mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
Weapon flags changed from bit fields to bit mask (R* vision)
This commit is contained in:
parent
688e277e89
commit
c9c447e7a9
@ -1183,7 +1183,7 @@ CPed::SetAimFlag(float angle)
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if (bIsDucking)
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
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if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
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m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
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else
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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@ -1273,7 +1273,7 @@ CPed::RestoreGunPosition(void)
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bool
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CPed::CanWeRunAndFireWithWeapon(void)
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{
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return CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm;
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return CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
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}
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// --MIAMI: Done
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@ -5597,7 +5597,7 @@ CPed::SetSeek(CVector pos, float distanceToCountDone)
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|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y) || m_nPedState == PED_FOLLOW_PATH)
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return;
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) {
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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ClearPointGunAt();
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}
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@ -1002,23 +1002,23 @@ public:
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// My names. Inlined in VC
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AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
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if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
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if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_WEAPON_FIRE_3RD;
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else
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return GetPrimaryFireAnim(weapon);
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}
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static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bCop3rd)
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if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_WEAPON_FIRE_3RD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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if (!!weapon->m_bGround2nd)
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if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
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return ANIM_WEAPON_CROUCHFIRE;
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else if (!!weapon->m_bGround3rd)
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else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
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return ANIM_WEAPON_FIRE_3RD;
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else if (kickFloorIfNone)
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return ANIM_KICK_FLOOR;
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@ -1027,60 +1027,68 @@ public:
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}
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static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
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if (weapon->m_bAnimDetonate)
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if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
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return ANIM_BOMBER;
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else
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return ANIM_WEAPON_FIRE;
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}
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static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bReload)
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_WEAPON_CROUCHRELOAD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bCrouchFire)
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if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
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return ANIM_WEAPON_CROUCHFIRE;
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else
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return (AnimationId)0;
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}
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static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bReload)
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_WEAPON_RELOAD;
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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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if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE))
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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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static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFinish3rd)
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if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD))
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return ANIM_MELEE_ATTACK_FINISH;
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else
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return (AnimationId)0;
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}
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static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bUse2nd)
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if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
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return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
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else
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return (AnimationId)0;
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}
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static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bPartialAttack)
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if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))
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return ANIM_MELEE_ATTACK_START;
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else
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return (AnimationId)0;
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}
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static AnimationId GetThrowAnim(CWeaponInfo *weapon)
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{
