||
FIGHTMOVE_KNEE,
|
||||
FIGHTMOVE_HEADBUTT,
|
||||
FIGHTMOVE_PUNCHJAB,
|
||||
FIGHTMOVE_PUNCHHOOK,
|
||||
FIGHTMOVE_KICK,
|
||||
FIGHTMOVE_PUNCHJAB,
|
||||
FIGHTMOVE_PUNCH,
|
||||
FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
|
||||
FIGHTMOVE_LONGKICK,
|
||||
FIGHTMOVE_ROUNDHOUSE,
|
||||
FIGHTMOVE_BODYBLOW,
|
||||
// Directionals
|
||||
FIGHTMOVE_FWDLEFT,
|
||||
FIGHTMOVE_FWDRIGHT,
|
||||
FIGHTMOVE_BACKKICK,
|
||||
FIGHTMOVE_BACKFLIP,
|
||||
FIGHTMOVE_BACKLEFT,
|
||||
FIGHTMOVE_BACKRIGHT,
|
||||
FIGHTMOVE_RIGHTSWEEP,
|
||||
// Special
|
||||
FIGHTMOVE_GROUNDKICK,
|
||||
// Opponent
|
||||
FIGHTMOVE_HITFRONT,
|
||||
@ -113,6 +121,9 @@ enum PedFightMoves
|
||||
FIGHTMOVE_HITBIGSTEP,
|
||||
FIGHTMOVE_HITONFLOOR,
|
||||
FIGHTMOVE_HITBEHIND,
|
||||
FIGHTMOVE_MELEE1,
|
||||
FIGHTMOVE_MELEE2,
|
||||
FIGHTMOVE_MELEE3,
|
||||
FIGHTMOVE_IDLE2NORM,
|
||||
NUM_FIGHTMOVES
|
||||
};
|
||||
@ -435,6 +446,7 @@ public:
|
||||
uint32 bMiamiViceCop : 1; // 0x155 0x20
|
||||
uint32 bDeadPedInFrontOfCar : 1; // 0x156 0x40
|
||||
|
||||
uint8 m_gangFlags;
|
||||
uint8 CharCreatedBy;
|
||||
eObjective m_objective;
|
||||
eObjective m_prevObjective;
|
||||
@ -557,7 +569,7 @@ public:
|
||||
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
|
||||
CPed *m_nearPeds[10];
|
||||
uint16 m_numNearPeds;
|
||||
uint16 m_pedMoney;
|
||||
uint16 m_nPedMoney;
|
||||
int8 m_lastWepDam;
|
||||
CEntity *m_lastDamEntity;
|
||||
CEntity *m_attachedTo;
|
||||
@ -620,7 +632,7 @@ public:
|
||||
void SetCurrentWeapon(eWeaponType weaponType);
|
||||
void SetCurrentWeapon(int weapon);
|
||||
void Duck(void);
|
||||
void ClearDuck(void);
|
||||
void ClearDuck(bool = false);
|
||||
void ClearPointGunAt(void);
|
||||
void BeingDraggedFromCar(void);
|
||||
void RestartNonPartialAnims(void);
|
||||
@ -648,7 +660,7 @@ public:
|
||||
void ClearChat(void);
|
||||
void InformMyGangOfAttack(CEntity*);
|
||||
void ReactToAttack(CEntity*);
|
||||
void SetDuck(uint32);
|
||||
void SetDuck(uint32, bool = false);
|
||||
void RegisterThreatWithGangPeds(CEntity*);
|
||||
bool TurnBody(void);
|
||||
void Chat(void);
|
||||
@ -777,6 +789,7 @@ public:
|
||||
void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
|
||||
void RequestDelayedWeapon();
|
||||
void AddInCarAnims(CVehicle* car, bool isDriver);
|
||||
bool CanBeDamagedByThisGangMember(CPed*);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
@ -877,7 +890,7 @@ public:
|
||||
bool Dead(void) { return m_nPedState == PED_DEAD; }
|
||||
bool Dying(void) { return m_nPedState == PED_DIE; }
|
||||
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
|
||||
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; }
|
||||
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
|
||||
|
||||
bool Driving(void) { return m_nPedState == PED_DRIVING; }
|
||||
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
|
||||
@ -895,10 +908,6 @@ public:
|
||||
|
||||
// My names. Inlined in VC
|
||||
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
|
||||
// TODO(Miami): Revert that when weapons got ported
|
||||
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
|
||||
return ANIM_FIGHT_PPUNCH;
|
||||
|
||||
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
|
||||
return ANIM_WEAPON_FIRE_3RD;
|
||||
else
|
||||
@ -906,14 +915,10 @@ public:
|
||||
}
|
||||
|
||||
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
|
||||
// TODO(Miami): Revert that when weapons got ported
|
||||
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
|
||||
return ANIM_KICK_FLOOR;
|
||||
|
||||
if (!!weapon->m_bGround2nd)
|
||||
return ANIM_WEAPON_CROUCHFIRE;
|
||||
else if (!!weapon->m_bGround3rd)
|
||||
return ANIM_WEAPON_SPECIAL;
|
||||
return ANIM_WEAPON_FIRE_3RD;
|
||||
else if (kickFloorIfNone)
|
||||
return ANIM_KICK_FLOOR;
|
||||
else
|
||||
@ -921,10 +926,6 @@ public:
|
||||
}
|
||||
|
||||
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
|
||||
// TODO(Miami): Revert that when weapons got ported
|
||||
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
|
||||
return ANIM_FIGHT_PPUNCH;
|
||||
|
||||
if (weapon->m_bAnimDetonate)
|
||||
return ANIM_BOMBER;
|
||||
else
|
||||
@ -938,6 +939,13 @@ public:
|
||||
return (AnimationId)0;
|
||||
}
|
||||
|
||||
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
|
||||
if (!!weapon->m_bCrouchFire)
|
||||
return ANIM_WEAPON_CROUCHFIRE;
|
||||
else
|
||||
return (AnimationId)0;
|
||||
}
|
||||
|
||||
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
|
||||
if (!!weapon->m_bReload)
|
||||
return ANIM_WEAPON_RELOAD;
|
||||
|
@ -12,7 +12,7 @@ const int gcMaxSizeOfPizzaQueue = 5;
|
||||
const int gcMaxSizeOfShelterQueue = 5;
|
||||
const int gcMaxSizeOfIceCreamQueue = 1;
|
||||
|
||||
//--MIAMI: file done, except TODO(MIAMI)
|
||||
//--MIAMI: file done
|
||||
|
||||
std::vector<CVector> CPedShelterAttractor::ms_displacements;
|
||||
|
||||
@ -167,19 +167,15 @@ CPedAttractor::CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 ma
|
||||
|
||||
void CPedPizzaAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
|
||||
{
|
||||
/* TODO(MIAMI): uncomment
|
||||
if (pPed->m_nPedMoney > 10)
|
||||
pPed->m_nPedMoney -= 10;
|
||||
else
|
||||
pPed->m_nPedMoney = 0;
|
||||
*/
|
||||
}
|
||||
|
||||
void CPedAtmAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
|
||||
{
|
||||
/* TODO(MIAMI): uncomment
|
||||
pPed->m_nPedMoney += 20 * CGeneral::GetRandomNumberInRange(1, 51);
|
||||
*/
|
||||
};
|
||||
|
||||
float CPedAttractor::ComputeDeltaHeading() const
|
||||
|
@ -1088,6 +1088,7 @@ CPlayerPed::ProcessAnimGroups(void)
|
||||
}
|
||||
}
|
||||
|
||||
// TODO(Miami): Hella TODO
|
||||
void
|
||||
CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
{
|
||||
@ -1099,8 +1100,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
}
|
||||
if (!m_pFire) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
|
||||
if (padUsed->TargetJustDown()) {
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
|
||||
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
|
||||
SetStoredState();
|
||||
m_nPedState = PED_SNIPER_MODE;
|
||||
#ifdef FREE_CAM
|
||||
@ -1134,7 +1136,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
else
|
||||
#endif
|
||||
SetAttack(m_pPointGunAt);
|
||||
} else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
|
||||
} else {
|
||||
if (m_nPedState == PED_ATTACK) {
|
||||
if (padUsed->WeaponJustDown()) {
|
||||
m_bHaveTargetSelected = true;
|
||||
@ -1145,14 +1147,21 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
m_fAttackButtonCounter = 0.0f;
|
||||
m_bHaveTargetSelected = false;
|
||||
}
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
|
||||
!weaponInfo->m_bFightMode) {
|
||||
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
|
||||
padUsed->WeaponJustDown())
|
||||
|
||||
SetAttack(nil);
|
||||
} else if (padUsed->WeaponJustDown()) {
|
||||
if (m_fMoveSpeed < 1.0f)
|
||||
if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT)
|
||||
StartFightAttack(padUsed->GetWeapon());
|
||||
else
|
||||
SetAttack(nil);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
|
||||
if (m_nPedState == PED_ATTACK) {
|
||||
@ -1185,7 +1194,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
#endif
|
||||
} else {
|
||||
m_fRotationDest = limitedCam;
|
||||
m_headingRate = 50.0f;
|
||||
m_headingRate = 12.5f;
|
||||
|
||||
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
|
||||
if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
|
||||
|
@ -461,17 +461,16 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
|
||||
if (ms_bGivePedsWeapons) {
|
||||
eWeaponType weapon;
|
||||
|
||||
// TODO(Miami): Look here when weapons have been ported
|
||||
switch (CGeneral::GetRandomNumber() & 3) {
|
||||
case 0:
|
||||
weapon = WEAPONTYPE_COLT45;
|
||||
break;
|
||||
case 1:
|
||||
//weapon = WEAPONTYPE_NIGHTSTICK;
|
||||
//break;
|
||||
weapon = WEAPONTYPE_NIGHTSTICK;
|
||||
break;
|
||||
case 2:
|
||||
//weapon = WEAPONTYPE_GOLFCLUB;
|
||||
//break;
|
||||
weapon = WEAPONTYPE_GOLFCLUB;
|
||||
break;
|
||||
case 3:
|
||||
weapon = WEAPONTYPE_TEC9;
|
||||
break;
|
||||
@ -1093,8 +1092,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
|
||||
return nil;
|
||||
CPed* pPed = CPopulation::AddPed(PEDTYPE_CIVMALE, MI_MALE01, pos); // TODO(MIAMI): 4th parameter
|
||||
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
||||
//TODO(MIAMI): uncomment
|
||||
//pPed->m_nPedMoney = 0;
|
||||
pPed->m_nPedMoney = 0;
|
||||
pPed->bDeadPedInFrontOfCar = true;
|
||||
pPed->m_vehicleInAccident = pCulprit;
|
||||
pCulprit->RegisterReference((CEntity**)&pPed->m_vehicleInAccident);
|
||||
@ -1108,7 +1106,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
|
||||
}
|
||||
}
|
||||
}
|
||||
CColPoint colpts[32];
|
||||
CColPoint colpts[MAX_COLLISION_POINTS];
|
||||
if (CCollision::ProcessColModels(pCulprit->GetMatrix(), *pCulprit->GetColModel(), pPed->GetMatrix(), *pPed->GetColModel(), colpts, nil, nil)) {
|
||||
CWorld::Remove(pPed);
|
||||
delete pPed;
|
||||
|
@ -88,6 +88,21 @@ float CHud::PagerXOffset;
|
||||
int16 CHud::PagerTimer;
|
||||
int16 CHud::PagerOn;
|
||||
|
||||
uint32 CHud::m_WantedFadeTimer;
|
||||
uint32 CHud::m_WantedState;
|
||||
uint32 CHud::m_WantedTimer;
|
||||
uint32 CHud::m_EnergyLostFadeTimer;
|
||||
uint32 CHud::m_EnergyLostState;
|
||||
uint32 CHud::m_EnergyLostTimer;
|
||||
uint32 CHud::m_DisplayScoreFadeTimer;
|
||||
uint32 CHud::m_DisplayScoreState;
|
||||
uint32 CHud::m_DisplayScoreTimer;
|
||||
uint32 CHud::m_WeaponFadeTimer;
|
||||
uint32 CHud::m_WeaponState;
|
||||
uint32 CHud::m_WeaponTimer;
|
||||
|
||||
uint32 CHud::m_LastDisplayScore;
|
||||
|
||||
CSprite2d CHud::Sprites[NUM_HUD_SPRITES];
|
||||
|
||||
struct
|
||||
@ -125,6 +140,10 @@ RwTexture *gpRocketSightTex;
|
||||
|
||||
void CHud::Draw()
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
|
||||
// disable hud via second controller
|
||||
if (CPad::GetPad(1)->GetStartJustDown())
|
||||
m_Wants_To_Draw_Hud = !m_Wants_To_Draw_Hud;
|
||||
@ -136,24 +155,31 @@ void CHud::Draw()
|
||||
bool DrawCrossHair = 0;
|
||||
bool DrawCrossHairPC = 0;
|
||||
|
||||
int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
|
||||
CPlayerPed *playerPed = FindPlayerPed();
|
||||
eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
|
||||
int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
|
||||
|
||||
if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
|
||||
DrawCrossHair = 1;
|
||||
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
