mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
Merge branch 'miami' of github.com:GTAmodding/re3 into miami
This commit is contained in:
commit
dc7d4e1134
@ -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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551
src/peds/Ped.cpp
551
src/peds/Ped.cpp
@ -78,8 +78,40 @@ uint16 nPlayerInComboMove;
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RpClump *flyingClumpTemp;
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FightMove tFightMoves[NUM_FIGHTMOVES] = {
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// TODO(Miami)
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FightMove tFightMoves[NUM_FIGHTMOVES] =
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{
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{ NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_FIGHT_KNEE, 4.f/30.f, 0.2f, 0.0f, 0.6f, 1.0f, HITLEVEL_LOW, 2, 0 },
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{ ANIM_FIGHT_LHOOK, 8.f/30.f, 10.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_HIGH, 3, 0 },
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{ ANIM_FIGHT_JAB, 4.f/30.f, 0.2f, 0.0f, 0.7f, 1.0f, HITLEVEL_HIGH, 3, 0 },
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{ ANIM_FIGHT_PUNCH, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_FIGHT_LONGKICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
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{ ANIM_FIGHT_ROUNDHOUSE, 8.f/30.f, 10.f/30.f, 0.0f, 0.6f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
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{ ANIM_FIGHT_KICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
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{ ANIM_FIGHT_HEAD, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
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{ ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
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{ ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
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{ ANIM_FIGHT_ELBOW_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
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{ ANIM_FIGHT_BKICK_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
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{ ANIM_FIGHT_ELBOW_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
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{ ANIM_KICK_FLOOR, 10.f/30.f, 14.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_GROUND, 1, 0 },
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{ ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
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{ ANIM_WEAPON_FIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
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{ ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
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};
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uint16 CPed::nThreatReactionRangeMultiplier = 1;
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@ -115,6 +147,7 @@ bool CPed::bPopHeadsOnHeadshot = false;
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bool CPed::bMakePedsRunToPhonesToReportCrimes = false;
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#endif
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// --MIAMI: Done
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CPed::~CPed(void)
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{
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CWorld::Remove(this);
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@ -126,7 +159,7 @@ CPed::~CPed(void)
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if (m_pMyVehicle->pDriver == this)
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m_pMyVehicle->pDriver = nil;
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else {
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// FIX: Passenger counter now decreasing after removing ourself from vehicle.
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// FIX: Passenger counter now being decreased after removing ourself from vehicle.
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m_pMyVehicle->RemovePassenger(this);
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}
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if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
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@ -429,7 +462,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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weapon.m_nTimer = 0;
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}
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m_lastFightMove = FIGHTMOVE_NULL;
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m_lastFightMove = m_lastHitState = 0;
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GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
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m_wepAccuracy = 60;
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m_lastWepDam = -1;
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@ -960,6 +993,7 @@ CPed::ClearLookFlag(void) {
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}
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}
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// --MIAMI: Done
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bool
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CPed::IsPedHeadAbovePos(float zOffset)
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{
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@ -1802,6 +1836,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
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ped->bVehExitWillBeInstant = false;
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}
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// --MIAMI: Done
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CVector
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CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
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{
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@ -1811,6 +1846,39 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
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float seatOffset;
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vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
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if (veh->IsBike()) {
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CBike *bike = (CBike*)veh;
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vehDoorPos = vehModel->GetFrontSeatPosn();
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if (component == CAR_WINDSCREEN) {
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return bike->GetMatrix() * (vehDoorPos + vecPedBikeKickAnimOffset);
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} else {
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switch (bike->m_bikeAnimType) {
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case ASSOCGRP_BIKE_VESPA:
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vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset;
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break;
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case ASSOCGRP_BIKE_HARLEY:
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vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset;
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break;
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case ASSOCGRP_BIKE_DIRT:
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vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset;
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break;
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default:
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vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset;
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break;
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}
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float xOffsetFromAnim = vehDoorOffset.x + seatPosMult * bike->pHandling->fSeatOffsetDistance;
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if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) {
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vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
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}
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if (component == CAR_DOOR_LR || component == CAR_DOOR_LF)
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xOffsetFromAnim *= -1.f;
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return bike->GetMatrix() * (vehDoorPos + CVector(xOffsetFromAnim, vehDoorOffset.y, vehDoorOffset.z));
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}
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} else {
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if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
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seatOffset = 0.0f;
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vehDoorOffset = vecPedVanRearDoorAnimOffset;
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@ -1852,42 +1920,64 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
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}
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return vehDoorPos - vehDoorOffset;
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}
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}
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// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
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// --MIAMI: Done
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CVector
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CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
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{
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CVector localPos;
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CVector vehDoorPos;
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localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
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vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
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CVector vehDoorPos = GetPositionToOpenCarDoor(veh, component, 1.0f);
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/*
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// Not used.