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if (weapon->IsFlagSet(WEAPONFLAG_THROW))
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return ANIM_THROWABLE_START_THROW;
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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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@ -210,7 +210,7 @@ CPed::PointGunAt(void)
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float animLoopStart = weaponInfo->m_fAnimLoopStart;
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CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
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if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
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if (!!weaponInfo->m_bCrouchFire) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
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animLoopStart = weaponInfo->m_fAnim2LoopStart;
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}
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@ -223,7 +223,7 @@ CPed::PointGunAt(void)
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if (bIsDucking)
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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if (weaponInfo->m_bCanAimWithArm)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
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m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
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else
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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@ -247,7 +247,7 @@ CPed::ClearPointGunAt(void)
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weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
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if (!animAssoc || animAssoc->blendDelta < 0.0f) {
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if (!!weaponInfo->m_bCrouchFire) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
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}
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}
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@ -271,7 +271,7 @@ CPed::SetAttack(CEntity *victim)
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if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE || (bIsDucking && !bCrouchWhenShooting))
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return;
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if (curWeapon->m_bReload &&
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if (curWeapon->IsFlagSet(WEAPONFLAG_RELOAD) &&
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(RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(curWeapon)) || RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(curWeapon)))) {
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if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
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bIsAttacking = false;
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@ -281,10 +281,10 @@ CPed::SetAttack(CEntity *victim)
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return;
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}
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->IsFlagSet(WEAPONFLAG_FIGHTMODE) || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
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if (IsPlayer() ||
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(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
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&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
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&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))) {
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if (m_nPedState != PED_ATTACK) {
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SetPedState(PED_ATTACK);
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@ -303,7 +303,7 @@ CPed::SetAttack(CEntity *victim)
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return;
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}
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if (curWeapon->m_bPartialAttack &&
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if (curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK) &&
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(IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed >= 1.0f ||
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m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) {
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@ -326,7 +326,7 @@ CPed::SetAttack(CEntity *victim)
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if (m_pSeekTarget)
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m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
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if (curWeapon->m_bCanAim) {
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if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM)) {
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CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
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aimPos += GetUp() * 0.35f;
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CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
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@ -354,7 +354,7 @@ CPed::SetAttack(CEntity *victim)
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} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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SetAimFlag(m_fRotationCur);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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} else if (curWeapon->m_bCanAimWithArm) {
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} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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SetAimFlag(m_fRotationCur);
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}
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}
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@ -380,7 +380,7 @@ CPed::SetAttack(CEntity *victim)
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if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed && (IsPlayer() || !m_carInObjective))
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StartFightAttack(200);
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} else {
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if (!curWeapon->m_bCanAim)
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if (!curWeapon->IsFlagSet(WEAPONFLAG_CANAIM))
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m_pSeekTarget = nil;
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if (m_nPedState != PED_AIM_GUN)
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@ -388,7 +388,7 @@ CPed::SetAttack(CEntity *victim)
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SetPedState(PED_ATTACK);
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SetMoveState(PEDMOVE_NONE);