|
||||
DrawCrossHairPC = 1;
|
||||
// TODO(Miami): New cam mode
|
||||
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/)
|
||||
&& playerPed && !playerPed->GetWeapon()->IsTypeMelee())
|
||||
DrawCrossHair = true;
|
||||
|
||||
/*
|
||||
Draw Crosshairs
|
||||
*/
|
||||
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() &&
|
||||
(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
|
||||
if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
|
||||
if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
|
||||
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
|
||||
DrawCrossHairPC = true;
|
||||
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage)
|
||||
|| Mode == CCam::MODE_1STPERSON_RUNABOUT) {
|
||||
if (playerPed) {
|
||||
if (playerPed->m_nPedState != PED_ENTER_CAR && playerPed->m_nPedState != PED_CARJACK) {
|
||||
|
||||
// TODO(Miami): Uncomment
|
||||
if (WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_AK47
|
||||
/*|| WeaponType == WEAPONTYPE_M60 || || WeaponType == WEAPONTYPE_MINIGUN */
|
||||
|| WeaponType == WEAPONTYPE_FLAMETHROWER) {
|
||||
DrawCrossHairPC = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (DrawCrossHair || DrawCrossHairPC) {
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||
@ -171,7 +197,8 @@ void CHud::Draw()
|
||||
#ifdef ASPECT_RATIO_SCALE
|
||||
f3rdY -= SCREEN_SCALE_Y(2.0f);
|
||||
#endif
|
||||
if (FindPlayerPed() && WeaponType == WEAPONTYPE_M16) {
|
||||
// TODO(Miami): M60
|
||||
if (playerPed && (WeaponType == WEAPONTYPE_M16 || WeaponType == WEAPONTYPE_AK47/* || WeaponType == WEAPONTYPE_M60*/)) {
|
||||
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.6f);
|
||||
rect.top = f3rdY - SCREEN_SCALE_Y(32.0f * 0.6f);
|
||||
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
|
||||
@ -187,8 +214,7 @@ void CHud::Draw()
|
||||
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (Mode == CCam::MODE_M16_1STPERSON ||
|
||||
Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
|
||||
Mode == CCam::MODE_HELICANNON_1STPERSON) {
|
||||
@ -215,8 +241,11 @@ void CHud::Draw()
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex));
|
||||
|
||||
CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
}
|
||||
else {
|
||||
|
||||
// TODO(Miami)
|
||||
// Sniper
|
||||
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
|
||||
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
|
||||
@ -243,9 +272,9 @@ void CHud::Draw()
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
}
|
||||
}
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
}
|
||||
else {
|
||||
SpriteBrightness = 0;
|
||||
@ -254,34 +283,48 @@ void CHud::Draw()
|
||||
/*
|
||||
DrawMoneyCounter
|
||||
*/
|
||||
|
||||
wchar sPrint[16];
|
||||
wchar sPrintIcon[16];
|
||||
char sTemp[16];
|
||||
float alpha;
|
||||
|
||||
if (m_LastDisplayScore == CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney) {
|
||||
alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 0);
|
||||
} else {
|
||||
alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 1);
|
||||
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
|
||||
}
|
||||
if (m_DisplayScoreState != FADED_OUT) {
|
||||
sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
|
||||
AsciiToUnicode(sTemp, sPrint);
|
||||
|
||||
CFont::SetPropOff();
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetCentreOff();
|
||||
CFont::SetRightJustifyOn();
|
||||
CFont::SetRightJustifyWrap(0.0f);
|
||||
CFont::SetBackGroundOnlyTextOff();
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
CFont::SetPropOff();
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f), SCREEN_SCALE_Y(43.0f + 2.0f), sPrint);
|
||||
|
||||
CFont::SetDropShadowPosition(2);
|
||||
CFont::SetDropColor(CRGBA(0, 0, 0, alpha));
|
||||
MONEY_COLOR.a = alpha;
|
||||
CFont::SetColor(MONEY_COLOR);
|
||||
|
||||
// TODO(Miami): m_nHudMode
|
||||
//if (CMenuManager.m_nHudMode)
|
||||
{
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
DrawAmmo
|
||||
*/
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType);
|
||||
CWeapon *weapon = FindPlayerPed()->GetWeapon();
|
||||
CWeapon *weapon = playerPed->GetWeapon();
|
||||
uint32 AmmoAmount = weaponInfo->m_nAmountofAmmunition;
|
||||
uint32 AmmoInClip = weapon->m_nAmmoInClip;
|
||||
uint32 TotalAmmo = weapon->m_nAmmoTotal;
|
||||
@ -347,14 +390,15 @@ void CHud::Draw()
|
||||
}
|
||||
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.8f));
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(640.0f));
|
||||
CFont::SetPropOn();
|
||||
CFont::SetDropShadowPosition(0);
|
||||
CFont::SetFontStyle(FONT_BANK);
|
||||
|
||||
if (!CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
|
||||
if (Min(9999, TotalAmmo - AmmoInClip) != 9999 && !CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
|
||||
CFont::SetDropShadowPosition(2);
|
||||
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::SetColor(AMMO_COLOR);
|
||||
@ -366,7 +410,7 @@ void CHud::Draw()
|
||||
DrawHealth
|
||||
*/
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetCentreOff();
|
||||
CFont::SetRightJustifyWrap(0.0f);
|
||||
@ -376,16 +420,16 @@ void CHud::Draw()
|
||||
|
||||
if (m_ItemToFlash == ITEM_HEALTH && CTimer::GetFrameCounter() & 8
|
||||
|| m_ItemToFlash != ITEM_HEALTH
