mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-27 18:21:49 +01:00
2402 lines
70 KiB
C++
2402 lines
70 KiB
C++
#include "common.h"
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#include "Weapon.h"
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#include "AnimBlendAssociation.h"
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#include "AudioManager.h"
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#include "BulletInfo.h"
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#include "Camera.h"
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#include "Coronas.h"
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#include "DMAudio.h"
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#include "Explosion.h"
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#include "General.h"
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#include "Glass.h"
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#include "Heli.h"
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#include "ModelIndices.h"
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#include "Object.h"
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#include "Pad.h"
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#include "Particle.h"
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#include "Ped.h"
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#include "PointLights.h"
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#include "Pools.h"
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#include "ProjectileInfo.h"
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#include "RpAnimBlend.h"
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#include "ShotInfo.h"
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#include "SpecialFX.h"
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#include "Stats.h"
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#include "TempColModels.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "WaterLevel.h"
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#include "WeaponInfo.h"
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#include "World.h"
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// TODO(Miami)
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#define AUDIO_NOT_READY
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uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
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{
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0, // UNARMED
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0, // BASEBALLBAT
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0, // GRENADE
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0, // DETONATEGRENADE
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0, // MOLOTOV
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0, // ROCKET
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250, // COLT45
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650, // SHOTGUN
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400, // TEC9
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400, // UZIhec
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400, // SILENCED_INGRAM
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400, // MP5
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300, // M16
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300, // AK47
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423, // SNIPERRIFLE
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400, // ROCKETLAUNCHER
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0, // FLAMETHROWER
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0, // DETONATOR
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0 // HELICANNON
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};
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CWeaponInfo *
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CWeapon::GetInfo()
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{
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CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
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ASSERT(info!=nil);
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return info;
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}
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void
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CWeapon::InitialiseWeapons(void)
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{
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CWeaponInfo::Initialise();
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CShotInfo::Initialise();
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CExplosion::Initialise();
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CProjectileInfo::Initialise();
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CBulletInfo::Initialise();
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}
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void
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CWeapon::ShutdownWeapons(void)
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{
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CWeaponInfo::Shutdown();
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CShotInfo::Shutdown();
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CExplosion::Shutdown();
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CProjectileInfo::Shutdown();
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CBulletInfo::Shutdown();
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}
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void
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CWeapon::UpdateWeapons(void)
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{
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CShotInfo::Update();
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CExplosion::Update();
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CProjectileInfo::Update();
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CBulletInfo::Update();
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}
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// --MIAMI: Done
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void
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CWeapon::Initialise(eWeaponType type, int32 ammo)
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{
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m_eWeaponType = type;
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m_eWeaponState = WEAPONSTATE_READY;
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m_nAmmoTotal = Min(ammo, 99999);
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m_nAmmoInClip = 0;
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Reload();
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m_nTimer = 0;
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int modelId = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModelId;
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if (modelId != -1)
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CModelInfo::GetModelInfo(modelId)->AddRef();
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int model2Id = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModel2Id;
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if (model2Id != -1)
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CModelInfo::GetModelInfo(model2Id)->AddRef();
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}
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// --MIAMI: Done
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void
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CWeapon::Shutdown()
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{
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int modelId = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModelId;
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if (modelId != -1)
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CModelInfo::GetModelInfo(modelId)->RemoveRef();
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int model2Id = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModel2Id;
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if (model2Id != -1)
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CModelInfo::GetModelInfo(model2Id)->RemoveRef();
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m_eWeaponType = WEAPONTYPE_UNARMED;
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m_eWeaponState = WEAPONSTATE_READY;
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m_nAmmoInClip = 0;
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m_nAmmoTotal = 0;
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m_nTimer = 0;
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}
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bool
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CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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{
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ASSERT(shooter!=nil);
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CVector fireOffset(0.0f, 0.0f, 0.6f);
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CVector *source = fireSource;
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if (!fireSource) {
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static CVector tmp;
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tmp = shooter->GetMatrix() * fireOffset;
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source = &tmp;
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}
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if ( m_bAddRotOffset )
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{
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float heading = RADTODEG(shooter->GetForward().Heading());
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float angle = DEGTORAD(heading);
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(*source).x += -Sin(angle) * 0.15f;
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(*source).y += Cos(angle) * 0.15f;
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}
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if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
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return false;
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bool fired;
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if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
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{
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if ( m_nAmmoInClip <= 0 )
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return false;
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switch ( m_eWeaponType )
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{
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case WEAPONTYPE_SHOTGUN:
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{
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fired = FireShotgun(shooter, source);
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break;
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}
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case WEAPONTYPE_COLT45:
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case WEAPONTYPE_UZI:
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case WEAPONTYPE_TEC9:
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case WEAPONTYPE_SILENCED_INGRAM:
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case WEAPONTYPE_MP5:
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_M16:
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case WEAPONTYPE_HELICANNON:
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{
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if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
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&& shooter == FindPlayerPed())
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{
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fired = FireM16_1stPerson(shooter);
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}
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else
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fired = FireInstantHit(shooter, source);
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break;
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}
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case WEAPONTYPE_SNIPERRIFLE:
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{
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fired = FireSniper(shooter);
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break;
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}
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case WEAPONTYPE_ROCKETLAUNCHER:
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{
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if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
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{
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float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
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if ( distToTarget > 8.0f || ((CPed*)shooter)->IsPlayer() )
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fired = FireProjectile(shooter, source, 0.0f);
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else
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fired = false;
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}
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else
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fired = FireProjectile(shooter, source, 0.0f);
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break;
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}
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case WEAPONTYPE_MOLOTOV:
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case WEAPONTYPE_GRENADE:
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case WEAPONTYPE_DETONATOR_GRENADE:
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{
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if ( shooter == FindPlayerPed() )
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{
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fired = FireProjectile(shooter, source, ((CPlayerPed*)shooter)->m_fAttackButtonCounter*0.0375f);
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if ( m_eWeaponType == WEAPONTYPE_GRENADE )
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CStats::KgsOfExplosivesUsed++;
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}
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else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
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{
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float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
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float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
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fired = FireProjectile(shooter, source, power);
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}
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else
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fired = FireProjectile(shooter, source, 0.3f);
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if (m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) {
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((CPed*)shooter)->GiveWeapon(WEAPONTYPE_DETONATOR, 1, true);
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((CPed*)shooter)->GetWeapon(((CPed*)shooter)->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_eWeaponState = WEAPONSTATE_READY;
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((CPed*)shooter)->SetCurrentWeapon(WEAPONTYPE_DETONATOR);
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}
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break;
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}
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case WEAPONTYPE_FLAMETHROWER:
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{
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fired = FireAreaEffect(shooter, source);
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break;
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}
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case WEAPONTYPE_DETONATOR:
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{
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CWorld::UseDetonator(shooter);
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m_nAmmoTotal = 1;
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m_nAmmoInClip = m_nAmmoTotal;
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fired = true;
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break;
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}
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default:
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{
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debug("Unknown weapon type, Weapon.cpp");