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if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
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if (bCrouchWhenShooting && bIsDucking && curWeapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
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CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
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if (curMoveAssoc) {
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if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
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@ -402,9 +402,9 @@ CPed::SetAttack(CEntity *victim)
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animDelta = 1000.0f;
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AnimationId fireAnim;
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if (curWeapon->m_bThrow)
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if (curWeapon->IsFlagSet(WEAPONFLAG_THROW))
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fireAnim = ANIM_THROWABLE_START_THROW;
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else if (CGame::nastyGame && (curWeapon->m_bGround2nd || curWeapon->m_bGround3rd)) {
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else if (CGame::nastyGame && (curWeapon->IsFlagSet(WEAPONFLAG_GROUND_2ND) || curWeapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))) {
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PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil);
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if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) {
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fireAnim = GetFireAnimGround(curWeapon, false);
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@ -589,17 +589,17 @@ 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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if (weapon->IsFlagSet(WEAPONFLAG_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 (weapon->IsFlagSet(WEAPONFLAG_RELOAD) && reloadAssoc) {
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if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
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CAnimBlendAssociation *crouchAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
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crouchAssoc->SetCurrentTime(crouchAssoc->hierarchy->totalLength);
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crouchAssoc->flags &= ~ASSOC_RUNNING;
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}
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}
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} else if (weapon->m_bReloadLoop2Start && ped->bIsAttacking) {
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} else if (weapon->IsFlagSet(WEAPONFLAG_RELOAD_LOOP2START) && ped->bIsAttacking) {
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CAnimBlendAssociation *fireAssoc =
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CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
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fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
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@ -677,7 +677,7 @@ CPed::Attack(void)
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ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
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ourWeaponFire = ourWeapon->m_eWeaponFire;
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weaponAnimAssoc = nil;
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attackShouldContinue = bIsAttacking;
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attackShouldContinue = !!bIsAttacking;
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reloadAnimAssoc = nil;
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throwAssoc = nil;
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animLoopStart = ourWeapon->m_fAnimLoopStart;
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@ -686,7 +686,7 @@ CPed::Attack(void)
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weaponAnim = ourWeapon->m_AnimToPlay;
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if (bIsDucking) {
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if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
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if(GetCrouchFireAnim(ourWeapon) && bCrouchWhenShooting) {
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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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@ -704,11 +704,11 @@ CPed::Attack(void)
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}
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}
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if (ourWeapon->m_bReload) {
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if (GetReloadAnim(ourWeapon)) {
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(ourWeapon));
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}
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if (!!ourWeapon->m_bReload && !reloadAnimAssoc) {
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if (GetCrouchReloadAnim(ourWeapon) && !reloadAnimAssoc) {
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(ourWeapon));
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}
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@ -724,8 +724,8 @@ CPed::Attack(void)
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reloadAnimAssoc->blendDelta = -8.0f;
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}
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if (!!ourWeapon->m_bThrow) {
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throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_THROWABLE_START_THROW);
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if (GetThrowAnim(ourWeapon)) {
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throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetThrowAnim(ourWeapon));
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}
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if ( CTimer::GetTimeInMilliseconds() < m_shootTimer )
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@ -733,8 +733,8 @@ CPed::Attack(void)
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bool meleeAttackStarted = false;
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if ( !weaponAnimAssoc ) {
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if (!!ourWeapon->m_bPartialAttack) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_ATTACK_START);
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if (GetMeleeStartAnim(ourWeapon)) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(ourWeapon));
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if ( weaponAnimAssoc ) {
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if ( IsPlayer() )
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meleeAttackStarted = true;
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@ -757,7 +757,7 @@ CPed::Attack(void)
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}
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}