|
||||
|| FindPlayerPed()->m_fHealth < 10
|
||||
|| playerPed->m_fHealth < 10
|
||||
&& CTimer::GetFrameCounter() & 8) {
|
||||
if (FindPlayerPed()->m_fHealth >= 10
|
||||
|| FindPlayerPed()->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
|
||||
if (playerPed->m_fHealth >= 10
|
||||
|| playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
|
||||
|
||||
AsciiToUnicode("{", sPrintIcon);
|
||||
#ifdef FIX_BUGS
|
||||
sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fHealth + 0.5f));
|
||||
sprintf(sTemp, "%03d", int32(playerPed->m_fHealth + 0.5f));
|
||||
#else
|
||||
sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fHealth);
|
||||
sprintf(sTemp, "%03d", (int32)playerPed->m_fHealth);
|
||||
#endif
|
||||
AsciiToUnicode(sTemp, sPrint);
|
||||
|
||||
@ -409,13 +453,13 @@ void CHud::Draw()
|
||||
DrawArmour
|
||||
*/
|
||||
if (m_ItemToFlash == ITEM_ARMOUR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_ARMOUR) {
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
if (FindPlayerPed()->m_fArmour > 1.0f) {
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
if (playerPed->m_fArmour > 1.0f) {
|
||||
AsciiToUnicode("[", sPrintIcon);
|
||||
#ifdef FIX_BUGS
|
||||
sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fArmour + 0.5f));
|
||||
sprintf(sTemp, "%03d", int32(playerPed->m_fArmour + 0.5f));
|
||||
#else
|
||||
sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fArmour);
|
||||
sprintf(sTemp, "%03d", (int32)playerPed->m_fArmour);
|
||||
#endif
|
||||
AsciiToUnicode(sTemp, sPrint);
|
||||
|
||||
@ -440,30 +484,33 @@ void CHud::Draw()
|
||||
DrawWantedLevel
|
||||
*/
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(1.25f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetCentreOff();
|
||||
CFont::SetRightJustifyOn();
|
||||
CFont::SetPropOn();
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above
|
||||
|
||||
AsciiToUnicode("]", sPrintIcon);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::PrintString(2.0f + SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f + 2.0f), sPrintIcon);
|
||||
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > i
|
||||
&& (CTimer::GetTimeInMilliseconds() > FindPlayerPed()->m_pWanted->m_nLastWantedLevelChange
|
||||
if (playerPed->m_pWanted->m_nWantedLevel > i
|
||||
&& (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange
|
||||
+ 2000 || CTimer::GetFrameCounter() & 4)) {
|
||||
|
||||
CFont::SetColor(WANTED_COLOR);
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
|
||||
}else{
|
||||
|
||||
// TODO(Miami): There is one more condition in here
|
||||
}else if (playerPed->m_pWanted->m_nWantedLevel <= i) {
|
||||
CFont::SetColor(NOTWANTED_COLOR);
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
|
||||
}
|
||||
}
|
||||
|
||||
CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open
|
||||
|
||||
/*
|
||||
DrawZoneName
|
||||
*/
|
||||
@ -675,7 +722,7 @@ void CHud::Draw()
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetCentreOff();
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetBackGroundOnlyTextOff();
|
||||
CFont::SetPropOff();
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
@ -724,7 +771,7 @@ void CHud::Draw()
|
||||
AsciiToUnicode(CUserDisplay::OnscnTimer.m_sEntries[0].m_bTimerBuffer, sTimer);
|
||||
CFont::SetPropOn();
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetRightJustifyOn();
|
||||
CFont::SetRightJustifyWrap(0.0f);
|
||||
CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING));
|
||||
@ -732,7 +779,7 @@ void CHud::Draw()
|
||||
CFont::SetBackGroundOnlyTextOn();
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(110.0f) + SCREEN_SCALE_Y(2.0f), sTimer);
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetColor(TIMER_COLOR);
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET), SCREEN_SCALE_Y(110.0f), sTimer);
|
||||
|
||||
@ -764,7 +811,7 @@ void CHud::Draw()
|
||||
CFont::SetPropOn();
|
||||
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetCentreOff();
|
||||
CFont::SetRightJustifyOn();
|
||||
CFont::SetRightJustifyWrap(0.0f);
|
||||
@ -790,7 +837,7 @@ void CHud::Draw()
|
||||
|
||||
if (CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText[0]) {
|
||||
CFont::SetPropOn();
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
|
||||
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(61.0f) + SCREEN_SCALE_Y(2.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(2.0f), TheText.Get(CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText));
|
||||
|
||||
@ -1456,6 +1503,21 @@ void CHud::Initialise()
|
||||
PagerSoundPlayed = 0;
|
||||
PagerXOffset = 150.0f;
|
||||
|
||||
m_WantedFadeTimer = 0;
|
||||
m_WantedState = FADE_DISABLED;
|
||||
m_WantedTimer = 0;
|
||||
m_EnergyLostFadeTimer = 0;
|
||||
m_EnergyLostState = FADE_DISABLED;
|
||||
m_EnergyLostTimer = 0;
|
||||
m_DisplayScoreFadeTimer = 0;
|
||||
m_DisplayScoreState = FADE_DISABLED;
|
||||
m_DisplayScoreTimer = 0;
|
||||
m_WeaponFadeTimer = 0;
|
||||
m_WeaponState = FADE_DISABLED;
|
||||
m_WeaponTimer = 0;
|
||||
|
||||
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
|
||||
|
||||
CTxdStore::PopCurrentTxd();
|
||||
}
|
||||
|
||||
@ -1479,6 +1541,21 @@ void CHud::ReInitialise() {
|
||||
PagerTimer = 0;