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break;
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}
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}
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if ( fired )
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{
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bool isPlayer = false;
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if ( shooter->IsPed() )
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{
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CPed *shooterPed = (CPed*)shooter;
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shooterPed->bIsShooting = true;
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if ( shooterPed->IsPlayer() )
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isPlayer = true;
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DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
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}
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if ( m_nAmmoInClip > 0 )
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m_nAmmoInClip--;
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if ( m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) && (!isPlayer || CStats::GetPercentageProgress() < 100.0f || m_eWeaponType == WEAPONTYPE_DETONATOR))
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m_nAmmoTotal--;
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if ( m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER )
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DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f);
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m_eWeaponState = WEAPONSTATE_FIRING;
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}
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if ( m_nAmmoInClip == 0 )
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{
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if ( m_nAmmoTotal == 0 )
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return true;
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m_eWeaponState = WEAPONSTATE_RELOADING;
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m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
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if ( shooter == FindPlayerPed() )
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{
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if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload )
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m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
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}
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return true;
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}
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m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
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if ( shooter == FindPlayerPed() )
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CStats::RoundsFiredByPlayer++;
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}
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else
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{
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if ( m_eWeaponState != WEAPONSTATE_FIRING )
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{
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m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
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m_eWeaponState = WEAPONSTATE_FIRING;
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}
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FireMelee(shooter, *source);
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}
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if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
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return true;
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else
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return fired;
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}
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bool
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CWeapon::FireFromCar(CVehicle *shooter, bool left)
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{
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ASSERT(shooter!=nil);
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if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
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return false;
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if ( m_nAmmoInClip <= 0 )
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return false;
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if ( FireInstantHitFromCar(shooter, left) )
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{
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DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
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if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
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if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--;
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m_eWeaponState = WEAPONSTATE_FIRING;
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if ( m_nAmmoInClip == 0 )
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{
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if ( m_nAmmoTotal == 0 )
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return true;
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m_eWeaponState = WEAPONSTATE_RELOADING;
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m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
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return true;
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}
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m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
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if ( shooter == FindPlayerVehicle() )
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CStats::RoundsFiredByPlayer++;
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}
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return true;
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}
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// --MIAMI: Just a few lines is done
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bool
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CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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{
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ASSERT(shooter!=nil);
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CWeaponInfo *info = GetInfo();
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bool anim2Playing = RpAnimBlendClumpGetAssociation(shooter->GetClump(), CPed::GetFireAnimGround(info, false));
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ASSERT(shooter->IsPed());
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CPed *shooterPed = (CPed*)shooter;
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for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ )
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{
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CPed *victimPed = shooterPed->m_nearPeds[i];
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ASSERT(victimPed!=nil);
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if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget)
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&& victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) )
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{
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bool collided = false;
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// TODO(Miami)
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if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED /*|| m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES*/
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|| info->m_bFightMode))
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continue;
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float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
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if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
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{
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CVector victimPedPos = victimPed->GetPosition();
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if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
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{
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CVector collisionDist;
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CColModel* victimPedCol = &CTempColModels::ms_colModelPed1;
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bool useLocalPos = false;
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if (victimPed->m_nPedState == PED_FALL
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|| victimPed->m_nPedState == PED_DIE && victimPed->bIsPedDieAnimPlaying
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|| victimPed->m_nWaitState == WAITSTATE_SIT_IDLE
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|| victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE)
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{
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useLocalPos = true;
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victimPedCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(victimPed->GetModelIndex()))->AnimatePedColModelSkinnedWorld(victimPed->GetClump());
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} else if (victimPed->DyingOrDead()) {
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victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
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}
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int32 s = 0;
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while ( s < victimPedCol->numSpheres )
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{
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CColSphere *sphere = &victimPedCol->spheres[s];
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if (useLocalPos) {
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collisionDist = sphere->center - (*fireSource);
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} else {
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collisionDist = victimPedPos + sphere->center - (*fireSource);
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}
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if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
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{
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collided = true;
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break;
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}
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s++;
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}
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if ( !(victimPed->IsPlayer() && victimPed->GetPedState() == PED_GETUP) )
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{
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if ( collided )
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{
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float victimPedHealth = victimPed->m_fHealth;
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CVector bloodPos = fireSource + (collisionDist*0.7f);
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CVector2D posOffset(shooterPed->GetPosition().x-victimPedPos.x, shooterPed->GetPosition().y-victimPedPos.y);
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int32 localDir = victimPed->GetLocalDirection(posOffset);
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bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
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if ( !victimPed->DyingOrDead() )
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victimPed->ReactToAttack(shooterPed);
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uint8 hitLevel = HITLEVEL_HIGH;
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if ( isBat && victimPed->OnGround() )
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hitLevel = HITLEVEL_GROUND;
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victimPed->StartFightDefend(localDir, hitLevel, 10);
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if ( !victimPed->DyingOrDead() )
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{
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if ( shooterPed->IsPlayer() && isBat && anim2Playing )
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victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir);
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else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive )
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victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir);
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else
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{
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if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair
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victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir);
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else
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victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir);
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}
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}
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if ( CGame::nastyGame )
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{
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if ( victimPed->GetIsOnScreen() )
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{
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CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
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CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
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CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
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CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
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if ( isBat )
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{
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dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
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dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
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CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
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dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
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|
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
|
|
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !victimPed->OnGround() )
|
|
{
|
|
if ( victimPed->m_fHealth > 0.0f
|
|
&& (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) )
|
|
{
|
|
posOffset.Normalise();
|
|
victimPed->bIsStanding = false;
|
|
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
|
|
|
|
if ( isBat && victimPed->IsPlayer() )
|
|
victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
|
else
|
|
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
|
|
|
shooterPed->m_pSeekTarget = victimPed;
|
|
shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget);
|
|
}
|
|
}
|
|
else if (victimPed->Dying() && !anim2Playing)
|
|
{
|
|
posOffset.Normalise();
|
|
victimPed->bIsStanding = false;
|
|
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
|
|
}
|
|
|
|
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
|
|
|
|
if ( victimPed->m_nPedType == PEDTYPE_COP )
|
|
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
|
|
else
|
|
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(fireSource!=nil);
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
CVector source, target;
|
|
CColPoint point;
|
|
CEntity *victim = nil;
|
|
|
|
float heading = RADTODEG(shooter->GetForward().Heading());
|
|
float angle = DEGTORAD(heading);
|
|
|
|
CVector2D ahead(-Sin(angle), Cos(angle));
|
|
ahead.Normalise();
|
|
|
|
CVector vel = ((CPed *)shooter)->m_vecMoveSpeed;
|
|
int32 shooterMoving = false;
|
|
if ( Abs(vel.x) > 0.0f && Abs(vel.y) > 0.0f )
|
|
shooterMoving = true;
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
{
|
|
static float prev_heading = 0.0f;
|
|
prev_heading = ((CPed*)shooter)->m_fRotationCur;
|
|
}
|
|
|
|
if ( shooter->IsPed() && ((CPed *)shooter)->m_pPointGunAt )
|
|
{
|
|
CPed *shooterPed = (CPed *)shooter;
|
|
if ( shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY )
|
|
{
|
|
int32 accuracy = shooterPed->m_wepAccuracy;
|
|
int32 inaccuracy = 100-accuracy;
|
|
|
|
if ( accuracy != 100 )
|
|
FindPlayerPed(); //what ?