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if (!weaponAnimAssoc) {
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if (!!ourWeapon->m_bUse2nd) {
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if (GetSecondFireAnim(ourWeapon)) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(ourWeapon));
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if (weaponAnimAssoc) {
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animLoopStart = ourWeapon->m_fAnim2LoopStart;
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@ -779,14 +779,15 @@ CPed::Attack(void)
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if (!throwAssoc) {
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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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if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
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} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
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} else if (!CGame::nastyGame || (!ourWeapon->m_bGround2nd && !ourWeapon->m_bGround3rd) ||
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ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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} else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE ||
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GetFireAnimGround(ourWeapon) ||
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CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
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@ -824,7 +825,7 @@ CPed::Attack(void)
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float animStart = animLoopStart * 0.4f;
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||||
weaponAnimTime = weaponAnimAssoc->currentTime;
|
||||
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
|
||||
if (!bIsDucking && !(m_nPedType == PEDTYPE_COP && ourWeapon->m_bCop3rd && weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_3RD) && ourWeapon->m_bCanAimWithArm)
|
||||
if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
|
||||
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
|
||||
else
|
||||
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
|
||||
@ -860,7 +861,7 @@ CPed::Attack(void)
|
||||
|
||||
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
|
||||
ourWeaponType == WEAPONTYPE_TEARGAS) {
|
||||
RemoveWeaponModel(ourWeapon->m_nModelId);
|
||||
RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
|
||||
}
|
||||
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
|
||||
SelectGunIfArmed();
|
||||
@ -921,9 +922,9 @@ CPed::Attack(void)
|
||||
|
||||
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && ourWeapon->m_AnimToPlay == ASSOCGRP_SHOTGUN) {
|
||||
weaponAnimTime = weaponAnimAssoc->currentTime;
|
||||
firePos = ourWeapon->m_vecFireOffset;
|
||||
|
||||
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
|
||||
firePos = ourWeapon->m_vecFireOffset;
|
||||
TransformToNode(firePos, PED_HANDR);
|
||||
|
||||
CVector gunshellPos(
|
||||
@ -971,7 +972,7 @@ CPed::Attack(void)
|
||||
// Anim loop end, either start the loop again or finish the attack
|
||||
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
|
||||
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
|
||||
if (ourWeapon->m_bReload && !reloadAnimAssoc) {
|
||||
if (ourWeapon->IsFlagSet(WEAPONFLAG_RELOAD) && !reloadAnimAssoc) {
|
||||
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
|
||||
CAnimBlendAssociation *newReloadAssoc;
|
||||
if (bIsDucking) {
|
||||
@ -1010,14 +1011,14 @@ CPed::Attack(void)
|
||||
if (weaponAnimAssoc->animId == fireAnim)
|
||||
weaponAnimAssoc->SetCurrentTime(0.1f);
|
||||
else {
|
||||
if (fireAnim) {
|
||||
if (GetFireAnimGround(ourWeapon, false)) {
|
||||
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, fireAnim, 8.0f);
|
||||
} else {
|
||||
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_KICK_FLOOR, 8.0f);
|
||||
}
|
||||
}
|
||||
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
|
||||
} else if (!!ourWeapon->m_bUse2nd) {
|
||||
} else if (GetSecondFireAnim(ourWeapon)) {
|
||||
if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) {
|
||||
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f);
|
||||
} else {
|
||||
@ -1333,7 +1334,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
m_fightButtonPressure = 0;
|
||||
|
||||
} else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
|
||||
!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) {
|
||||
!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
|
||||
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
|
||||
moveAssoc->SetCurrentTime(0.0f);
|
||||
moveAssoc->speed = 1.2f;
|
||||
@ -1401,7 +1402,7 @@ CPed::Fight(void)
|
||||
eWeaponType weapon = GetWeapon()->m_eWeaponType;
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
|
||||
|
||||
if (weaponInfo->m_bFightMode && weapon != WEAPONTYPE_UNARMED) {
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE) && weapon != WEAPONTYPE_UNARMED) {
|
||||
fightWithWeapon = true;
|
||||
tFightMoves[FIGHTMOVE_MELEE1].startFireTime = weaponInfo->m_fAnimFrameFire;
|
||||
tFightMoves[FIGHTMOVE_MELEE1].endFireTime = weaponInfo->m_fAnimLoopEnd;
|
||||
@ -1650,9 +1651,9 @@ CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
|
||||
if (m_pedInObjective->OnGroundOrGettingUp()) {
|
||||
if (CGame::nastyGame && dist < 1.2f && !m_pedInObjective->IsPlayer()
|
||||
&& (m_pedInObjective->m_nPedState == PED_DEAD || !m_pedInObjective->IsPedHeadAbovePos(-0.3f))) {
|
||||
if (weaponInfo->m_bGround2nd)
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND))
|
||||
return FIGHTMOVE_MELEE2;
|
||||
if (weaponInfo->m_bGround3rd)
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD))
|
||||
return FIGHTMOVE_MELEE3;
|
||||
|
||||
return FIGHTMOVE_GROUNDKICK;
|
||||
@ -1880,9 +1881,9 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
|
||||
Say(SOUND_PED_ATTACK);
|
||||
|
||||
} else if (groundAttackAlivePed || groundAttackDeadPed) {
|
||||
if (fightWithWeapon && weaponInfo->m_bGround2nd) {
|
||||
if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND)) {
|
||||
choosenMove = FIGHTMOVE_MELEE2;
|
||||
} else if (fightWithWeapon && weaponInfo->m_bGround3rd) {
|
||||
} else if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD)) {
|
||||
choosenMove = FIGHTMOVE_MELEE3;
|
||||
} else {
|
||||
choosenMove = FIGHTMOVE_GROUNDKICK;
|
||||
@ -2166,7 +2167,7 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
|
||||
bool fightingWithWeapon = false;
|
||||
int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
|
||||
|
||||
if (weaponInfo->m_bFightMode) {
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
|
||||
fightingWithWeapon = true;
|
||||
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
|
||||
damageMult = weaponInfo->m_nDamage;
|
||||
|
@ -228,7 +228,7 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
|
||||
|
||||
GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
|
||||
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
|
||||
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM))
|
||||
ClearWeaponTarget();
|
||||
|
||||
// WEAPONTYPE_SNIPERRIFLE? Wut?