|
||||
PagerSoundPlayed = 0;
|
||||
PagerXOffset = 150.0f;
|
||||
|
||||
m_WantedFadeTimer = 0;
|
||||
m_WantedState = FADE_DISABLED;
|
||||
m_WantedTimer = 0;
|
||||
m_EnergyLostFadeTimer = 0;
|
||||
m_EnergyLostState = FADE_DISABLED;
|
||||
m_EnergyLostTimer = 0;
|
||||
m_DisplayScoreFadeTimer = 0;
|
||||
m_DisplayScoreState = FADE_DISABLED;
|
||||
m_DisplayScoreTimer = 0;
|
||||
m_WeaponFadeTimer = 0;
|
||||
m_WeaponState = FADE_DISABLED;
|
||||
m_WeaponTimer = 0;
|
||||
|
||||
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
|
||||
}
|
||||
|
||||
wchar LastBigMessage[6][128];
|
||||
@ -1575,3 +1652,106 @@ void CHud::Shutdown()
|
||||
int HudTXD = CTxdStore::FindTxdSlot("hud");
|
||||
CTxdStore::RemoveTxdSlot(HudTXD);
|
||||
}
|
||||
|
||||
float CHud::DrawFadeState(DRAW_FADE_STATE fadingElement, int forceFadingIn)
|
||||
{
|
||||
float alpha = 255.0f;
|
||||
uint32 operation, timer;
|
||||
int32 fadeTimer;
|
||||
|
||||
switch (fadingElement) {
|
||||
case HUD_WANTED_FADING:
|
||||
fadeTimer = m_WantedFadeTimer;
|
||||
operation = m_WantedState;
|
||||
timer = m_WantedTimer;
|
||||
break;
|
||||
case HUD_ENERGY_FADING:
|
||||
fadeTimer = m_EnergyLostFadeTimer;
|
||||
operation = m_EnergyLostState;
|
||||
timer = m_EnergyLostTimer;
|
||||
break;
|
||||
case HUD_SCORE_FADING:
|
||||
fadeTimer = m_DisplayScoreFadeTimer;
|
||||
operation = m_DisplayScoreState;
|
||||
timer = m_DisplayScoreTimer;
|
||||
break;
|
||||
case HUD_WEAPON_FADING:
|
||||
fadeTimer = m_WeaponFadeTimer;
|
||||
operation = m_WeaponState;
|
||||
timer = m_WeaponTimer;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (forceFadingIn) {
|
||||
switch (operation) {
|
||||
case FADED_OUT:
|
||||
fadeTimer = 0;
|
||||
case START_FADE_OUT:
|
||||
case FADING_OUT:
|
||||
timer = 5;
|
||||
operation = FADING_IN;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (operation != FADED_OUT && operation != FADE_DISABLED) {
|
||||
switch (operation) {
|
||||
case START_FADE_OUT:
|
||||
fadeTimer = 1000;
|
||||
alpha = 255.0f;
|
||||
if (timer > 10000) {
|
||||
fadeTimer = 3000;
|
||||
operation = FADING_OUT;
|
||||
}
|
||||
break;
|
||||
case FADING_IN:
|
||||
fadeTimer += CTimer::GetTimeStepInMilliseconds();
|
||||
if (fadeTimer > 1000.0f) {
|
||||
operation = START_FADE_OUT;
|
||||
fadeTimer = 1000;
|
||||
}
|
||||
alpha = fadeTimer / 1000.0f * 255.0f;
|
||||
break;
|
||||
case FADING_OUT:
|
||||
fadeTimer -= CTimer::GetTimeStepInMilliseconds();
|
||||
if (fadeTimer < 0.0f) {
|
||||
fadeTimer = 0;
|
||||
operation = FADED_OUT;
|
||||
}
|
||||
alpha = fadeTimer / 1000.0f * 255.0f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
timer += CTimer::GetTimeStepInMilliseconds();
|
||||
}
|
||||
|
||||
switch (fadingElement) {
|
||||
case HUD_WANTED_FADING:
|
||||
m_WantedFadeTimer = fadeTimer;
|
||||
m_WantedState = operation;
|
||||
m_WantedTimer = timer;
|
||||
break;
|
||||
case HUD_ENERGY_FADING:
|
||||
m_EnergyLostFadeTimer = fadeTimer;
|
||||
m_EnergyLostState = operation;
|
||||
m_EnergyLostTimer = timer;
|
||||
break;
|
||||
case HUD_SCORE_FADING:
|
||||
m_DisplayScoreFadeTimer = fadeTimer;
|
||||
m_DisplayScoreState = operation;
|
||||
m_DisplayScoreTimer = timer;
|
||||
break;
|
||||
case HUD_WEAPON_FADING:
|
||||
m_WeaponFadeTimer = fadeTimer;
|
||||
m_WeaponState = operation;
|
||||
m_WeaponTimer = timer;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return clamp(alpha, 0.0f, 255.0f);
|
||||
}
|
||||
|
@ -9,6 +9,25 @@ enum eItems
|
||||
ITEM_RADAR = 8
|
||||
};
|
||||
|
||||
// Thanks for vague name, R*
|
||||
enum DRAW_FADE_STATE
|
||||
{
|
||||
HUD_WANTED_FADING = 0,
|
||||
HUD_ENERGY_FADING,
|
||||
HUD_SCORE_FADING,
|
||||
HUD_WEAPON_FADING,
|
||||
};
|
||||
|
||||
// My name
|
||||
enum eFadeOperation
|
||||
{
|
||||
FADED_OUT = 0,
|
||||
START_FADE_OUT,
|
||||
FADING_IN,
|
||||
FADING_OUT,
|
||||
FADE_DISABLED = 5,
|
||||
};
|
||||
|
||||
enum eSprites
|
||||
{
|
||||
HUD_FIST,
|
||||
@ -32,6 +51,10 @@ enum eSprites
|
||||
NUM_HUD_SPRITES,
|
||||
};
|
||||
|
||||
// TODO(Miami): Make those 0.7f - 1.25f once fonts have been ported
|
||||
#define HUD_TEXT_SCALE_X 0.8f
|
||||
#define HUD_TEXT_SCALE_Y 1.35f
|
||||
|
||||
class CHud
|
||||
{
|
||||
public:
|
||||
@ -82,6 +105,21 @@ public:
|
||||
static int16 PagerTimer;
|
||||
static int16 PagerOn;
|
||||
|
||||
static uint32 m_WantedFadeTimer;
|
||||
static uint32 m_WantedState;
|
||||
static uint32 m_WantedTimer;
|
||||
static uint32 m_EnergyLostFadeTimer;
|
||||
static uint32 m_EnergyLostState;
|
||||
static uint32 m_EnergyLostTimer;
|
||||
static uint32 m_DisplayScoreFadeTimer;
|
||||
static uint32 m_DisplayScoreState;
|
||||
static uint32 m_DisplayScoreTimer;
|
||||
static uint32 m_WeaponFadeTimer;
|
||||
static uint32 m_WeaponState;
|
||||
static uint32 m_WeaponTimer;
|
||||
|
||||
static uint32 m_LastDisplayScore;
|
||||
|
||||
public:
|
||||
static void Draw();
|
||||
static void DrawAfterFade();
|
||||
@ -95,4 +133,5 @@ public:
|
||||
static void SetVehicleName(wchar *name);
|
||||
static void SetZoneName(wchar *name);
|
||||
static void Shutdown();
|
||||
static float DrawFadeState(DRAW_FADE_STATE, int);
|
||||
};
|
||||
|
@ -207,6 +207,7 @@ public:
|
||||
float m_fMapObjectHeightBehind; // rear Z?