|
|
|
|
CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
|
|
if ( threatAttack->IsPed() )
|
|
{
|
|
threatAttack->m_pedIK.GetComponentPosition(target, PED_MID);
|
|
threatAttack->ReactToPointGun(shooter);
|
|
}
|
|
else
|
|
target = threatAttack->GetPosition();
|
|
|
|
target -= *fireSource;
|
|
target *= info->m_fRange / target.Magnitude();
|
|
target += *fireSource;
|
|
|
|
if ( inaccuracy != 0 )
|
|
{
|
|
target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
|
|
target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
|
|
target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
|
|
}
|
|
|
|
CWorld::bIncludeDeadPeds = true;
|
|
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
CWorld::bIncludeDeadPeds = false;
|
|
}
|
|
else
|
|
{
|
|
target.x = info->m_fRange;
|
|
target.y = 0.0f;
|
|
target.z = 0.0f;
|
|
|
|
shooterPed->TransformToNode(target, PED_HANDR);
|
|
|
|
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
}
|
|
}
|
|
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
|
|
{
|
|
CVector src, trgt;
|
|
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
|
|
|
|
CWorld::bIncludeDeadPeds = true;
|
|
ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
CWorld::bIncludeDeadPeds = false;
|
|
|
|
int32 rotSpeed = 1;
|
|
if ( m_eWeaponType == WEAPONTYPE_M16 )
|
|
rotSpeed = 4;
|
|
|
|
CVector bulletPos;
|
|
if ( CHeli::TestBulletCollision(&src, &trgt, &bulletPos, 4) )
|
|
{
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float shooterHeading = RADTODEG(shooter->GetForward().Heading());
|
|
float shooterAngle = DEGTORAD(shooterHeading);
|
|
|
|
CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
|
|
rotOffset.Normalise();
|
|
|
|
target = *fireSource;
|
|
target.x += rotOffset.x * info->m_fRange;
|
|
target.y += rotOffset.y * info->m_fRange;
|
|
|
|
if ( shooter->IsPed() )
|
|
DoDoomAiming(shooter, fireSource, &target);
|
|
|
|
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
|
|
int32 rotSpeed = 1;
|
|
if ( m_eWeaponType == WEAPONTYPE_M16 )
|
|
rotSpeed = 4;
|
|
|
|
CVector bulletPos;
|
|
if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
|
|
{
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
|
|
}
|
|
}
|
|
|
|
if ( victim && shooter->IsPed() && victim == ((CPed*)shooter)->m_leader )
|
|
return false;
|
|
|
|
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed *)shooter, 1000);
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
{
|
|
CStats::InstantHitsFiredByPlayer++;
|
|
if ( !(CTimer::GetFrameCounter() & 3) )
|
|
MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
|
|
}
|
|
|
|
switch ( m_eWeaponType )
|
|
{
|
|
case WEAPONTYPE_M16:
|
|
case WEAPONTYPE_AK47:
|
|
// case WEAPONTYPE_M60:
|
|
// case WEAPONTYPE_MINIGUN:
|
|
case WEAPONTYPE_HELICANNON:
|
|
{
|
|
static uint8 counter = 0;
|
|
|
|
if ( info->m_nFiringRate >= 50 && !(++counter & 1) )
|
|
{
|
|
CPointLights::AddLight(CPointLights::LIGHT_POINT,
|
|
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
|
|
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
|
|
|
|
CVector gunflashPos = *fireSource;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
|
|
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
|
|
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
|
|
|
|
gunflashPos = *fireSource;
|
|
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
|
|
gunflashPos.z += 0.04f;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
|
|
gunflashPos.z += 0.04f;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
gunflashPos.z += 0.03f;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
|
|
gunflashPos = *fireSource;
|
|
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
|
|
gunflashPos.z -= 0.04f;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
|
|
gunflashPos.z -= 0.04f;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
gunflashPos.z -= 0.03f;
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
|
|
CVector offset = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
|
|
offset.Normalise2D();
|
|
|
|
gunflashPos = *fireSource;
|
|
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
|
|
gunflashPos += CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
|
|
gunflashPos += CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
|
|
gunflashPos += CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
|
|
gunflashPos = *fireSource;
|
|
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
|
|
gunflashPos -= CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
|
|
gunflashPos -= CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
|
|
gunflashPos -= CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
|
|
CVector gunsmokePos = *fireSource;
|
|
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
|
|
|
|
CVector gunshellPos = *fireSource;
|
|
gunshellPos -= CVector(0.65f*ahead.x, 0.65f*ahead.y, 0.0f);
|
|
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
|
|
dir.Normalise2D();
|
|
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.02f);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case WEAPONTYPE_UZI:
|
|
case WEAPONTYPE_TEC9:
|
|
case WEAPONTYPE_SILENCED_INGRAM:
|
|
case WEAPONTYPE_MP5:
|
|
{
|
|
CPointLights::AddLight(CPointLights::LIGHT_POINT,
|
|
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
|
|
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
|
|
|
|
CVector gunflashPos = *fireSource;
|
|
|
|
if ( shooterMoving )
|
|
gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
|
|
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.07f);
|
|
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.05f);
|
|
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
|
|
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
|
|
gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
|
|
gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
gunflashPos += CVector(0.02f*ahead.x, 0.02f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.01f);
|
|
|
|
CVector gunsmokePos = *fireSource;
|
|
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
|
|
|
|
CVector gunshellPos = *fireSource;
|
|
gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
|
|
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