|
||||
@ -855,7 +855,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
|
||||
bIsAttacking = false;
|
||||
}
|
||||
|
||||
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
|
||||
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) {
|
||||
if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
|
||||
SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
|
||||
m_nEvadeAmount = 0;
|
||||
@ -900,13 +900,13 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
|
||||
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
|
||||
m_nMoveState = PEDMOVE_SPRINT;
|
||||
}
|
||||
if (m_nPedState != PED_FIGHT)
|
||||
SetRealMoveAnim();
|
||||
|
||||
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) &&
|
||||
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)) &&
|
||||
padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
|
||||
|
||||
ClearAttack();
|
||||
@ -1034,14 +1034,14 @@ CPlayerPed::CanIKReachThisTarget(CVector target, CWeapon* weapon, bool zRotImpor
|
||||
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(target.x, target.y, GetPosition().x, GetPosition().y);
|
||||
float angleDiff = CGeneral::LimitRadianAngle(angleToFace - m_fRotationCur);
|
||||
|
||||
return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_bCanAimWithArm || Abs(angleDiff) <= HALFPI) &&
|
||||
(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_bCanAimWithArm || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D());
|
||||
return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(angleDiff) <= HALFPI) &&
|
||||
(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D());
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::RotatePlayerToTrackTarget(void)
|
||||
{
|
||||
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
|
||||
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
|
||||
return;
|
||||
|
||||
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
@ -1250,7 +1250,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
bCrouchWhenShooting = false;
|
||||
}
|
||||
|
||||
if(weaponInfo->m_bCanAim)
|
||||
if(weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM))
|
||||
m_wepAccuracy = 95;
|
||||
else
|
||||
m_wepAccuracy = 100;
|
||||
@ -1310,7 +1310,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
m_bHaveTargetSelected = false;
|
||||
}
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
|
||||
!weaponInfo->m_bFightMode) {
|
||||
!weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
|
||||
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
|
||||
padUsed->WeaponJustDown())
|
||||
@ -1342,7 +1342,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
|
||||
m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
|
||||
|
||||
#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting)
|
||||
#define CAN_AIM_WITH_ARM (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && !bIsDucking && !bCrouchWhenShooting)
|
||||
// Weapons except throwable and melee ones
|
||||
if (weaponInfo->m_nWeaponSlot > 2) {
|
||||
if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
|
||||
@ -1365,7 +1365,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
m_headingRate = 12.5f;
|
||||
|
||||
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
|
||||
if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) {
|
||||
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
||||
float limitedRotDest = m_fRotationDest;
|
||||
|
||||
@ -1392,7 +1392,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
}
|
||||
#endif
|
||||
|
||||
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
|
||||
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) {
|
||||
if (m_pPointGunAt) {
|
||||
// what??
|
||||
if (!m_pPointGunAt
|
||||
@ -1415,7 +1415,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
return;
|
||||
}
|
||||
if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) ||
|
||||
(!bCanPointGunAtTarget && !weaponInfo->m_bCanAimWithArm)) { // this line isn't on Mobile, idk why
|
||||
(!bCanPointGunAtTarget && !weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))) { // this line isn't on Mobile, idk why