|
||||
eCarLock m_nDoorLock;
|
||||
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
|
||||
CEntity *m_pLastDamageEntity;
|
||||
int8 m_nRadioStation;
|
||||
uint8 m_bRainAudioCounter;
|
||||
uint8 m_bRainSamplesCounter;
|
||||
|
@ -36,7 +36,17 @@
|
||||
uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
|
||||
{
|
||||
0, // UNARMED
|
||||
0, // BASEBALLBAT
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0, // GRENADE
|
||||
0, // DETONATEGRENADE
|
||||
0, // MOLOTOV
|
||||
@ -156,6 +166,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
||||
return false;
|
||||
|
||||
bool fired;
|
||||
bool addFireRateAsDelay = true;
|
||||
|
||||
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
|
||||
{
|
||||
@ -166,6 +177,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
||||
{
|
||||
case WEAPONTYPE_SHOTGUN:
|
||||
{
|
||||
addFireRateAsDelay = true;
|
||||
fired = FireShotgun(shooter, source);
|
||||
|
||||
break;
|
||||
@ -181,13 +193,13 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
||||
case WEAPONTYPE_HELICANNON:
|
||||
{
|
||||
if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
|
||||
&& shooter == FindPlayerPed())
|
||||
{
|
||||
&& shooter == FindPlayerPed()) {
|
||||
addFireRateAsDelay = false;
|
||||
fired = FireM16_1stPerson(shooter);
|
||||
}
|
||||
else
|
||||
} else {
|
||||
addFireRateAsDelay = true;
|
||||
fired = FireInstantHit(shooter, source);
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@ -293,7 +305,6 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
||||
DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f);
|
||||
|
||||
m_eWeaponState = WEAPONSTATE_FIRING;
|
||||
}
|
||||
|
||||
if (m_nAmmoInClip == 0)
|
||||
{
|
||||
@ -312,19 +323,30 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
||||
return true;
|
||||
}
|
||||
|
||||
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
||||
if (addFireRateAsDelay)
|
||||
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nFiringRate;
|
||||
else
|
||||
m_nTimer = CTimer::GetTimeInMilliseconds();
|
||||
|
||||
if (shooter == FindPlayerPed())
|
||||
CStats::RoundsFiredByPlayer++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_eWeaponState != WEAPONSTATE_FIRING )
|
||||
{
|
||||
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
|
||||
m_eWeaponState = WEAPONSTATE_FIRING;
|
||||
#ifndef AUDIO_NOT_READY
|
||||
if (shooter->IsPed() && m_eWeaponType != WEAPONTYPE_CHAINSAW)
|
||||
{
|
||||
DMAudio.PlayOneShot(((CPed*)shooter)->m_audioEntityId, 188, m_eWeaponType << 8);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
FireMelee(shooter, *source);
|
||||
fired = FireMelee(shooter, *source);
|
||||
}
|
||||
|
||||
if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
|
||||
@ -372,7 +394,7 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left)
|
||||
return true;
|
||||
}
|
||||
|
||||
// --MIAMI: Just a few lines is done
|
||||
// --MIAMI: Done, except commented things
|
||||
bool
|
||||
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
{
|
||||
@ -386,18 +408,31 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
|
||||
CPed *shooterPed = (CPed*)shooter;
|
||||
|
||||
if (shooterPed == FindPlayerPed()) {
|
||||
if (m_eWeaponType == WEAPONTYPE_GOLFCLUB || m_eWeaponType == WEAPONTYPE_NIGHTSTICK ||
|
||||
(m_eWeaponType >= WEAPONTYPE_BASEBALLBAT && m_eWeaponType <= WEAPONTYPE_CHAINSAW)) {
|
||||
|
||||
// TODO(Miami): BreakGlassPhysically
|
||||
if (m_eWeaponType == WEAPONTYPE_CHAINSAW) {
|
||||
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int damageEntityRegistered = 0;
|
||||
|
||||
for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ )
|
||||
{
|
||||
CPed *victimPed = shooterPed->m_nearPeds[i];
|
||||
ASSERT(victimPed!=nil);
|
||||
|
||||
if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget)
|
||||
&& victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) )
|
||||
&& victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31)
|
||||
&& (!shooterPed->IsGangMember() || victimPed->CanBeDamagedByThisGangMember(shooterPed)) )
|
||||
{
|
||||
bool collided = false;
|
||||
|
||||
// TODO(Miami)
|
||||
if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED /*|| m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES*/
|
||||
if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE
|
||||
|| info->m_bFightMode))
|
||||
continue;
|
||||
|
||||
@ -451,35 +486,41 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
|
||||
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
||||
|
||||
bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
|
||||
bool isHeavy = m_eWeaponType >= WEAPONTYPE_GOLFCLUB && m_eWeaponType <= WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_HAMMER;
|
||||
|
||||
if (shooterPed->m_fDamageImpulse == 0.0f) {
|
||||
shooterPed->m_pDamageEntity = victimPed;
|
||||
victimPed->RegisterReference(&shooterPed->m_pDamageEntity);
|
||||
}
|
||||
|
||||
damageEntityRegistered = 3;
|
||||
// TODO(Miami): Bike
|
||||
|
||||
if ( !victimPed->DyingOrDead() )
|
||||
victimPed->ReactToAttack(shooterPed);
|
||||
|
||||
uint8 hitLevel = HITLEVEL_HIGH;
|
||||
if ( isBat && victimPed->OnGround() )
|
||||
if ( isHeavy && (victimPed->OnGround() || victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE))
|
||||
hitLevel = HITLEVEL_GROUND;
|
||||
|
||||
victimPed->StartFightDefend(localDir, hitLevel, 10);
|
||||
|
||||
if ( !victimPed->DyingOrDead() )
|
||||
{
|
||||
if ( shooterPed->IsPlayer() && isBat && anim2Playing )
|
||||
if ( shooterPed->IsPlayer() && isHeavy && anim2Playing )
|
||||
victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir);
|
||||
else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive )
|
||||
victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir);
|
||||
else
|