|
|
dir.Normalise2D();
|
|
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
|
|
|
|
break;
|
|
}
|
|
|
|
case WEAPONTYPE_COLT45:
|
|
{
|
|
CPointLights::AddLight(CPointLights::LIGHT_POINT,
|
|
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
|
|
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
|
|
|
|
CVector gunflashPos = *fireSource;
|
|
|
|
if ( shooterMoving )
|
|
gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
|
|
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
|
|
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
|
|
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
|
|
|
|
CVector gunsmokePos = *fireSource;
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), nil, 0.005f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), nil, 0.015f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), nil, 0.025f);
|
|
|
|
CVector gunshellPos = *fireSource;
|
|
gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
|
|
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
|
|
dir.Normalise2D();
|
|
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
|
|
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
|
|
DoBulletImpact(shooter, victim, fireSource, &target, &point, ahead);
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &direction, float size)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
|
|
if ( shooter == nil)
|
|
return;
|
|
|
|
CVector dir(direction.x*0.05f, direction.y*0.05f, CGeneral::GetRandomNumberInRange(0.02f, 0.08f));
|
|
|
|
static CVector prevEntityPosition(0.0f, 0.0f, 0.0f);
|
|
CVector entityPosition = shooter->GetPosition();
|
|
|
|
CVector diff = entityPosition - prevEntityPosition;
|
|
|
|
if ( Abs(diff.x)+Abs(diff.y)+Abs(diff.z) > 1.5f )
|
|
{
|
|
prevEntityPosition = entityPosition;
|
|
|
|
CParticle::AddParticle(PARTICLE_GUNSHELL_FIRST,
|
|
source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
|
|
}
|
|
else
|
|
{
|
|
CParticle::AddParticle(PARTICLE_GUNSHELL,
|
|
source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
|
|
}
|
|
}
|
|
|
|
void
|
|
CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
|
CVector *source, CVector *target, CColPoint *point, CVector2D ahead)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(source!=nil);
|
|
ASSERT(target!=nil);
|
|
ASSERT(point!=nil);
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
if ( victim )
|
|
{
|
|
CGlass::WasGlassHitByBullet(victim, point->point);
|
|
|
|
CVector traceTarget = point->point;
|
|
CBulletTraces::AddTrace(source, &traceTarget);
|
|
|
|
if ( shooter != nil )
|
|
{
|
|
if ( shooter == FindPlayerPed() )
|
|
{
|
|
if ( victim->IsPed() || victim->IsVehicle() )
|
|
CStats::InstantHitsHitByPlayer++;
|
|
}
|
|
}
|
|
|
|
if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 )
|
|
{
|
|
CPed *victimPed = (CPed *)victim;
|
|
if ( !victimPed->OnGround() && victim != shooter )
|
|
{
|
|
if ( victimPed->DoesLOSBulletHitPed(*point) )
|
|
{
|
|
CVector pos = victimPed->GetPosition();
|
|
|
|
CVector2D posOffset(source->x-pos.x, source->y-pos.y);
|
|
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
|
|
|
victimPed->ReactToAttack(shooter);
|
|
|
|
if ( !victimPed->IsPedInControl() || victimPed->bIsDucking )
|
|
{
|
|
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
|
}
|
|
else
|
|
{
|
|
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
|
|
{
|
|
posOffset.Normalise();
|
|
victimPed->bIsStanding = false;
|
|
|
|
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
|
|
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
|
|
|
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
|
}
|
|
else
|
|
{
|
|
if ( victimPed->IsPlayer() )
|
|
{
|
|
CPlayerPed *victimPlayer = (CPlayerPed *)victimPed;
|
|
if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() )
|
|
{
|
|
victimPed->ClearAttackByRemovingAnim();
|
|
|
|
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
|
|
ASSERT(asoc!=nil);
|
|
|
|
asoc->blendAmount = 0.0f;
|
|
asoc->blendDelta = 8.0f;
|
|
|
|
if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 )
|
|
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
|
else
|
|
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
victimPed->ClearAttackByRemovingAnim();
|
|
|
|
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
|
|
ASSERT(asoc!=nil);
|
|
|
|
asoc->blendAmount = 0.0f;
|
|
asoc->blendDelta = 8.0f;
|
|
}
|
|
|
|
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
|
|
}
|
|
}
|
|
|
|
if ( victimPed->m_nPedType == PEDTYPE_COP )
|
|
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
|
else
|
|
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
|
|
|
if ( CGame::nastyGame )
|
|
{
|
|
uint8 bloodAmount = 8;
|
|
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
|
|
bloodAmount = 32;
|
|
|
|
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
|
|
dir.z = 0.01f;
|
|
|
|
if ( victimPed->GetIsOnScreen() )
|
|
{
|
|
for ( uint8 i = 0; i < bloodAmount; i++ )
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( CGame::nastyGame )
|
|
{
|
|
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
|
|
dir.z = 0.01f;
|
|
|
|
if ( victim->GetIsOnScreen() )
|
|
{
|
|
for ( int32 i = 0; i < 8; i++ )
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point + CVector(0.0f, 0.0f, 0.15f), dir);
|
|
}
|
|
|
|
if ( victimPed->Dead() )
|
|
{
|
|
CAnimBlendAssociation *asoc;
|
|
if ( RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL) )
|
|
asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
|
|
else
|
|
asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
|
|
|
|
if ( asoc )
|
|
{
|
|
asoc->SetCurrentTime(0.0f);
|
|
asoc->flags |= ASSOC_RUNNING;
|
|
asoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( victim->GetType() )
|
|
{
|
|
case ENTITY_TYPE_BUILDING:
|
|
{
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
|
|
|
|
#ifndef FIX_BUGS
|
|
CVector dist = point->point - (*source);
|
|
CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
|
|
CVector smokePos = *source + offset;
|
|
#else
|
|
CVector smokePos = point->point;
|
|
#endif // !FIX_BUGS
|
|
|
|
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
|
|
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
