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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Peds & fixes continues
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686d6e9834
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@ -233,6 +233,7 @@ enum AnimationId
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ANIM_MELEE_ATTACK = ANIM_WEAPON_FIRE,
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ANIM_MELEE_ATTACK_2ND,
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ANIM_MELEE_ATTACK_START,
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ANIM_MELEE_IDLE_FIGHTMODE,
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ANIM_THROWABLE_THROW = ANIM_WEAPON_FIRE,
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ANIM_THROWABLE_THROWU,
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ANIM_THROWABLE_START_THROW,
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723
src/peds/Ped.cpp
723
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
@ -594,6 +594,7 @@ public:
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint32 m_lastFightMove;
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uint32 m_lastHitState; // TODO(Miami): What's this?
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uint8 m_fightButtonPressure;
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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@ -756,7 +757,8 @@ public:
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void SetAttack(CEntity*);
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void StartFightAttack(uint8);
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void SetWaitState(eWaitState, void*);
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bool FightStrike(CVector&);
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bool FightStrike(CVector&, bool);
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void FightHitPed(CPed*, CVector&, CVector&, int16);
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int GetLocalDirection(const CVector2D &);
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void StartFightDefend(uint8, uint8, uint8);
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void PlayHitSound(CPed*);
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@ -1020,6 +1022,13 @@ public:
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else
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return (AnimationId)0;
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}
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static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFightMode)
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return ANIM_MELEE_IDLE_FIGHTMODE;
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else
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return (AnimationId)0;
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}
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// --
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// My additions, because there were many, many instances of that.
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@ -81,7 +81,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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for (int i = 0; i < 6; i++) {
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m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
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m_pPedAtSafePos[i] = nil;
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m_pCheckPlayers[i] = nil;
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m_pMeleeList[i] = nil;
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}
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m_nCheckPlayersIndex = 0;
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m_nPadUpPressedInMilliseconds = 0;
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@ -1711,6 +1711,18 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
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}
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}
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void
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CPlayerPed::RemovePedFromMeleeList(CPed *ped)
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{
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int i = 0;
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for (; m_pMeleeList[i] != ped; i++) {
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if (i >= ARRAY_SIZE(m_pMeleeList))
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return;
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}
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m_pMeleeList[i] = nil;
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ped->m_attackTimer = 0;
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}
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#ifdef COMPATIBLE_SAVES
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#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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@ -34,7 +34,7 @@ public:
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bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
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CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
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CPed *m_pPedAtSafePos[6];
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CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
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CPlayerPed* m_pMeleeList[6];
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char unused1;
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int16 m_nCheckPlayersIndex;
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float m_fWalkAngle; //angle between heading and walking direction
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@ -84,6 +84,7 @@ public:
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void PlayerControlZelda(CPad*);
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bool DoesPlayerWantNewWeapon(eWeaponType, bool);
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void PlayIdleAnimations(CPad*);
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void RemovePedFromMeleeList(CPed*);
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static void SetupPlayerPed(int32);
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static void DeactivatePlayerPed(int32);
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@ -411,13 +411,13 @@ CBike::ProcessControl(void)
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fDx = fDAxisXExtra;
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if(!(m_aWheelTimer[BIKESUSP_R1] == 0.0f && m_aWheelTimer[BIKESUSP_R2] == 0.0f) &&
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GetForward().z > 0.0f)
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res.x -= Max(0.25f*Abs(pBikeHandling->fWheelieAng-GetForward().z), 0.07f);
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res.x -= Min(0.25f*Abs(pBikeHandling->fWheelieAng-GetForward().z), 0.07f);
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else
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res.x = fInAirXRes;
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}else if(m_aWheelTimer[BIKESUSP_R1] == 0.0f && m_aWheelTimer[BIKESUSP_R2] == 0.0f){
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fDx = fDAxisXExtra;
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if(GetForward().z < 0.0f)
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res.x *= Max(0.3f*Abs(pBikeHandling->fStoppieAng-GetForward().z), 0.1f) + 0.9f;
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res.x *= Min(0.3f*Abs(pBikeHandling->fStoppieAng-GetForward().z), 0.1f) + 0.9f;
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}
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}
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@ -1014,7 +1014,7 @@ CBike::ProcessControl(void)
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m_vecAvgSurfaceRight.Normalise();
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float lean;
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if(m_nWheelsOnGround == 0)
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lean = -m_fSteerAngle/DEGTORAD(pHandling->fSteeringLock)*0.5f*GRAVITY*CTimer::GetTimeStep();
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lean = -(m_fSteerAngle/DEGTORAD(pHandling->fSteeringLock))*0.5f*GRAVITY*CTimer::GetTimeStep();
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else
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lean = DotProduct(m_vecMoveSpeed-initialMoveSpeed, m_vecAvgSurfaceRight);
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lean /= GRAVITY*Max(CTimer::GetTimeStep(), 0.01f);
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@ -603,18 +603,12 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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newDir.z = 0.01f;
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CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir);
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// TODO(Miami): New particle
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/*
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v116.z = 0.0;
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v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
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v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
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v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
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v115.z = 1.0;
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v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
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CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
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CVector dropDir(CGeneral::GetRandomNumberInRange(-0.15f, 0.15f), CGeneral::GetRandomNumberInRange(0.1f, 0.35f), 0.f);
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CVector dropPos(CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f)),
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CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f)), 1.f);
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CParticle::AddParticle(PARTICLE_BLOODDROP, dropPos, dropDir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
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CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0);
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*/
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}
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if (info->m_AnimToPlay == ASSOCGRP_KNIFE)
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{
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@ -705,8 +699,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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{
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nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
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// TODO(Miami): Particle not in III
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// CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
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CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
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}
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else
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{
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@ -783,8 +776,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0);
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}
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// TODO(Miami): Particle not in III
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//CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
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CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
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if (!damageEntityRegistered)
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{
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