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CVector localVehDoorOffset;
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if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
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localVehDoorOffset = vecPedVanRearDoorAnimOffset;
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} else {
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if (veh->bIsLow) {
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localVehDoorOffset = vecPedCarDoorLoAnimOffset;
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} else {
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localVehDoorOffset = vecPedCarDoorAnimOffset;
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}
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}
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vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
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// Unused
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vehDoorPosWithoutOffset = veh->GetMatrix() * localVehDoorPos;
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*/
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return vehDoorPos;
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}
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// --MIAMI: Done
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CVector
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CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
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{
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CVector doorPos;
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CMatrix vehMat(veh->GetMatrix());
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if (veh->IsBike()) {
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CVehicleModelInfo* vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->GetModelIndex());
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CVector vehDoorOffset;
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CBike* bike = (CBike*)veh;
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doorPos = vehModel->GetFrontSeatPosn();
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if (component == CAR_WINDSCREEN) {
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return bike->GetMatrix() * (doorPos + vecPedBikeKickAnimOffset);
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} else {
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switch (bike->m_bikeAnimType) {
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case ASSOCGRP_BIKE_VESPA:
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vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset;
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break;
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case ASSOCGRP_BIKE_HARLEY:
|
||||
vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset;
|
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break;
|
||||
case ASSOCGRP_BIKE_DIRT:
|
||||
vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset;
|
||||
break;
|
||||
default:
|
||||
vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset;
|
||||
break;
|
||||
}
|
||||
vehDoorOffset.x += offset * bike->pHandling->fSeatOffsetDistance;
|
||||
if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) {
|
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doorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
|
||||
}
|
||||
|
||||
if (component == CAR_DOOR_LR || component == CAR_DOOR_LF)
|
||||
vehDoorOffset.x *= -1.f;
|
||||
|
||||
CVector correctedPos;
|
||||
bike->GetCorrectedWorldDoorPosition(correctedPos, vehDoorOffset, doorPos);
|
||||
return correctedPos;
|
||||
}
|
||||
}
|
||||
doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
|
||||
|
||||
return veh->GetPosition() + doorPos;
|
||||
@ -2470,21 +2560,25 @@ CPed::SortPeds(CPed **list, int min, int max)
|
||||
SortPeds(list, right, max);
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::BuildPedLists(void)
|
||||
{
|
||||
if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) {
|
||||
if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) {
|
||||
|
||||
for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
|
||||
bool removePed = false;
|
||||
if (m_nearPeds[i]) {
|
||||
if (m_nearPeds[i]->IsPointerValid()) {
|
||||
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
|
||||
if (distSqr < 900.0f) {
|
||||
i++;
|
||||
continue;
|
||||
if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) {
|
||||
removePed = true;
|
||||
}
|
||||
} else {
|
||||
removePed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (removePed) {
|
||||
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
|
||||
for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
|
||||
m_nearPeds[j] = m_nearPeds[j + 1];
|
||||
@ -2498,10 +2592,11 @@ CPed::BuildPedLists(void)
|
||||
}
|
||||
} else {
|
||||
CVector centre = CEntity::GetBoundCentre();
|
||||
CRect rect(centre.x - 20.0f,
|
||||
centre.y - 20.0f,
|
||||
centre.x + 20.0f,
|
||||
centre.y + 20.0f);
|
||||
int deadsRegistered = 0;
|
||||
CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier,
|
||||
centre.y - 20.f * nThreatReactionRangeMultiplier,
|
||||
centre.x + 20.f * nThreatReactionRangeMultiplier,
|
||||
centre.y + 20.f * nThreatReactionRangeMultiplier);
|
||||
int xstart = CWorld::GetSectorIndexX(rect.left);
|
||||
int ystart = CWorld::GetSectorIndexY(rect.top);
|
||||
int xend = CWorld::GetSectorIndexX(rect.right);
|
||||
@ -2512,9 +2607,14 @@ CPed::BuildPedLists(void)
|
||||
for(int x = xstart; x <= xend; x++) {
|
||||
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
|
||||
CPed *ped = (CPed*)pedPtrNode->item;
|
||||
if (ped != this && !ped->bInVehicle) {
|
||||
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
|
||||
if (nThreatReactionRangeMultiplier * 30.0f > dist) {
|
||||
if (ped != this && (!ped->bInVehicle || (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()))) {
|
||||
|
||||
if (nThreatReactionRangeMultiplier * 30.0f > (ped->GetPosition() - GetPosition()).Magnitude2D()) {
|
||||
if (ped->m_nPedState == PED_DEAD) {
|
||||
if (deadsRegistered > 3)