|
|
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
|
|
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
|
|
|
|
#ifndef FIX_BUGS
|
|
CVector dist = point->point - (*source);
|
|
CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
|
|
CVector smokePos = *source + offset;
|
|
#else
|
|
CVector smokePos = point->point;
|
|
#endif // !FIX_BUGS
|
|
|
|
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
|
|
|
|
if ( shooter->IsPed() )
|
|
{
|
|
CPed *shooterPed = (CPed *)shooter;
|
|
|
|
if ( shooterPed->bNotAllowedToDuck )
|
|
{
|
|
if ( shooterPed->bKindaStayInSamePlace && victim != shooterPed->m_pPointGunAt )
|
|
{
|
|
shooterPed->bKindaStayInSamePlace = false;
|
|
shooterPed->m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + 15000;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
for ( int32 i = 0; i < 8; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
|
|
|
|
CObject *victimObject = (CObject *)victim;
|
|
|
|
if ( !victimObject->bInfiniteMass )
|
|
{
|
|
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
|
|
{
|
|
victimObject->bIsStatic = false;
|
|
victimObject->AddToMovingList();
|
|
}
|
|
|
|
if ( !victimObject->IsStatic())
|
|
{
|
|
CVector moveForce = point->normal*-4.0f;
|
|
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
switch ( victim->GetType() )
|
|
{
|
|
case ENTITY_TYPE_BUILDING:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point->point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_PED:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
|
|
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point->point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_DUMMY:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point->point);
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
else
|
|
CBulletTraces::AddTrace(source, target);
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
|
|
|
|
BlowUpExplosiveThings(victim);
|
|
}
|
|
|
|
bool
|
|
CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(fireSource!=nil);
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
float heading = RADTODEG(shooter->GetForward().Heading());
|
|
float angle = DEGTORAD(heading);
|
|
|
|
CVector2D rotOffset(-Sin(angle), Cos(angle));
|
|
rotOffset.Normalise();
|
|
|
|
CVector gunflashPos = *fireSource;
|
|
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
|
|
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.15f);
|
|
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
|
|
|
|
CVector gunsmokePos = *fireSource;
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), nil, 0.1f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), nil, 0.1f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), nil, 0.1f);
|
|
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), nil, 0.1f);
|
|
|
|
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed*)shooter, 1000);
|
|
|
|
CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0, 0.0, 0.0), 5.0f,
|
|
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
|
|
|
|
float shooterAngle;
|
|
|
|
if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != nil )
|
|
{
|
|
CEntity *threatAttack = ((CPed*)shooter)->m_pPointGunAt;
|
|
shooterAngle = CGeneral::GetAngleBetweenPoints(threatAttack->GetPosition().x, threatAttack->GetPosition().y,
|
|
(*fireSource).x, (*fireSource).y);
|
|
}
|
|
else
|
|
shooterAngle = RADTODEG(shooter->GetForward().Heading());
|
|
|
|
|
|
for ( int32 i = 0; i < 5; i++ ) // five shoots at once
|
|
{
|
|
float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
|
|
CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
|
|
|
|
CVector source, target;
|
|
CColPoint point;
|
|
CEntity *victim;
|
|
|
|
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
|
|
{
|
|
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
|
|
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
|
|
|
|
float f = float(i - 2) * (DEGTORAD(7.5f) / 2);
|
|
target = f * Left + target - source;
|
|
target *= info->m_fRange;
|
|
target += source;
|
|
|
|
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
}
|
|
else
|
|
{
|
|
target = *fireSource;
|
|
target.x += shootRot.x * info->m_fRange;
|
|
target.y += shootRot.y * info->m_fRange;
|
|
|
|
if ( shooter->IsPed() )
|
|
{
|
|
CPed *shooterPed = (CPed *)shooter;
|
|
|
|
if ( shooterPed->m_pPointGunAt == nil )
|
|
DoDoomAiming(shooter, fireSource, &target);
|
|
else
|
|
{
|
|
float distToTarget = (shooterPed->m_pPointGunAt->GetPosition() - (*fireSource)).Magnitude2D();
|
|
target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z);
|
|
}
|
|
}
|
|
|
|
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
}
|
|
|
|
if ( victim )
|
|
{
|
|
CGlass::WasGlassHitByBullet(victim, point.point);
|
|
|
|
CBulletTraces::AddTrace(fireSource, &point.point);
|
|
|
|
if ( victim->IsPed() )
|
|
{
|
|
CPed *victimPed = (CPed *)victim;
|
|
if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) )
|
|
{
|
|
bool cantStandup = true;
|
|
|
|
CVector pos = victimPed->GetPosition();
|
|
|
|
CVector2D posOffset((*fireSource).x-pos.x, (*fireSource).y-pos.y);
|
|
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
|
|
|
victimPed->ReactToAttack(FindPlayerPed());
|
|
|
|
posOffset.Normalise();
|
|
|
|
if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) )
|
|
cantStandup = false;
|
|
|
|
if ( victimPed->bIsStanding && cantStandup )
|
|
{
|
|
victimPed->bIsStanding = false;
|
|
|
|
victimPed->ApplyMoveForce(posOffset.x*-6.0f, posOffset.y*-6.0f, 5.0f);
|
|
}
|
|
else
|
|
victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f);
|
|
|
|
if ( cantStandup )
|
|
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
|
|
|
|
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
|
|
|
|
if ( victimPed->m_nPedType == PEDTYPE_COP )
|
|
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
|
else
|
|
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
|
|
|
|
if ( CGame::nastyGame )
|
|
{
|
|
uint8 bloodAmount = 8;
|
|
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN )
|
|
bloodAmount = 32;
|
|
|
|
CVector dir = (point.point - victim->GetPosition()) * 0.01f;
|
|
dir.z = 0.01f;
|
|
|
|
if ( victimPed->GetIsOnScreen() )
|
|
{
|
|