|
||||
ClearWeaponTarget();
|
||||
return;
|
||||
}
|
||||
@ -1460,7 +1460,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
bool
|
||||
CPlayerPed::MovementDisabledBecauseOfTargeting(void)
|
||||
{
|
||||
return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm;
|
||||
return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
@ -1521,7 +1521,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
|
||||
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
|
||||
if (!m_pCurrentPhysSurface || (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08))
|
||||
m_nMoveState = PEDMOVE_SPRINT;
|
||||
}
|
||||
@ -1529,7 +1529,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
|
||||
if (m_nPedState != PED_FIGHT)
|
||||
SetRealMoveAnim();
|
||||
|
||||
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
|
||||
if (!bIsInTheAir && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)
|
||||
&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
|
||||
ClearAttack();
|
||||
ClearWeaponTarget();
|
||||
|
@ -78,7 +78,7 @@ CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos,
|
||||
gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)];
|
||||
}
|
||||
gaShotInfo[slot].m_areaAffected.Normalise();
|
||||
if (weaponInfo->m_bRandSpeed)
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_RAND_SPEED))
|
||||
gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed;
|
||||
else
|
||||
gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed;
|
||||
@ -119,10 +119,10 @@ CShotInfo::Update()
|
||||
shot.m_inUse = false;
|
||||
}
|
||||
|
||||
if (weaponInfo->m_bSlowsDown)
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_SLOWS_DOWN))
|
||||
shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE
|
||||
|
||||
if (weaponInfo->m_bExpands)
|
||||
if (weaponInfo->IsFlagSet(WEAPONFLAG_EXPANDS))
|
||||
shot.m_radius += 0.075f * CTimer::GetTimeStep();
|
||||
|
||||
shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected;
|
||||
|
@ -499,7 +499,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
bool collided = false;
|
||||
|
||||
if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE
|
||||
|| info->m_bFightMode))
|
||||
|| info->IsFlagSet(WEAPONFLAG_FIGHTMODE)))
|
||||
continue;
|
||||
|
||||
float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
|
||||
@ -1008,7 +1008,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
||||
target.y += rotOffset.y * info->m_fRange;
|
||||
|
||||
CParticle::HandleShootableBirdsStuff(shooter, *fireSource);
|
||||
if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim))
|
||||
if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->IsFlagSet(WEAPONFLAG_CANAIM)))
|
||||
{
|
||||
CWeapon::DoDoomAiming(shooter, fireSource, &target);
|
||||
}
|
||||
|
@ -129,12 +129,8 @@ CWeaponInfo::Initialise(void)
|
||||
ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f;
|
||||
ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f;
|
||||
ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f;
|
||||
ms_apWeaponInfos[i].m_bUseGravity = 1;
|
||||
ms_apWeaponInfos[i].m_bSlowsDown = 1;
|
||||
ms_apWeaponInfos[i].m_bRandSpeed = 1;
|
||||
ms_apWeaponInfos[i].m_bExpands = 1;
|
||||
ms_apWeaponInfos[i].m_bExplodes = 1;
|
||||
ms_apWeaponInfos[i].m_nWeaponSlot = 0;
|
||||
ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
|
||||
ms_apWeaponInfos[i].m_nWeaponSlot = WEAPONSLOT_UNARMED;
|
||||
}
|
||||
debug("Loading weapon data...\n");
|
||||
LoadWeaponData();
|
||||
@ -246,30 +242,7 @@ CWeaponInfo::LoadWeaponData(void)
|
||||
ms_apWeaponInfos[weaponType].m_fAnimBreakout = animBreakout / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
|
||||
ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2;
|
||||
|
||||