|
||||
continue;
|
||||
deadsRegistered++;
|
||||
}
|
||||
gapTempPedList[gnNumTempPedList] = ped;
|
||||
gnNumTempPedList++;
|
||||
assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
|
||||
@ -5454,6 +5554,7 @@ CPed::LoadFightData(void)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
// Actually GetLocalDirectionTo(Turn/Look)
|
||||
int
|
||||
CPed::GetLocalDirection(const CVector2D &posOffset)
|
||||
@ -5468,32 +5569,35 @@ CPed::GetLocalDirection(const CVector2D &posOffset)
|
||||
return direction;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
bool
|
||||
CPed::FightStrike(CVector &touchedNodePos)
|
||||
CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
|
||||
{
|
||||
CColModel *hisCol;
|
||||
CVector attackDistance;
|
||||
ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
|
||||
float maxDistanceToBeBeaten;
|
||||
float maxDistanceToBeat;
|
||||
CPed *nearPed;
|
||||
int state = m_fightState;
|
||||
bool pedFound = false;
|
||||
CVector extendedTouchPoint;
|
||||
|
||||
if (state == FIGHTSTATE_JUST_ATTACKED)
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
float radius = tFightMoves[m_lastFightMove].strikeRadius;
|
||||
if (unk)
|
||||
radius = weaponInfo->m_fRadius;
|
||||
|
||||
if (m_fightState == FIGHTSTATE_JUST_ATTACKED)
|
||||
return false;
|
||||
|
||||
// Pointless code
|
||||
if (state > FIGHTSTATE_NO_MOVE)
|
||||
attackDistance = touchedNodePos - m_vecHitLastPos;
|
||||
// TODO(Miami): BreakGlassPhysically
|
||||
|
||||
for (int i = 0; i < m_numNearPeds; i++) {
|
||||
int8 pedFound = 0;
|
||||
nearPed = m_nearPeds[i];
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
|
||||
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f;
|
||||
if (!unk && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE)
|
||||
maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f;
|
||||
else
|
||||
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius;
|
||||
maxDistanceToBeat = nearPed->GetBoundRadius() + radius;
|
||||
|
||||
if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
|
||||
if ((nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) && (m_pedInObjective != FindPlayerPed() || nearPed == FindPlayerPed())) {
|
||||
CVector nearPedCentre;
|
||||
|
||||
// Have to animate a skinned clump because the initial col model is useless
|
||||
@ -5503,44 +5607,96 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
|
||||
|
||||
// He can beat us
|
||||
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
|
||||
if (sq(maxDistanceToBeat) > potentialAttackDistance.MagnitudeSqr()) {
|
||||
|
||||
for (int j = 0; j < hisCol->numSpheres; j++) {
|
||||
attackDistance = hisCol->spheres[j].center;
|
||||
attackDistance -= touchedNodePos;
|
||||
CColSphere *hisPieces = hisCol->spheres;
|
||||
float maxDistanceToBeat = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
|
||||
maxDistanceToBeat = hisPieces[j].radius + radius;
|
||||
|
||||
// We can beat him too
|
||||
if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
|
||||
pedFound = true;
|
||||
closestPedPiece = (ePedPieceTypes) hisPieces[j].piece;
|
||||
FightHitPed(nearPed, touchedNodePos, attackDistance, hisPieces[j].piece);
|
||||
pedFound = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!pedFound && !unk) {
|
||||
extendedTouchPoint = touchedNodePos - GetPosition();
|
||||
if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) {
|
||||
if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
|
||||
extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward();
|
||||
} else {
|
||||
extendedTouchPoint.x *= tFightMoves[m_lastFightMove].extendReachMultiplier;
|
||||
extendedTouchPoint.y *= tFightMoves[m_lastFightMove].extendReachMultiplier;
|
||||
}
|
||||
pedFound = -1;
|
||||
extendedTouchPoint += GetPosition();
|
||||
}
|
||||
}
|
||||
if (pedFound == -1) {
|
||||
CVector nearPedCentre = nearPed->GetBoundCentre();
|
||||
if (sq(maxDistanceToBeat) > (nearPedCentre - extendedTouchPoint).MagnitudeSqr()) {
|
||||
|
||||
for (int j = 0; j < hisCol->numSpheres; j++) {
|
||||
attackDistance = hisCol->spheres[j].center;
|
||||
attackDistance -= extendedTouchPoint;
|
||||
CColSphere* hisPieces = hisCol->spheres;
|
||||
float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
|
||||
|
||||
// We can beat him too
|
||||
if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) {
|
||||
FightHitPed(nearPed, extendedTouchPoint, attackDistance, hisPieces[j].piece);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (pedFound)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (pedFound) {
|
||||
if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP)
|
||||
|
||||
if (m_fightState == FIGHTSTATE_NO_MOVE)
|
||||
m_fightState = FIGHTSTATE_1;
|
||||
|
||||
m_vecHitLastPos = *touchedNodePos;
|
||||
return false;
|
||||
}
|
||||
|
||||
float oldVictimHealth = nearPed->m_fHealth;
|
||||
CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
|
||||
// TODO(Miami)
|
||||
void
|
||||
CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
|
||||
{
|
||||
if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP)
|
||||
return;
|
||||
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
bool fightingWithWeapon = false;
|
||||
int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
|
||||
|
||||
CVector2D diff (GetPosition() - nearPed->GetPosition());
|
||||
int direction = nearPed->GetLocalDirection(diff);
|
||||
if (weaponInfo->m_bFightMode) {
|
||||
fightingWithWeapon = true;
|
||||
if (m_lastFightMove >= FIGHTMOVE_MELEE1) {
|
||||
damageMult = weaponInfo->m_nDamage;
|
||||
if (m_lastFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER)
|
||||
damageMult *= 5;
|
||||
}
|
||||
}
|
||||
|
||||
if (IsPlayer()) {
|
||||
if (((CPlayerPed*)this)->m_bAdrenalineActive)
|
||||
damageMult = 20;
|
||||
} else {
|
||||
} else if (!fightingWithWeapon) {
|
||||
damageMult *= m_pedStats->m_attackStrength;
|
||||
}
|
||||
|
||||
float oldVictimHealth = victim->m_fHealth;
|
||||
CVector bloodPos = 0.5f * dist + touchPoint;
|
||||
CVector2D diff(GetPosition() - victim->GetPosition());
|
||||
int direction = victim->GetLocalDirection(diff);
|
||||
|
||||
/*
|
||||
// Change direction if we used kick.