for ( uint8 i = 0; i < bloodAmount; i++ )
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point, dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( victim->GetType() )
|
|
{
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
|
|
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
|
|
|
|
#ifndef FIX_BUGS
|
|
CVector dist = point.point - (*fireSource);
|
|
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
|
|
CVector smokePos = *fireSource + offset;
|
|
#else
|
|
CVector smokePos = point.point;
|
|
#endif
|
|
|
|
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
|
|
|
|
break;
|
|
}
|
|
|
|
case ENTITY_TYPE_BUILDING:
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
|
|
|
|
#ifndef FIX_BUGS
|
|
CVector dist = point.point - (*fireSource);
|
|
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
|
|
CVector smokePos = *fireSource + offset;
|
|
#else
|
|
CVector smokePos = point.point;
|
|
#endif
|
|
|
|
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
|
|
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
|
|
|
|
if ( victim->IsObject() )
|
|
{
|
|
CObject *victimObject = (CObject *)victim;
|
|
|
|
if ( !victimObject->bInfiniteMass )
|
|
{
|
|
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
|
|
{
|
|
victimObject->bIsStatic = false;
|
|
victimObject->AddToMovingList();
|
|
}
|
|
|
|
if ( !victimObject->IsStatic())
|
|
{
|
|
CVector moveForce = point.normal*-5.0f;
|
|
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
switch ( victim->GetType() )
|
|
{
|
|
case ENTITY_TYPE_BUILDING:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_PED:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
|
|
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_DUMMY:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CVector traceTarget = *fireSource;
|
|
traceTarget += (target - (*fireSource)) * Min(info->m_fRange, 30.0f) / info->m_fRange;
|
|
CBulletTraces::AddTrace(fireSource, &traceTarget);
|
|
}
|
|
}
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(fireSource!=nil);
|
|
|
|
CVector source, target;
|
|
eWeaponType projectileType = m_eWeaponType;
|
|
|
|
if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER )
|
|
{
|
|
source = *fireSource;
|
|
projectileType = WEAPONTYPE_ROCKET;
|
|
|
|
if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() )
|
|
{
|
|
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
|
|
if (!( mode == CCam::MODE_M16_1STPERSON
|
|
|| mode == CCam::MODE_SNIPER
|
|
|| mode == CCam::MODE_ROCKETLAUNCHER
|
|
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|
|
|| mode == CCam::MODE_SNIPER_RUNABOUT
|
|
|| mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
*fireSource += TheCamera.Cams[TheCamera.ActiveCam].Front;
|
|
}
|
|
else
|
|
*fireSource += shooter->GetForward();
|
|
|
|
target = *fireSource;
|
|
}
|
|
else
|
|
{
|
|
float dot = DotProduct(*fireSource-shooter->GetPosition(), shooter->GetForward());
|
|
|
|
if ( dot < 0.3f )
|
|
*fireSource += (0.3f-dot) * shooter->GetForward();
|
|
|
|
target = *fireSource;
|
|
|
|
if ( target.z - shooter->GetPosition().z > 0.0f )
|
|
target += 0.6f*shooter->GetForward();
|
|
|
|
source = *fireSource - shooter->GetPosition();
|
|
|
|
source = *fireSource - DotProduct(source, shooter->GetForward()) * shooter->GetForward();
|
|
}
|
|
|
|
if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) )
|
|
{
|
|
if ( m_eWeaponType != WEAPONTYPE_GRENADE )
|
|
CProjectileInfo::RemoveNotAdd(shooter, projectileType, *fireSource);
|
|
else
|
|
{
|
|
if ( shooter->IsPed() )
|
|
{
|
|
source = shooter->GetPosition() - shooter->GetForward();
|
|
source.z -= 0.4f;
|
|
|
|
if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, nil, false, false, true, false, false, false) )
|
|
CProjectileInfo::AddProjectile(shooter, WEAPONTYPE_GRENADE, source, 0.0f);
|
|
else
|
|
CProjectileInfo::RemoveNotAdd(shooter, WEAPONTYPE_GRENADE, *fireSource);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
CProjectileInfo::AddProjectile(shooter, projectileType, *fireSource, power);
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir)
|
|
{
|
|
dir *= 0.7f;
|
|
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
|
|
|
|
dir *= 0.7f;
|
|
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
|
|
|
|
dir *= 0.7f;
|
|
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
|
|
|
|
dir *= 0.7f;
|
|
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
|
|
|
|
dir *= 0.7f;
|
|
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
|
|
}
|
|
|
|
bool
|
|
CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(fireSource!=nil);
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
float heading = RADTODEG(shooter->GetForward().Heading());
|
|
|
|
CVector source;
|
|
CVector target;
|
|
CVector dir;
|
|
|
|
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
|
|
{
|
|
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
|
|
float norm = (1.0f / info->m_fRange);
|
|
dir = (target - source) * norm;
|
|
}
|
|
else
|
|
{
|
|
float angle = DEGTORAD(heading);
|
|
dir = CVector(-Sin(angle)*0.5f, Cos(angle)*0.5f, 0.0f);
|
|
target = *fireSource + dir;
|
|
}
|
|
|
|
CShotInfo::AddShot(shooter, m_eWeaponType, *fireSource, target);
|
|
CWeapon::GenerateFlameThrowerParticles(*fireSource, dir);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CWeapon::FireSniper(CEntity *shooter)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
|
|
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
|
|
if (!( mode == CCam::MODE_M16_1STPERSON
|
|
|| mode == CCam::MODE_SNIPER
|
|
|| mode == CCam::MODE_ROCKETLAUNCHER
|
|
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|
|
|| mode == CCam::MODE_SNIPER_RUNABOUT
|
|
|| mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#ifndef FIX_BUGS
|
|
CWeaponInfo *info = GetInfo(); //unused
|
|
#endif
|
|
|
|
CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
|
|
ASSERT(cam!=nil);
|
|
|
|
CVector source = cam->Source;
|
|
CVector dir = cam->Front;
|
|
|
|
if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f )
|
|
CCoronas::MoonSize = (CCoronas::MoonSize+1) & 7;
|
|
|
|
dir.Normalise();
|
|
dir *= 16.0f;
|
|
|
|
CBulletInfo::AddBullet(shooter, m_eWeaponType, source, dir);
