mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 11:04:15 +01:00
Weapon flags changed from bit fields to bit mask (R* vision)
This commit is contained in:
parent
612470cb3f
commit
d459ef8820
@ -135,9 +135,9 @@ public:
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cPedParams()
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{
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m_pPed = nil;
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m_bDistanceCalculated = false;
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m_fDistance = 0.0f;
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m_pPed = nil;
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}
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};
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@ -155,7 +155,7 @@ public:
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{
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m_bDistanceCalculated = false;
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m_fDistance = 0.0f;
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m_pVehicle = 0;
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m_pVehicle = nil;
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m_pTransmission = nil;
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m_nIndex = 0;
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m_fVelocityChange = 0.0f;
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@ -1046,7 +1046,7 @@ CPed::SetAimFlag(float angle)
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m_lookTimer = 0;
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m_pLookTarget = nil;
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m_pSeekTarget = nil;
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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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@ -201,7 +201,7 @@ CPed::PointGunAt(void)
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weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart);
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weaponAssoc->flags &= ~ASSOC_RUNNING;
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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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@ -300,7 +300,7 @@ 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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CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
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if (obstacle)
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@ -342,7 +342,7 @@ CPed::SetAttack(CEntity *victim)
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if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
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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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@ -417,7 +417,7 @@ CPed::ClearAttackByRemovingAnim(void)
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if (!weaponAssoc) {
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);
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if (!weaponAssoc && weapon->m_bThrow)
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if (!weaponAssoc && weapon->IsFlagSet(WEAPONFLAG_THROW))
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weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
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if (!weaponAssoc) {
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@ -569,7 +569,7 @@ CPed::Attack(void)
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delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
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// Long throw granade, molotov
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if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
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if (!weaponAnimAssoc && ourWeapon->IsFlagSet(WEAPONFLAG_THROW)) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
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delayBetweenAnimAndFire = 0.2f;
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}
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@ -605,7 +605,7 @@ CPed::Attack(void)
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animStart = ourWeapon->m_fAnimLoopStart;
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weaponAnimTime = weaponAnimAssoc->currentTime;
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if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
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if (ourWeapon->m_bCanAimWithArm)
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if (ourWeapon->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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@ -192,7 +192,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
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GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM))
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ClearWeaponTarget();
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CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay);
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@ -685,7 +685,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
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bIsAttacking = false;
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}
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) {
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if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_nEvadeAmount = 0;
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@ -723,13 +723,13 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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m_fMoveSpeed = 0.0f;
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}
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}
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
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m_nMoveState = PEDMOVE_SPRINT;
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}
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if (m_nPedState != PED_FIGHT)
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SetRealMoveAnim();
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if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
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if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY))
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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ClearAttack();
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ClearWeaponTarget();
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@ -1061,12 +1061,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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// Weapons except throwable and melee ones
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if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) {
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if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) || weaponInfo->IsFlagSet(WEAPONFLAG_1ST_PERSON) || weaponInfo->IsFlagSet(WEAPONFLAG_EXPANDS)) {
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if ((padUsed->GetTarget() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) || padUsed->GetWeapon()) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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// On this one we can rotate arm.