|
||||
if (m_lastFightMove == FIGHTMOVE_KICK) {
|
||||
@ -5550,74 +5706,86 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
direction -= 4;
|
||||
}
|
||||
} */
|
||||
nearPed->ReactToAttack(this);
|
||||
victim->ReactToAttack(this);
|
||||
|
||||
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
|
||||
int unk2;
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer())
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !victim->IsPlayer())
|
||||
unk2 = 101;
|
||||
else
|
||||
unk2 = damageMult;
|
||||
|
||||
nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
|
||||
PlayHitSound(nearPed);
|
||||
victim->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
|
||||
PlayHitSound(victim);
|
||||
m_fightState = FIGHTSTATE_JUST_ATTACKED;
|
||||
RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
|
||||
if (!nearPed->DyingOrDead()) {
|
||||
nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
|
||||
if (!victim->DyingOrDead()) {
|
||||
victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction);
|
||||
}
|
||||
|
||||
if (CGame::nastyGame
|
||||
&& tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM
|
||||
&& nearPed->m_nPedState == PED_DIE
|
||||
&& nearPed->GetIsOnScreen()) {
|
||||
&& victim->m_nPedState == PED_DIE
|
||||
&& victim->GetIsOnScreen()) {
|
||||
|
||||
// Just for blood particle. We will restore it below.
|
||||
attackDistance /= (10.0f * attackDistance.Magnitude());
|
||||
dist /= (10.0f * dist.Magnitude());
|
||||
for(int i=0; i<4; i++) {
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0);
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dist, nil, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
|
||||
float curVictimHealth = nearPed->m_fHealth;
|
||||
if (curVictimHealth > 0.0f
|
||||
&& (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer()
|
||||
|| nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f
|
||||
|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
|
||||
|| nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
|
||||
|
||||
nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
|
||||
if (nearPed->m_nPedState == PED_FALL)
|
||||
nearPed->bIsStanding = false;
|
||||
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
|
||||
if (!fightingWithWeapon) {
|
||||
if (victim->m_nPedState != PED_FALL && victim->m_nPedState != PED_DIE && victim->m_nPedState != PED_DEAD) {
|
||||
float curVictimHealth = victim->m_fHealth;
|
||||
if (curVictimHealth > 0.0f
|
||||
&& (curVictimHealth < 30.0f && oldVictimHealth > 30.0f
|
||||
|| weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer()
|
||||
|| victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
|
||||
|
||||
victim->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
|
||||
if (victim->m_nPedState == PED_FALL)
|
||||
victim->bIsStanding = false;
|
||||
}
|
||||
}
|
||||
if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) {
|
||||
attackDistance = nearPed->GetPosition() - GetPosition();
|
||||
attackDistance.Normalise();
|
||||
attackDistance.z = 1.0f;
|
||||
nearPed->bIsStanding = false;
|
||||
}
|
||||
|
||||
if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) {
|
||||
dist = victim->GetPosition() - GetPosition();
|
||||
dist.Normalise();
|
||||
dist.z = 1.0f;
|
||||
victim->bIsStanding = false;
|
||||
|
||||
float moveMult;
|
||||
if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
|
||||
if (fightingWithWeapon) {
|
||||
moveMult = Min(damageMult * 0.02f, 1.0f);
|
||||
} else if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
|
||||
moveMult = Min(damageMult * 0.6f, 4.0f);
|
||||
} else {
|
||||
if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) {
|
||||
if (victim->m_nPedState != PED_DIE || damageMult >= 20) {
|
||||
moveMult = damageMult;
|
||||
} else {
|
||||
moveMult = Min(damageMult * 2.0f, 14.0f);
|
||||
}
|
||||
}
|
||||
|
||||
nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance);
|
||||
}
|
||||
CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
|
||||
victim->ApplyMoveForce(moveMult * 0.6f * dist);
|
||||
}
|
||||
|
||||
if (m_fightState == FIGHTSTATE_NO_MOVE)
|
||||
m_fightState = FIGHTSTATE_1;
|
||||
if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE
|
||||
&& weaponType != WEAPONTYPE_KATANA && weaponType != WEAPONTYPE_CHAINSAW) {
|
||||
|
||||
m_vecHitLastPos = *touchedNodePos;
|
||||
return false;
|
||||
if (victim->m_nPedType == PEDTYPE_COP)
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
|
||||
else
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victim, this, 2000);
|
||||
} else {
|
||||
if (victim->m_nPedType == PEDTYPE_COP)
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
|
||||
else
|
||||
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victim, this, 2000);
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
@ -6002,6 +6170,7 @@ CPed::PlayHitSound(CPed *hitTo)
|
||||
DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::CollideWithPed(CPed *collideWith)
|
||||
{
|
||||
@ -6014,6 +6183,15 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
int waitTime = 0;
|
||||
|
||||
if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
|
||||
if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
|
||||
SetGetUp();
|
||||
return;
|
||||
}
|
||||
if (collideWith->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
|
||||
collideWith->SetGetUp();
|
||||
return;
|
||||
}
|
||||
|
||||
bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
|
||||
bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
|
||||
|
||||
@ -6021,10 +6199,8 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
|
||||
if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
|
||||
&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
|
||||
#ifdef VC_PED_PORTS
|
||||
|| m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith
|
||||
|| collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
|
||||
#endif
|
||||
)) {
|
||||
|
||||
if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
|
||||
@ -6053,11 +6229,10 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
SetDirectionToWalkAroundObject(collideWith);
|
||||
}
|
||||
} else {
|
||||
#ifdef VC_PED_PORTS
|
||||
if (FindPlayerPed() != m_pedInObjective
|
||||
|| m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|
||||
|| collideWith == m_pedInObjective) {
|
||||
#endif
|
||||
|
||||
if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
|
||||
|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
|
||||
(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
|
||||