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
CStats::InstantHitsFiredByPlayer++;
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
{
|
|
CPad::GetPad(0)->StartShake_Distance(240, 128,
|
|
FindPlayerPed()->GetPosition().x,
|
|
FindPlayerPed()->GetPosition().y,
|
|
FindPlayerPed()->GetPosition().z);
|
|
|
|
CamShakeNoPos(&TheCamera, 0.2f);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// --MIAMI: Heavily TODO
|
|
bool
|
|
CWeapon::FireM16_1stPerson(CEntity *shooter)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
|
|
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
|
|
|
|
if (!( mode == CCam::MODE_M16_1STPERSON
|
|
|| mode == CCam::MODE_SNIPER
|
|
|| mode == CCam::MODE_ROCKETLAUNCHER
|
|
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|
|
|| mode == CCam::MODE_SNIPER_RUNABOUT
|
|
|| mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT
|
|
|| mode == CCam::MODE_HELICANNON_1STPERSON) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
CColPoint point;
|
|
CEntity *victim;
|
|
|
|
CWorld::bIncludeCarTyres = true;
|
|
CWorld::pIgnoreEntity = shooter;
|
|
CWorld::bIncludeDeadPeds = true;
|
|
|
|
CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
|
|
ASSERT(cam!=nil);
|
|
|
|
CVector source = cam->Source;
|
|
CVector target = cam->Front*info->m_fRange + source;
|
|
|
|
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
CWorld::bIncludeDeadPeds = false;
|
|
CWorld::pIgnoreEntity = nil;
|
|
CWorld::bIncludeCarTyres = false;
|
|
|
|
CVector2D front(cam->Front.x, cam->Front.y);
|
|
front.Normalise();
|
|
|
|
DoBulletImpact(shooter, victim, &source, &target, &point, front);
|
|
|
|
CVector bulletPos;
|
|
|
|
// TODO(Miami): M60
|
|
if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (/*m_eWeaponType == WEAPONTYPE_M60 || */ m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) )
|
|
{
|
|
for ( int32 i = 0; i < 16; i++ )
|
|
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
|
|
}
|
|
|
|
if ( shooter == FindPlayerPed() )
|
|
{
|
|
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
|
|
|
|
// TODO(Miami)
|
|
float mult;
|
|
switch (m_eWeaponType) {
|
|
case WEAPONTYPE_M16: // case WEAPONTYPE_M4:
|
|
case WEAPONTYPE_HELICANNON:
|
|
// case WEAPONTYPE_M60:
|
|
mult = 0.0003f;
|
|
break;
|
|
case WEAPONTYPE_AK47: // case WEAPONTYPE_RUGER:
|
|
mult = 0.00015f;
|
|
break;
|
|
default:
|
|
mult = 0.0002f;
|
|
break;
|
|
}
|
|
|
|
if (FindPlayerPed()->bIsDucking || FindPlayerPed()->m_attachedTo)
|
|
mult *= 0.3f;
|
|
|
|
TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * mult;
|
|
TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * mult;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left)
|
|
{
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
CVehicleModelInfo *modelInfo = shooter->GetModelInfo();
|
|
|
|
#define FRONTSEATPOS() (&(shooter->IsBoat() ? modelInfo->m_positions[BOAT_POS_FRONTSEAT] : modelInfo->m_positions[CAR_POS_FRONTSEAT]))
|
|
|
|
CVector source, target;
|
|
if ( left )
|
|
{
|
|
source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f,
|
|
float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
|
|
FRONTSEATPOS()->z + 0.5f);
|
|
source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
|
|
|
|
|
|
target = shooter->GetMatrix() * CVector(-info->m_fRange,
|
|
FRONTSEATPOS()->y,
|
|
FRONTSEATPOS()->z + 0.5f);
|
|
}
|
|
else
|
|
{
|
|
source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f,
|
|
float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
|
|
FRONTSEATPOS()->z + 0.5f);
|
|
source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
|
|
|
|
target = shooter->GetMatrix() * CVector(info->m_fRange,
|
|
FRONTSEATPOS()->y,
|
|
FRONTSEATPOS()->z + 0.5f);
|
|
}
|
|
#undef FRONTSEATPOS
|
|
|
|
if ( TheCamera.GetLookingLRBFirstPerson() && !left )
|
|
{
|
|
source -= 0.3f * shooter->GetForward();
|
|
target -= 0.3f * shooter->GetForward();
|
|
}
|
|
|
|
target += CVector(float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
|
|
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
|
|
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
|
|
|
|
DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
|
|
|
|
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
|
|
|
|
if ( !TheCamera.GetLookingLRBFirstPerson() )
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH, source, CVector(0.0f, 0.0f, 0.0f));
|
|
else
|
|
CamShakeNoPos(&TheCamera, 0.01f);
|
|
|
|
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_VEHICLE, shooter, FindPlayerPed(), 1000);
|
|
|
|
CPointLights::AddLight(CPointLights::LIGHT_POINT, source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
|
|
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
|
|
|
|
CColPoint point;
|
|
CEntity *victim;
|
|
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
|
|
|
if ( !(CTimer::GetFrameCounter() & 3) )
|
|
MakePedsJumpAtShot(shooter, &source, &target);
|
|
|
|
if ( victim )
|
|
{
|
|
CVector traceTarget = point.point;
|
|
CBulletTraces::AddTrace(&source, &traceTarget);
|
|
|
|
if ( victim->IsPed() )
|
|
{
|
|
CPed *victimPed = (CPed*)victim;
|
|
|
|
if ( !victimPed->DyingOrDead() && victim != (CEntity *)shooter )
|
|
{
|
|
CVector pos = victimPed->GetPosition();
|
|
|
|
CVector2D posOffset(source.x-pos.x, source.y-pos.y);
|
|
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
|
|
|
victimPed->ReactToAttack(FindPlayerPed());
|
|
victimPed->ClearAttackByRemovingAnim();
|
|
|
|
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
|
|
ASSERT(asoc!=nil);
|
|
asoc->blendAmount = 0.0f;
|
|
asoc->blendDelta = 8.0f;
|
|
|
|
victimPed->InflictDamage(shooter, WEAPONTYPE_UZI_DRIVEBY, 3*info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
|
|
|
|
pos.z += 0.8f;
|
|
|
|
if ( victimPed->GetIsOnScreen() )
|
|
{
|
|
if ( CGame::nastyGame )
|
|
{
|
|
for ( int32 i = 0; i < 4; i++ )
|
|
{
|
|
CVector dir;
|
|
dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
|
|
CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( victimPed->m_nPedType == PEDTYPE_COP )
|
|
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
|
|
else
|
|
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
|
|
}
|
|
}
|
|