||||
{
|
||||
if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair
|
||||
if ( victimPed->IsPlayer() && isHeavy ) // wtf, it's not fair
|
||||
victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir);
|
||||
else
|
||||
victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir);
|
||||
}
|
||||
}
|
||||
|
||||
if ( CGame::nastyGame )
|
||||
{
|
||||
if ( victimPed->GetIsOnScreen() )
|
||||
if ( CGame::nastyGame && victimPed->GetIsOnScreen() )
|
||||
{
|
||||
CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
|
||||
|
||||
@ -487,7 +528,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
|
||||
|
||||
if ( isBat )
|
||||
if ( isHeavy )
|
||||
{
|
||||
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
|
||||
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
|
||||
@ -497,19 +538,63 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
|
||||
}
|
||||
|
||||
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
|
||||
{
|
||||
if (victimPed->m_nPedState != PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 1)
|
||||
|| victimPed->m_nPedState == PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 3))
|
||||
{
|
||||
CParticle::AddParticle(PARTICLE_TEST, bloodPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
|
||||
}
|
||||
CVector newDir(dir);
|
||||
newDir.z += 0.2f;
|
||||
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, bloodPos, newDir);
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir);
|
||||
newDir.z = dir.z + 0.1f;
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir);
|
||||
newDir.x = 0.0f;
|
||||
newDir.y = 0.0f;
|
||||
newDir.z = 0.01f;
|
||||
CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir);
|
||||
|
||||
// TODO(Miami): New particle
|
||||
/*
|
||||
v116.z = 0.0;
|
||||
v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
|
||||
v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
|
||||
v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
|
||||
v115.z = 1.0;
|
||||
v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
|
||||
CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
|
||||
CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0);
|
||||
|
||||
*/
|
||||
}
|
||||
if (info->m_AnimToPlay == ASSOCGRP_KNIFE)
|
||||
{
|
||||
dir.x += 0.1f * shooterPed->GetUp().x + 0.05f * shooterPed->GetRight().x;
|
||||
dir.y += 0.1f * shooterPed->GetUp().y + 0.05f * shooterPed->GetRight().y;
|
||||
dir.z += 0.1f * shooterPed->GetUp().z + 0.05f * shooterPed->GetRight().z;
|
||||
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
|
||||
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
|
||||
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
|
||||
}
|
||||
}
|
||||
|
||||
if ( !victimPed->OnGround() )
|
||||
{
|
||||
if ( victimPed->m_fHealth > 0.0f
|
||||
&& (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) )
|
||||
&& (victimPed->m_fHealth < 30.0f && victimPedHealth > 20.0f ||
|
||||
(isHeavy || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) && !victimPed->IsPlayer()) )
|
||||
{
|
||||
posOffset.Normalise();
|
||||
victimPed->bIsStanding = false;
|
||||
if(m_eWeaponType == WEAPONTYPE_CHAINSAW)
|
||||
victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 2.0f);
|
||||
else
|
||||
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
|
||||
|
||||
if ( isBat && victimPed->IsPlayer() )
|
||||
if ( isHeavy && victimPed->IsPlayer() )
|
||||
victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
||||
else
|
||||
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
||||
@ -522,21 +607,152 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
{
|
||||
posOffset.Normalise();
|
||||
victimPed->bIsStanding = false;
|
||||
if(m_eWeaponType == WEAPONTYPE_CHAINSAW)
|
||||
victimPed->ApplyMoveForce(posOffset.x*-1.0f, posOffset.y*-1.0f, 1.0f);
|
||||
else
|
||||
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
|
||||
}
|
||||
|
||||
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
|
||||
|
||||
if (m_eWeaponType != WEAPONTYPE_KNIFE && m_eWeaponType != WEAPONTYPE_MACHETE
|
||||
&& m_eWeaponType != WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_CHAINSAW) {
|
||||
|
||||
if (victimPed->m_nPedType == PEDTYPE_COP)
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
|
||||
else
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
|
||||
} else {
|
||||
if (victimPed->m_nPedType == PEDTYPE_COP)
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
|
||||
else
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, false, true, false, false, false, false);
|
||||
if (nearVeh && nearVeh->IsCar())
|
||||
{
|
||||
CAutomobile *nearCar = (CAutomobile*)nearVeh;
|
||||
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
|
||||
if (shooterPed == FindPlayerPed())
|
||||
{
|
||||
if (nearCar->IsLawEnforcementVehicle())
|
||||
{
|
||||
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
||||
}
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_VEHICLE, nearCar, shooterPed, 2000);
|
||||
}
|
||||
float oldHealth = nearCar->m_fHealth;
|
||||
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
|
||||
{
|
||||
for(int i=0; i<4; i++) {
|
||||
CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f));
|
||||
CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, gaTempSphereColPoints[0].normal * 0.1f);
|
||||
}
|
||||
}
|
||||
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
|
||||
{
|
||||
nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
|
||||
|
||||
// TODO(Miami): Particle not in III
|
||||
// CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
nearCar->VehicleDamage(info->m_nDamage* (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
|
||||
}
|
||||
if (nearCar->m_fHealth < oldHealth)
|
||||
{
|
||||
nearCar->m_nLastWeaponDamage = m_eWeaponType;