@ -6067,39 +6242,36 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
} else {
|
||||
SetEvasiveStep(collideWith, 2);
|
||||
}
|
||||
#ifdef VC_PED_PORTS
|
||||
} else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
|
||||
&& collideWith->m_pedInObjective == m_pedInObjective) {
|
||||
|
||||
int colliderIsAtPlayerSafePosID = -1;
|
||||
int weAreAtPlayerSafePosID = -1;
|
||||
for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) {
|
||||
CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i];
|
||||
if (pedAtSafePos == this) {
|
||||
weAreAtPlayerSafePosID = i;
|
||||
} else if (pedAtSafePos == collideWith) {
|
||||
colliderIsAtPlayerSafePosID = i;
|
||||
int colliderIndexAtPlayersKillList = -1;
|
||||
int ourIndexAtPlayersKillList = -1;
|
||||
for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pMeleeList); i++) {
|
||||
CPed *pedInKillList = ((CPlayerPed*)m_pedInObjective)->m_pMeleeList[i];
|
||||
if (pedInKillList == this) {
|
||||
ourIndexAtPlayersKillList = i;
|
||||
} else if (pedInKillList == collideWith) {
|
||||
colliderIndexAtPlayersKillList = i;
|
||||
}
|
||||
}
|
||||
bool weAreCloserToTargetThenCollider = false;
|
||||
if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
|
||||
weAreCloserToTargetThenCollider = true;
|
||||
|
||||
if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) {
|
||||
if (!weAreCloserToTargetThenCollider) {
|
||||
if (ourIndexAtPlayersKillList > 0 && !weAreCloserToTargetThenCollider) {
|
||||
if (colliderIndexAtPlayersKillList > 0) {
|
||||
int time = 300;
|
||||
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
|
||||
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
}
|
||||
} else if (colliderIsAtPlayerSafePosID <= 0) {
|
||||
if (collideWith->m_pedInObjective == FindPlayerPed()) {
|
||||
// VC specific
|
||||
// ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
|
||||
|
||||
} else if (collideWith->m_pedInObjective == FindPlayerPed()) {
|
||||
((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
|
||||
int time = 500;
|
||||
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
|
||||
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
}
|
||||
} else {
|
||||
} else if (!weAreCloserToTargetThenCollider) {
|
||||
int time = 300;
|
||||
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
|
||||
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
@ -6107,7 +6279,6 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
} else {
|
||||
SetDirectionToWalkAroundObject(collideWith);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
} else {
|
||||
if (m_pedStats->m_temper <= m_pedStats->m_fear
|
||||
@ -6121,12 +6292,14 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
} else {
|
||||
TurnBody();
|
||||
SetAttack(collideWith);
|
||||
m_fRotationCur = 0.3f + m_fRotationCur;
|
||||
m_fRotationDest = m_fRotationCur;
|
||||
}
|
||||
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
||||
if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
||||
if (heLooksToUs) {
|
||||
SetEvasiveStep(collideWith, 1);
|
||||
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
||||
@ -6135,7 +6308,8 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
|
||||
if (m_pedStats != collideWith->m_pedStats) {
|
||||
|
||||
if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) {
|
||||
if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper || collideWith->IsPlayer()
|
||||
|| CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) {
|
||||
|
||||
if (collideWith->IsPlayer()) {
|
||||
// He's on our right side
|
||||
@ -6145,16 +6319,17 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
m_fRotationCur += m_headingRate;
|
||||
} else {
|
||||
// He's on our right side
|
||||
if (DotProduct(posDiff, GetRight()) <= 0.0f)
|
||||
m_fRotationCur -= m_headingRate;
|
||||
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f)
|
||||
collideWith->m_fRotationCur -= collideWith->m_headingRate;
|
||||
else
|
||||
m_fRotationCur += m_headingRate;
|
||||
collideWith->m_fRotationCur += collideWith->m_headingRate;
|
||||
}
|
||||
} else {
|
||||
SetLookFlag(collideWith, false);
|
||||
TurnBody();
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
|
||||
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
||||
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
||||
if (!heIsMissionChar) {
|
||||
CVector2D posDiff2D(posDiff);
|
||||
int direction = collideWith->GetLocalDirection(posDiff2D);
|
||||
@ -6164,11 +6339,9 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
|
||||
#ifdef VC_PED_PORTS
|
||||
|| m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
|
||||
#endif
|
||||
) {
|
||||
} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar ||
|
||||
m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness) {
|
||||
|
||||
// He looks us and we're not at his right side
|
||||
if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
|
||||
CVector moveForce = GetRight();
|
||||
@ -6221,7 +6394,7 @@ CPed::CollideWithPed(CPed *collideWith)
|
||||
}
|
||||
|
||||
if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
|
||||
|
||||
collideWith->SetFall(3000, animToPlay, 0);
|
||||
}
|
||||
@ -6370,6 +6543,7 @@ CPed::SetAttackTimer(uint32 time)
|
||||
m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
|
||||
{
|
||||
@ -6382,7 +6556,17 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
m_pSeekTarget = veh;
|
||||
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
||||
|
||||
if (veh->IsBike()) {
|
||||
((CBike*)veh)->bIsBeingPickedUp = true;
|
||||
if (veh->pPassengers[0] != this && (vehEnterType != CAR_WINDSCREEN || veh->pPassengers[0]))
|
||||
m_vehEnterType = CAR_DOOR_LF;
|
||||
else
|
||||
m_vehEnterType = CAR_DOOR_LR;
|
||||
} else {
|
||||
m_vehEnterType = vehEnterType;
|
||||
}
|
||||
|
||||
if (m_vehEnterType == CAR_DOOR_LF) {
|
||||
if (veh->pDriver && veh->pDriver->IsPlayer())
|
||||
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
@ -6391,9 +6575,9 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
|
||||
}
|
||||
RemoveInCarAnims();
|
||||
SetMoveState(PEDMOVE_NONE);
|
||||
LineUpPedWithCar(LINE_UP_TO_CAR_START);
|
||||
LineUpPedWithCar(veh->IsBike() ? LINE_UP_TO_CAR_FALL : LINE_UP_TO_CAR_START);
|
||||
m_pVehicleAnim = nil;
|
||||
m_nPedState = PED_DRAG_FROM_CAR;
|
||||
SetPedState(PED_DRAG_FROM_CAR);
|
||||
bChangedSeat = false;
|
||||
bWillBeQuickJacked = quickJack;
|
||||
|
||||
@ -7498,6 +7682,7 @@ CPed::Fight(void)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
// Some helper function which doesn't exist in og game.