ms_apWeaponInfos[weaponType].m_bUseGravity = flags & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bSlowsDown = (flags >> 1) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bDissipates = (flags >> 2) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bRandSpeed = (flags >> 3) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bExpands = (flags >> 4) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bExplodes = (flags >> 5) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bCanAim = (flags >> 6) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bCanAimWithArm = (flags >> 7) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_b1stPerson = (flags >> 8) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bHeavy = (flags >> 9) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bThrow = (flags >> 10) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = (flags >> 11) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bUse2nd = (flags >> 12) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bGround2nd = (flags >> 13) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bFinish3rd = (flags >> 14) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bReload = (flags >> 15) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bFightMode = (flags >> 16) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bCrouchFire = (flags >> 17) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bCop3rd = (flags >> 18) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bGround3rd = (flags >> 19) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bPartialAttack = (flags >> 20) & 1;
|
||||
ms_apWeaponInfos[weaponType].m_bAnimDetonate = (flags >> 21) & 1;
|
||||
|
||||
ms_apWeaponInfos[weaponType].m_Flags = flags;
|
||||
ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot;
|
||||
|
||||
if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType))
|
||||
|
@ -4,7 +4,31 @@
|
||||
#include "AnimationId.h"
|
||||
#include "WeaponType.h"
|
||||
|
||||
enum AssocGroupId;
|
||||
enum
|
||||
{
|
||||
WEAPONFLAG_USE_GRAVITY = 1,
|
||||
WEAPONFLAG_SLOWS_DOWN = 1 << 1,
|
||||
WEAPONFLAG_DISSIPATES = 1 << 2,
|
||||
WEAPONFLAG_RAND_SPEED = 1 << 3,
|
||||
WEAPONFLAG_EXPANDS = 1 << 4,
|
||||
WEAPONFLAG_EXPLODES = 1 << 5,
|
||||
WEAPONFLAG_CANAIM = 1 << 6,
|
||||
WEAPONFLAG_CANAIM_WITHARM = 1 << 7,
|
||||
WEAPONFLAG_1ST_PERSON = 1 << 8,
|
||||
WEAPONFLAG_HEAVY = 1 << 9,
|
||||
WEAPONFLAG_THROW = 1 << 10,
|
||||
WEAPONFLAG_RELOAD_LOOP2START = 1 << 11,
|
||||
WEAPONFLAG_USE_2ND = 1 << 12,
|
||||
WEAPONFLAG_GROUND_2ND = 1 << 13,
|
||||
WEAPONFLAG_FINISH_3RD = 1 << 14,
|
||||
WEAPONFLAG_RELOAD = 1 << 15,
|
||||
WEAPONFLAG_FIGHTMODE = 1 << 16,
|
||||
WEAPONFLAG_CROUCHFIRE = 1 << 17,
|
||||
WEAPONFLAG_COP3_RD = 1 << 18,
|
||||
WEAPONFLAG_GROUND_3RD = 1 << 19,
|
||||
WEAPONFLAG_PARTIALATTACK = 1 << 20,
|
||||
WEAPONFLAG_ANIMDETONATE = 1 << 21,
|
||||
};
|
||||
|
||||
class CWeaponInfo {
|
||||
static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
|
||||
@ -34,31 +58,7 @@ public:
|
||||
float m_fAnimBreakout;
|
||||
int32 m_nModelId;
|
||||
int32 m_nModel2Id;
|
||||
// flags
|
||||
uint8 m_bUseGravity : 1;
|
||||
uint8 m_bSlowsDown : 1;
|
||||
uint8 m_bDissipates : 1;
|
||||
uint8 m_bRandSpeed : 1;
|
||||
uint8 m_bExpands : 1;
|
||||
uint8 m_bExplodes : 1;
|
||||
uint8 m_bCanAim : 1;
|
||||
uint8 m_bCanAimWithArm : 1;
|
||||
|
||||
uint8 m_b1stPerson : 1;
|
||||
uint8 m_bHeavy : 1;
|
||||
uint8 m_bThrow : 1;
|
||||
uint8 m_bReloadLoop2Start : 1;
|
||||
uint8 m_bUse2nd : 1;
|
||||
uint8 m_bGround2nd : 1;
|
||||
uint8 m_bFinish3rd : 1;
|
||||
uint8 m_bReload : 1;
|
||||
|
||||
uint8 m_bFightMode : 1;
|
||||
uint8 m_bCrouchFire : 1;
|
||||
uint8 m_bCop3rd : 1;
|
||||
uint8 m_bGround3rd : 1;
|
||||
uint8 m_bPartialAttack : 1;
|
||||
uint8 m_bAnimDetonate : 1;
|
||||
uint32 m_Flags;
|
||||
|
||||
uint32 m_nWeaponSlot;
|
||||
|
||||
@ -69,6 +69,7 @@ public:
|
||||
static eWeaponType FindWeaponType(char *name);
|
||||
static void Shutdown(void);
|
||||
static bool IsWeaponSlotAmmoMergeable(uint32 slot) { return slot == WEAPONSLOT_SHOTGUN || slot == WEAPONSLOT_SUBMACHINEGUN || slot == WEAPONSLOT_RIFLE; }
|
||||
bool IsFlagSet(uint32 flag) const { return (m_Flags & flag) != 0; }
|
||||
};
|
||||
|
||||
VALIDATE_SIZE(CWeaponInfo, 0x64);
|
||||
|
Loading…
Reference in New Issue
Block a user