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if (weaponInfo->m_bCanAimWithArm) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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SetPointGunAt(nil);
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bIsPointingGunAt = false; // to not stop after attack
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@ -1083,7 +1083,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_headingRate = 50.0f;
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// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
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if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
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if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) {
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m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
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float limitedRotDest = m_fRotationDest;
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@ -1096,7 +1096,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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}
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}
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} else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK)
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} else if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && m_nPedState != PED_ATTACK)
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ClearPointGunAt();
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}
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}
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@ -1133,7 +1133,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
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}
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#ifdef FREE_CAM
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else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
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else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && !CCamera::m_bUseMouse3rdPerson)) {
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#else
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else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
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#endif
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@ -1215,13 +1215,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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}
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}
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
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m_nMoveState = PEDMOVE_SPRINT;
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}
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if (m_nPedState != PED_FIGHT)
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SetRealMoveAnim();
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if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
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if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY))
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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ClearAttack();
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ClearWeaponTarget();
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@ -76,7 +76,7 @@ CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos,
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gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)];
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}
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gaShotInfo[slot].m_areaAffected.Normalise();
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if (weaponInfo->m_bRandSpeed)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_RAND_SPEED))
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gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed;
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else
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gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed;
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@ -117,10 +117,10 @@ CShotInfo::Update()
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shot.m_inUse = false;
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}
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if (weaponInfo->m_bSlowsDown)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_SLOWS_DOWN))
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shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE
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if (weaponInfo->m_bExpands)
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if (weaponInfo->IsFlagSet(WEAPONFLAG_EXPANDS))
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shot.m_radius += 0.075f * CTimer::GetTimeStep();
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shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected;
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@ -39,11 +39,7 @@ CWeaponInfo::Initialise(void)
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ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
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ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
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ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
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ms_apWeaponInfos[i].m_bUseGravity = 1;
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ms_apWeaponInfos[i].m_bSlowsDown = 1;
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ms_apWeaponInfos[i].m_bRandSpeed = 1;
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ms_apWeaponInfos[i].m_bExpands = 1;
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ms_apWeaponInfos[i].m_bExplodes = 1;
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ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
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}
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debug("Loading weapon data...\n");
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LoadWeaponData();
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@ -160,17 +156,7 @@ CWeaponInfo::LoadWeaponData(void)
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ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_nModelId = modelId;
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ms_apWeaponInfos[weaponType].m_bUseGravity = flags & 1;
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ms_apWeaponInfos[weaponType].m_bSlowsDown = (flags >> 1) & 1;
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ms_apWeaponInfos[weaponType].m_bDissipates = (flags >> 2) & 1;
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ms_apWeaponInfos[weaponType].m_bRandSpeed = (flags >> 3) & 1;
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ms_apWeaponInfos[weaponType].m_bExpands = (flags >> 4) & 1;
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ms_apWeaponInfos[weaponType].m_bExplodes = (flags >> 5) & 1;
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ms_apWeaponInfos[weaponType].m_bCanAim = (flags >> 6) & 1;
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ms_apWeaponInfos[weaponType].m_bCanAimWithArm = (flags >> 7) & 1;
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ms_apWeaponInfos[weaponType].m_b1stPerson = (flags >> 8) & 1;
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ms_apWeaponInfos[weaponType].m_bHeavy = (flags >> 9) & 1;
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ms_apWeaponInfos[weaponType].m_bThrow = (flags >> 10) & 1;
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ms_apWeaponInfos[weaponType].m_Flags = flags;
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}
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}
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@ -3,8 +3,22 @@
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#include "AnimationId.h"
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#include "WeaponType.h"
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enum
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{
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WEAPONFLAG_USE_GRAVITY = 1,
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WEAPONFLAG_SLOWS_DOWN = 1 << 1,
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WEAPONFLAG_DISSIPATES = 1 << 2,
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WEAPONFLAG_RAND_SPEED = 1 << 3,
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WEAPONFLAG_EXPANDS = 1 << 4,
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WEAPONFLAG_EXPLODES = 1 << 5,
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WEAPONFLAG_CANAIM = 1 << 6,
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WEAPONFLAG_CANAIM_WITHARM = 1 << 7,
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WEAPONFLAG_1ST_PERSON = 1 << 8,
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WEAPONFLAG_HEAVY = 1 << 9,
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WEAPONFLAG_THROW = 1 << 10,
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};
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class CWeaponInfo {
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// static CWeaponInfo(&ms_apWeaponInfos)[14];
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static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_LAST_WEAPONTYPE];
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public:
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eWeaponFire m_eWeaponFire;
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@ -25,18 +39,7 @@ public:
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float m_fAnimFrameFire;
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float m_fAnim2FrameFire;
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int32 m_nModelId;
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// flags
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uint8 m_bUseGravity : 1;
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uint8 m_bSlowsDown : 1;
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uint8 m_bDissipates : 1;
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uint8 m_bRandSpeed : 1;
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uint8 m_bExpands : 1;
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uint8 m_bExplodes : 1;
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uint8 m_bCanAim : 1;
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uint8 m_bCanAimWithArm : 1;
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uint8 m_b1stPerson : 1;
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uint8 m_bHeavy : 1;
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uint8 m_bThrow : 1;
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uint32 m_Flags;
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static void Initialise(void);
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static void LoadWeaponData(void);
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@ -44,6 +47,7 @@ public:
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static eWeaponFire FindWeaponFireType(char *name);
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static eWeaponType FindWeaponType(char *name);
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static void Shutdown(void);
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bool IsFlagSet(uint32 flag) const { return (m_Flags & flag) != 0; }
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};
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VALIDATE_SIZE(CWeaponInfo, 0x54);
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