|
||||
inline void
|
||||
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
|
||||
@ -7527,6 +7712,7 @@ SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVecto
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
bool
|
||||
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
|
||||
{
|
||||
@ -7552,12 +7738,14 @@ CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
|
||||
|
||||
SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil);
|
||||
|
||||
// Above function decided that going to the next node is more logical than seeking the object.
|
||||
if (m_pNextPathNode) {
|
||||
|
||||
CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos;
|
||||
if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
|
||||
*bestCoords = m_pNextPathNode->GetPosition();
|
||||
// Function above decided that directly going to next node makes more sense then seeking the object.
|
||||
CVector correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
|
||||
|
||||
if ((correctedCoords - ourPos).MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
|
||||
correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
|
||||
*bestCoords = correctedCoords;
|
||||
return true;
|
||||
}
|
||||
m_pNextPathNode = nil;
|
||||
@ -8523,11 +8711,15 @@ CPed::FollowPath(void)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
CVector
|
||||
CPed::GetFormationPosition(void)
|
||||
{
|
||||
CPed *referencePed = m_pedInObjective;
|
||||
|
||||
if (!referencePed)
|
||||
return GetPosition();
|
||||
|
||||
if (referencePed->m_nPedState == PED_DEAD) {
|
||||
CPed *referencePedOfReference = referencePed->m_pedInObjective;
|
||||
if (!referencePedOfReference) {
|
||||
@ -8538,36 +8730,37 @@ CPed::GetFormationPosition(void)
|
||||
}
|
||||
|
||||
CVector formationOffset;
|
||||
float offset = CGeneral::GetRandomNumberInRange(1.f, 1.25f) * 1.75f;
|
||||
switch (m_pedFormation) {
|
||||
case FORMATION_REAR:
|
||||
formationOffset = CVector(0.0f, -1.5f, 0.0f);
|
||||
formationOffset = CVector(0.0f, -offset, 0.0f);
|
||||
break;
|
||||
case FORMATION_REAR_LEFT:
|
||||
formationOffset = CVector(-1.5f, -1.5f, 0.0f);
|
||||
formationOffset = CVector(-offset, -offset, 0.0f);
|
||||
break;
|
||||
case FORMATION_REAR_RIGHT:
|
||||
formationOffset = CVector(1.5f, -1.5f, 0.0f);
|
||||
formationOffset = CVector(offset, -offset, 0.0f);
|
||||
break;
|
||||
case FORMATION_FRONT_LEFT:
|
||||
formationOffset = CVector(-1.5f, 1.5f, 0.0f);
|
||||
formationOffset = CVector(-offset, offset, 0.0f);
|
||||
break;
|
||||
case FORMATION_FRONT_RIGHT:
|
||||
formationOffset = CVector(1.5f, 1.5f, 0.0f);
|
||||
formationOffset = CVector(offset, offset, 0.0f);
|
||||
break;
|
||||
case FORMATION_LEFT:
|
||||
formationOffset = CVector(-1.5f, 0.0f, 0.0f);
|
||||
formationOffset = CVector(-offset, 0.0f, 0.0f);
|
||||
break;
|
||||
case FORMATION_RIGHT:
|
||||
formationOffset = CVector(1.5f, 0.0f, 0.0f);
|
||||
formationOffset = CVector(offset, 0.0f, 0.0f);
|
||||
break;
|
||||
case FORMATION_FRONT:
|
||||
formationOffset = CVector(0.0f, 1.5f, 0.0f);
|
||||
formationOffset = CVector(0.0f, offset, 0.0f);
|
||||
break;
|
||||
default:
|
||||
formationOffset = CVector(0.0f, 0.0f, 0.0f);
|
||||
break;
|
||||
}
|
||||
return formationOffset + referencePed->GetPosition();
|
||||
return m_pedInObjective->GetMatrix() * formationOffset;
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
@ -9320,7 +9513,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
|
||||
CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
|
||||
}
|
||||
bIsStanding = false;
|
||||
damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed);
|
||||
damageDir = GetLocalDirection(-m_vecMoveSpeed);
|
||||
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
|
||||
vehColModel = vehModel->GetColModel();
|
||||
float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
|
||||
@ -17761,6 +17954,7 @@ CPed::SeekCar(void)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
{
|
||||
@ -17801,13 +17995,9 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
} else if (IsPedInControl()) {
|
||||
if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
|
||||
|| (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
|
||||
#ifndef VC_PED_PORTS
|
||||
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) {
|
||||
if (IsPlayer() || CGeneral::GetRandomNumber() & 3) {
|
||||
#else
|
||||
|
||||
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
|
||||
if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
|
||||
#endif
|
||||
AnimationId shotAnim;
|
||||
switch (direction) {
|
||||
case 1:
|
||||
@ -17835,22 +18025,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
|
||||
}
|
||||
} else {
|
||||
#ifndef VC_PED_PORTS
|
||||
switch (direction) {
|
||||
case 1:
|
||||
SetFall(500, ANIM_KO_SPIN_R, false);