|
||||
nearCar->m_pLastDamageEntity = shooterPed;
|
||||
}
|
||||
if (shooterPed->m_fDamageImpulse == 0.0f)
|
||||
{
|
||||
shooterPed->m_pDamageEntity = nearCar;
|
||||
nearCar->RegisterReference(&shooterPed->m_pDamageEntity);
|
||||
}
|
||||
damageEntityRegistered = 2;
|
||||
if (FindPlayerPed()->GetWeapon() == this && nearCar->VehicleCreatedBy != MISSION_VEHICLE)
|
||||
{
|
||||
if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH
|
||||
&& (CGeneral::GetRandomTrueFalse() || nearCar->AutoPilot.m_nCarMission != MISSION_CRUISE))
|
||||
{
|
||||
int leaveCarDelay = 200;
|
||||
CPed *driver = nearCar->pDriver;
|
||||
if (driver && driver->CharCreatedBy != MISSION_CHAR)
|
||||
{
|
||||
if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear)
|
||||
{
|
||||
driver->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
||||
}
|
||||
else
|
||||
{
|
||||
driver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
|
||||
driver->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
||||
driver->m_prevObjective = OBJECTIVE_KILL_CHAR_ON_FOOT;
|
||||
}
|
||||
driver->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 200;
|
||||
leaveCarDelay = 400;
|
||||
}
|
||||
for (int j = 0; j < nearCar->m_nNumPassengers; ++j)
|
||||
{
|
||||
CPed *passenger = nearCar->pPassengers[j];
|
||||
if (passenger && passenger->CharCreatedBy != MISSION_CHAR)
|
||||
{
|
||||
nearCar->pPassengers[j]->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
||||
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + leaveCarDelay;
|
||||
leaveCarDelay += 200;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CPed *driver = nearCar->pDriver;
|
||||
if (driver)
|
||||
{
|
||||
if (driver->m_objective != OBJECTIVE_LEAVE_VEHICLE && driver->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT &&
|
||||
driver->m_objective != OBJECTIVE_FLEE_TILL_SAFE)
|
||||
{
|
||||
if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH)
|
||||
nearCar->AutoPilot.m_nCruiseSpeed = nearCar->AutoPilot.m_nCruiseSpeed * 1.5f;
|
||||
|
||||
nearCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
|
||||
{
|
||||
CEntity *nearStatic = (CObject*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, true, false, false, true, false, false);
|
||||
if (nearStatic)
|
||||
{
|
||||
for(int i=0; i < 4; i++) {
|
||||
CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f), 0, 0.0f, 0, 0, 0, 0);
|
||||
CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
// TODO(Miami): Particle not in III
|
||||
//CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
|
||||
|
||||
if (!damageEntityRegistered)
|
||||
{
|
||||
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
|
||||
if (shooterPed->m_fDamageImpulse == 0.0f)
|
||||
{
|
||||
shooterPed->m_pDamageEntity = nearStatic;
|
||||
nearStatic->RegisterReference(&shooterPed->m_pDamageEntity);
|
||||
}
|
||||
}
|
||||
if (nearStatic->IsObject() && ((CObject*)nearStatic)->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY)
|
||||
((CObject*)nearStatic)->ObjectDamage(200.0f);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -2239,13 +2455,17 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
|
||||
bool
|
||||
CWeapon::IsTypeMelee(void)
|
||||
{
|
||||
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
|
||||
return CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE;
|
||||
}
|
||||
|
||||
bool
|
||||
CWeapon::IsType2Handed(void)
|
||||
{
|
||||
return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
|
||||
// TODO(Miami): Uncomment
|
||||
return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || /* m_eWeaponType == WEAPONTYPE_M60 */
|
||||
m_eWeaponType == WEAPONTYPE_M16 ||
|
||||
(m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType < WEAPONTYPE_TEC9) || // Shotguns
|
||||
m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE /*|| m_eWeaponType == WEAPONTYPE_LASERSCOPE*/;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -11,7 +11,7 @@
|
||||
|
||||
// Yeah...
|
||||
int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
|
||||
-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, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
|
||||
};
|
||||
|
||||
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
|
||||
@ -19,7 +19,17 @@ CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
|
||||
// --MIAMI: Todo
|
||||
static char ms_aWeaponNames[][32] = {
|
||||
"Unarmed",
|
||||
"BrassKnuckle",
|
||||
"ScrewDriver",
|
||||
"GolfClub",
|
||||
"NightStick",
|
||||
"Knife",
|
||||
"BaseballBat",
|
||||
"Hammer",
|
||||
"Cleaver",
|
||||
"Machete",
|
||||
"Katana",
|
||||
"Chainsaw",
|
||||
"Grenade",
|
||||
"DetonateGrenade",
|
||||
"Molotov",
|
||||
@ -61,8 +71,7 @@ CWeaponInfo::Initialise(void)
|
||||
ms_apWeaponInfos[i].m_fLifespan = 0.0f;
|
||||
ms_apWeaponInfos[i].m_fSpread = 0.0f;
|
||||
ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f);
|
||||
// TODO(Miami): ASSOCGRP_UNARMED
|
||||
ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_STD;
|
||||
ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED;
|
||||
ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f;
|
||||
ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f;
|
||||
ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f;
|
||||
|
@ -4,7 +4,17 @@
|
||||
enum eWeaponType
|
||||
{
|
||||
WEAPONTYPE_UNARMED,
|
||||
WEAPONTYPE_BRASSKNUCKLE,
|
||||
WEAPONTYPE_SCREWDRIVER,
|
||||
WEAPONTYPE_GOLFCLUB,
|
||||
WEAPONTYPE_NIGHTSTICK,
|
||||
WEAPONTYPE_KNIFE,
|
||||
WEAPONTYPE_BASEBALLBAT,
|
||||
WEAPONTYPE_HAMMER,
|
||||
WEAPONTYPE_CLEAVER,
|
||||
WEAPONTYPE_MACHETE,
|
||||
WEAPONTYPE_KATANA,
|
||||
WEAPONTYPE_CHAINSAW,
|
||||
WEAPONTYPE_GRENADE,
|
||||
WEAPONTYPE_DETONATOR_GRENADE,
|
||||
WEAPONTYPE_MOLOTOV,
|
||||
|
Loading…
Reference in New Issue
Block a user