Ped: PlayerPed: fixes

This commit is contained in:
erorcun 2021-01-03 17:33:50 +03:00
parent e46b06491c
commit c4479a0185
5 changed files with 46 additions and 46 deletions

View File

@ -1003,7 +1003,7 @@ public:
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
return ANIM_WEAPON_FIRE_3RD;
return Get3rdFireAnim(weapon);
else
return GetPrimaryFireAnim(weapon);
}

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@ -2147,10 +2147,10 @@ CPed::SelectGunIfArmed(void)
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 ||
weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 ||
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) {
SetCurrentWeapon(i);
return true;
}

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@ -661,9 +661,7 @@ CPed::Attack(void)
{
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
eWeaponType ourWeaponType;
float weaponAnimTime;
eWeaponFire ourWeaponFire;
float animLoopEnd;
CWeaponInfo *ourWeapon;
bool attackShouldContinue;
@ -673,9 +671,7 @@ CPed::Attack(void)
float animLoopStart;
CVector firePos;
ourWeaponType = GetWeapon()->m_eWeaponType;
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
weaponAnimAssoc = nil;
attackShouldContinue = !!bIsAttacking;
reloadAnimAssoc = nil;
@ -694,14 +690,15 @@ CPed::Attack(void)
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
}
} else {
AnimationId anim = GetFireAnimNotDucking(ourWeapon);
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim);
if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) {
} else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = 11.f/30.f;
animLoopEnd = 19.f/30.f;
delayBetweenAnimAndFire = 14.f/30.f;
}
} else {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon));
}
if (GetReloadAnim(ourWeapon)) {
@ -778,15 +775,15 @@ CPed::Attack(void)
if (!weaponAnimAssoc) {
if (!throwAssoc) {
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
} else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE ||
GetFireAnimGround(ourWeapon) ||
} else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE ||
!GetFireAnimGround(ourWeapon, false) ||
CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
@ -831,11 +828,11 @@ CPed::Attack(void)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
if (ourWeaponType != WEAPONTYPE_CHAINSAW
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW
|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
if (ourWeaponType == WEAPONTYPE_CHAINSAW) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
@ -859,11 +856,11 @@ CPed::Attack(void)
GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
ourWeaponType == WEAPONTYPE_TEARGAS) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) {
RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
@ -875,13 +872,13 @@ CPed::Attack(void)
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8)));
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break;
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break;
default:
break;
@ -944,14 +941,13 @@ CPed::Attack(void)
}
if (IsPlayer()) {
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_GOLFCLUB || weaponType == WEAPONTYPE_KATANA) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) {
float loopEndWithDelay = animLoopEnd;
if (loopEndWithDelay >= 98.0f)
loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
CSpecialFX::AddWeaponStreak(weaponType);
CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
}
}
}
@ -970,7 +966,7 @@ CPed::Attack(void)
weaponAnimTime = weaponAnimAssoc->currentTime;
// Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
@ -997,7 +993,7 @@ CPed::Attack(void)
PedOnGroundState pedOnGroundState;
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
|| ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
if (weaponAnimAssoc->animId == fireAnim)
@ -1030,10 +1026,10 @@ CPed::Attack(void)
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
// Fun fact: removing this part leds to reloading flamethrower
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0f;

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@ -61,7 +61,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_pWanted->Initialise();
m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = 0;
m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false;
SetWeaponLockOnTarget(nil);
@ -300,7 +300,7 @@ CPlayerPed::SetInitialState(void)
m_nLastPedState = PED_NONE;
m_animGroup = ASSOCGRP_PLAYER;
m_fMoveSpeed = 0.0f;
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
m_nEvadeAmount = 0;
m_pEvadingFrom = nil;
bIsPedDieAnimPlaying = false;
@ -748,17 +748,20 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
// I don't know what kind of loop that was
m_nSelectedWepSlot = m_currentWeapon - 1;
do {
if (m_nSelectedWepSlot < 0)
m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
if (m_nSelectedWepSlot == 0)
if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED)
break;
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed())
break;
}
}
--m_nSelectedWepSlot;
} while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
}
}
}
@ -772,17 +775,17 @@ spentAmmoCheck:
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
return;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR
&& GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE;
else
m_nSelectedWepSlot = 2;
m_nSelectedWepSlot = m_currentWeapon - 1;
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) {
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
#ifdef FIX_BUGS
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) {
#else
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
@ -791,15 +794,16 @@ spentAmmoCheck:
goto switchDetectDone;
}
}
m_nSelectedWepSlot = 0;
m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
}
}
switchDetectDone:
if (m_nSelectedWepSlot != m_currentWeapon) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) {
RemoveWeaponAnims(m_currentWeapon, -1000.0f);
MakeChangesForNewWeapon(m_nSelectedWepSlot);
}
}
}

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@ -15,7 +15,7 @@ public:
float m_fCurrentStamina;
float m_fMaxStamina;
float m_fStaminaProgress;
int8 m_nSelectedWepSlot; // eWeaponType
int8 m_nSelectedWepSlot;
bool m_bSpeedTimerFlag;
uint8 m_nEvadeAmount;
uint32 m_nSpeedTimer; // m_nStandStillTimer?