|
||||
break;
|
||||
case 2:
|
||||
SetFall(500, ANIM_KO_SKID_BACK, false);
|
||||
break;
|
||||
case 3:
|
||||
SetFall(500, ANIM_KO_SPIN_L, false);
|
||||
break;
|
||||
default:
|
||||
SetFall(500, ANIM_KO_SHOT_STOM, false);
|
||||
break;
|
||||
}
|
||||
#else
|
||||
bool fall = true;
|
||||
AnimationId hitAnim;
|
||||
switch (direction) {
|
||||
@ -17893,7 +18067,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
hitAssoc->SetRun();
|
||||
hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
Say(SOUND_PED_DEFEND);
|
||||
} else {
|
||||
@ -17903,20 +18076,15 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
m_lastFightMove = FIGHTMOVE_HITONFLOOR;
|
||||
break;
|
||||
case HITLEVEL_LOW:
|
||||
#ifndef VC_PED_PORTS
|
||||
if (direction == 2) {
|
||||
CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
|
||||
return;
|
||||
}
|
||||
#else
|
||||
if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
|
||||
CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
|
||||
SetFall(1000, ANIM_KO_SKID_BACK, false);
|
||||
Say(SOUND_PED_DEFEND);
|
||||
return;
|
||||
} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
|
||||
CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false);
|
||||
SetFall(1000, ANIM_KO_SHOT_STOM, false);
|
||||
Say(SOUND_PED_DEFEND);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
m_lastFightMove = FIGHTMOVE_HITBODY;
|
||||
break;
|
||||
case HITLEVEL_HIGH:
|
||||
@ -17966,24 +18134,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
moveAssoc->SetCurrentTime(0.0f);
|
||||
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
||||
if (IsPlayer())
|
||||
moveAssoc->speed = 1.3f;
|
||||
moveAssoc->speed = 1.2f;
|
||||
|
||||
m_takeAStepAfterAttack = 0;
|
||||
m_fightButtonPressure = 0;
|
||||
} else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) {
|
||||
|
||||
} else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
|
||||
!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) {
|
||||
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
|
||||
moveAssoc->SetCurrentTime(0.0f);
|
||||
moveAssoc->speed = 1.3f;
|
||||
moveAssoc->speed = 1.2f;
|
||||
|
||||
} else {
|
||||
if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
|
||||
SetStoredState();
|
||||
|
||||
if (m_nWaitState != WAITSTATE_FALSE) {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
ClearWaitState();
|
||||
RestoreHeadingRate();
|
||||
}
|
||||
m_nPedState = PED_FIGHT;
|
||||
SetPedState(PED_FIGHT);
|
||||
m_fightButtonPressure = 0;
|
||||
m_lastHitState = 2;
|
||||
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
|
||||
CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
|
||||
if (walkStartAssoc) {
|
||||
@ -18000,13 +18172,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
}
|
||||
SetMoveState(PEDMOVE_NONE);
|
||||
m_nStoredMoveState = PEDMOVE_NONE;
|
||||
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
|
||||
CAnimBlendAssociation *fightIdleAssoc;
|
||||
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
if (GetFightIdleWithMeleeAnim(weaponInfo)) {
|
||||
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo));
|
||||
} else {
|
||||
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE);
|
||||
}
|
||||
} else {
|
||||
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE);
|
||||
}
|
||||
fightIdleAssoc->blendAmount = 1.0f;
|
||||
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
|
||||
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
||||
m_fightState = FIGHTSTATE_NO_MOVE;
|
||||
m_takeAStepAfterAttack = false;
|
||||
bIsAttacking = true;
|
||||
}
|
||||
|
||||
if (m_pedInObjective && m_pedInObjective->IsPlayer() && !IsPlayer())
|
||||
((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -594,6 +594,7 @@ public:
|
||||
CEntity *m_pPointGunAt;
|
||||
CVector m_vecHitLastPos;
|
||||
uint32 m_lastFightMove;
|
||||
uint32 m_lastHitState; // TODO(Miami): What's this?
|
||||
uint8 m_fightButtonPressure;
|
||||
FightState m_fightState;
|
||||
bool m_takeAStepAfterAttack;
|
||||
@ -756,7 +757,8 @@ public:
|
||||
void SetAttack(CEntity*);
|
||||
void StartFightAttack(uint8);
|
||||
void SetWaitState(eWaitState, void*);
|
||||
bool FightStrike(CVector&);
|
||||
bool FightStrike(CVector&, bool);
|
||||
void FightHitPed(CPed*, CVector&, CVector&, int16);
|
||||
int GetLocalDirection(const CVector2D &);
|
||||
void StartFightDefend(uint8, uint8, uint8);
|
||||
void PlayHitSound(CPed*);
|
||||
@ -1020,6 +1022,13 @@ public:
|
||||
else
|
||||
return (AnimationId)0;
|
||||
}
|
||||
|
||||
static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
|
||||
if (!!weapon->m_bFightMode)
|
||||
return ANIM_MELEE_IDLE_FIGHTMODE;
|
||||
else
|
||||
return (AnimationId)0;
|
||||
}
|
||||
// --
|
||||
|
||||
// My additions, because there were many, many instances of that.
|
||||
|
@ -81,7 +81,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
|
||||
for (int i = 0; i < 6; i++) {
|
||||
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_pPedAtSafePos[i] = nil;
|
||||
m_pCheckPlayers[i] = nil;
|
||||
m_pMeleeList[i] = nil;
|
||||
}
|
||||
m_nCheckPlayersIndex = 0;
|
||||
m_nPadUpPressedInMilliseconds = 0;
|
||||
@ -1711,6 +1711,18 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::RemovePedFromMeleeList(CPed *ped)
|
||||
{
|
||||
int i = 0;
|
||||
for (; m_pMeleeList[i] != ped; i++) {
|
||||
if (i >= ARRAY_SIZE(m_pMeleeList))
|
||||
return;
|
||||
}
|
||||
m_pMeleeList[i] = nil;
|
||||
ped->m_attackTimer = 0;
|
||||
}
|
||||
|
||||
#ifdef COMPATIBLE_SAVES
|
||||
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
|
||||
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
|
||||
|
@ -34,7 +34,7 @@ public:
|
||||
bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
|
||||
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
|
||||
CPed *m_pPedAtSafePos[6];
|
||||
CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
|
||||
CPlayerPed* m_pMeleeList[6];
|
||||
char unused1;
|
||||
int16 m_nCheckPlayersIndex;
|
||||
float m_fWalkAngle; //angle between heading and walking direction
|
||||
@ -84,6 +84,7 @@ public:
|
||||
void PlayerControlZelda(CPad*);
|
||||
bool DoesPlayerWantNewWeapon(eWeaponType, bool);
|
||||
void PlayIdleAnimations(CPad*);
|
||||
void RemovePedFromMeleeList(CPed*);
|
||||
|
||||
static void SetupPlayerPed(int32);
|
||||
static void DeactivatePlayerPed(int32);
|
||||
|
@ -411,13 +411,13 @@ CBike::ProcessControl(void)
|
||||
fDx = fDAxisXExtra;
|
||||
if(!(m_aWheelTimer[BIKESUSP_R1] == 0.0f && m_aWheelTimer[BIKESUSP_R2] == 0.0f) &&
|
||||
GetForward().z > 0.0f)
|
||||
res.x -= Max(0.25f*Abs(pBikeHandling->fWheelieAng-GetForward().z), 0.07f);
|
||||
res.x -= Min(0.25f*Abs(pBikeHandling->fWheelieAng-GetForward().z), 0.07f);
|
||||
else
|
||||
res.x = fInAirXRes;
|
||||
}else if(m_aWheelTimer[BIKESUSP_R1] == 0.0f && m_aWheelTimer[BIKESUSP_R2] == 0.0f){
|
||||
fDx = fDAxisXExtra;
|
||||
if(GetForward().z < 0.0f)
|
||||
res.x *= Max(0.3f*Abs(pBikeHandling->fStoppieAng-GetForward().z), 0.1f) + 0.9f;
|
||||
res.x *= Min(0.3f*Abs(pBikeHandling->fStoppieAng-GetForward().z), 0.1f) + 0.9f;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1014,7 +1014,7 @@ CBike::ProcessControl(void)
|
||||
m_vecAvgSurfaceRight.Normalise();
|
||||
float lean;
|
||||
if(m_nWheelsOnGround == 0)
|
||||
lean = -m_fSteerAngle/DEGTORAD(pHandling->fSteeringLock)*0.5f*GRAVITY*CTimer::GetTimeStep();
|
||||
lean = -(m_fSteerAngle/DEGTORAD(pHandling->fSteeringLock))*0.5f*GRAVITY*CTimer::GetTimeStep();
|
||||
else
|
||||
lean = DotProduct(m_vecMoveSpeed-initialMoveSpeed, m_vecAvgSurfaceRight);
|
||||
lean /= GRAVITY*Max(CTimer::GetTimeStep(), 0.01f);
|
||||
|
@ -603,18 +603,12 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
newDir.z = 0.01f;
|
||||
CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir);
|
||||
|
||||
// TODO(Miami): New particle
|
||||
/*
|
||||
v116.z = 0.0;
|
||||
v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
|
||||
v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
|
||||
v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
|
||||
v115.z = 1.0;
|
||||
v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
|
||||
CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
|
||||
CVector dropDir(CGeneral::GetRandomNumberInRange(-0.15f, 0.15f), CGeneral::GetRandomNumberInRange(0.1f, 0.35f), 0.f);
|
||||
CVector dropPos(CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f)),
|
||||
CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f)), 1.f);
|
||||
CParticle::AddParticle(PARTICLE_BLOODDROP, dropPos, dropDir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
|
||||
CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0);
|
||||
|
||||
*/
|
||||
}
|
||||
if (info->m_AnimToPlay == ASSOCGRP_KNIFE)
|
||||
{
|
||||
@ -705,8 +699,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
{
|
||||
nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
|
||||
|
||||
// TODO(Miami): Particle not in III
|
||||
// CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
|
||||
CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -783,8 +776,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
// TODO(Miami): Particle not in III
|
||||
//CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
|
||||
CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
|
||||
|
||||
if (!damageEntityRegistered)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user