else if ( victim->IsVehicle() )
|
|
((CVehicle *)victim)->InflictDamage(FindPlayerPed(), WEAPONTYPE_UZI_DRIVEBY, info->m_nDamage);
|
|
else
|
|
CGlass::WasGlassHitByBullet(victim, point.point);
|
|
|
|
switch ( victim->GetType() )
|
|
{
|
|
case ENTITY_TYPE_BUILDING:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_PED:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
|
|
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_DUMMY:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float norm = 30.0f/info->m_fRange;
|
|
CVector traceTarget = (target-source)*norm + source;
|
|
CBulletTraces::AddTrace(&source, &traceTarget);
|
|
}
|
|
|
|
if ( shooter == FindPlayerVehicle() )
|
|
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerVehicle()->GetPosition().x, FindPlayerVehicle()->GetPosition().y, FindPlayerVehicle()->GetPosition().z);
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(source!=nil);
|
|
ASSERT(target !=nil);
|
|
|
|
#ifndef FIX_BUGS
|
|
CEntity entity; // unused
|
|
#endif
|
|
|
|
CPed *shooterPed = (CPed*)shooter;
|
|
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
|
|
return;
|
|
|
|
int16 lastEntity;
|
|
CEntity *entities[16];
|
|
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, true, false, false);
|
|
|
|
float closestEntityDist = 10000.0f;
|
|
int16 closestEntity;
|
|
|
|
for ( int32 i = 0; i < lastEntity; i++ )
|
|
{
|
|
CEntity *victim = entities[i];
|
|
ASSERT(victim!=nil);
|
|
|
|
if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) )
|
|
{
|
|
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|
|
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|
|
|| victim->GetStatus() == STATUS_HELI
|
|
|| victim->GetStatus() == STATUS_PLANE) )
|
|
{
|
|
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
|
|
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
|
|
|
|
if ( 1.5f*distToVictimZ < distToVictim )
|
|
{
|
|
float entityDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
|
|
|
|
if ( entityDist < closestEntityDist )
|
|
{
|
|
closestEntityDist = entityDist;
|
|
closestEntity = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
|
|
{
|
|
CEntity *victim = entities[closestEntity];
|
|
ASSERT(victim !=nil);
|
|
|
|
float distToTarget = (*target - *source).Magnitude2D();
|
|
float distToSource = (victim->GetPosition() - *source).Magnitude2D();
|
|
|
|
float victimZ = victim->GetPosition().z + 0.3f;
|
|
if ( victim->IsPed() )
|
|
{
|
|
if ( ((CPed*)victim)->bIsDucking )
|
|
victimZ -= 0.8f;
|
|
}
|
|
|
|
(*target).z = (distToTarget / distToSource) * (victimZ - (*source).z) + (*source).z;
|
|
}
|
|
}
|
|
|
|
void
|
|
CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CVector *target)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(driver!=nil);
|
|
ASSERT(source!=nil);
|
|
ASSERT(target!=nil);
|
|
|
|
#ifndef FIX_BUGS
|
|
CEntity entity; // unused
|
|
#endif
|
|
|
|
int16 lastEntity;
|
|
CEntity *entities[16];
|
|
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, false, false, false);
|
|
|
|
float closestEntityDist = 10000.0f;
|
|
int16 closestEntity;
|
|
|
|
float normZ = (target->z - source->z) / (*target-*source).Magnitude();
|
|
|
|
for ( int32 i = 0; i < lastEntity; i++ )
|
|
{
|
|
CEntity *victim = entities[i];
|
|
|
|
ASSERT(victim!=nil);
|
|
|
|
if ( shooter != victim && driver != victim )
|
|
{
|
|
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|
|
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|
|
|| victim->GetStatus() == STATUS_HELI
|
|
|| victim->GetStatus() == STATUS_PLANE) )
|
|
{
|
|
if ( !(victim->IsVehicle() && victim->bRenderScorched) )
|
|
{
|
|
float distToVictim = (shooter->GetPosition()-victim->GetPosition()).Magnitude2D();
|
|
float distToVictimZ = Abs(shooter->GetPosition().z - (distToVictim*normZ + victim->GetPosition().z));
|
|
|
|
if ( 3.0f*distToVictimZ < distToVictim )
|
|
{
|
|
CVector tmp = CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f);
|
|
if ( CCollision::DistToLine(source, target,
|
|
&tmp) < victim->GetBoundRadius()*3.0f )
|
|
{
|
|
float vehicleDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
|
|
if ( vehicleDist < closestEntityDist )
|
|
{
|
|
closestEntityDist = vehicleDist;
|
|
closestEntity = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
|
|
{
|
|
CEntity *victim = entities[closestEntity];
|
|
ASSERT(victim!=nil);
|
|
|
|
float distToTarget = (*target - *source).Magnitude2D();
|
|
float distToSource = (victim->GetPosition() - *source).Magnitude2D();
|
|
|
|
(*target).z = (distToTarget / distToSource) * (0.3f + victim->GetPosition().z - (*source).z) + (*source).z;
|
|
}
|
|
}
|
|
|
|
void
|
|
CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(source!=nil);
|
|
ASSERT(target!=nil);
|
|
|
|
#ifndef FIX_BUGS
|
|
CEntity entity; // unused
|
|
#endif
|
|
|
|
CPed *shooterPed = (CPed*)shooter;
|
|
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
|
|
return;
|
|
|
|
int16 lastEntity;
|
|
CEntity *entities[16];
|
|
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
|
|
|
|
float closestEntityDist = 10000.0f;
|
|
int16 closestEntity;
|
|
|
|
for ( int32 i = 0; i < lastEntity; i++ )
|
|
{
|
|
CEntity *victim = entities[i];
|
|
ASSERT(victim!=nil);
|
|
|
|
if ( shooter != victim )
|
|
{
|
|
float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
|
|
float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
|
|
float pedDist = 0.15f*distToVictim + lineDist;
|
|
|
|
if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
|
|
{
|
|
closestEntity = i;
|
|
closestEntityDist = pedDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
|
|
{
|
|
CEntity *victim = entities[closestEntity];
|
|
ASSERT(victim!=nil);
|
|
|
|
float distToTarget = (*source - *target).Magnitude();
|
|
float distToSource = (*source - victim->GetPosition()).Magnitude();
|
|
*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
|
|
}
|
|
}
|
|
|
|
void
|
|
CWeapon::Reload(void)
|
|
{
|
|
if (m_nAmmoTotal == 0)
|
|
return;
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
|
|
m_nAmmoInClip = info->m_nAmountofAmmunition;
|
|
else
|
|
m_nAmmoInClip = m_nAmmoTotal;
|
|
}
|
|
|
|
void
|
|
CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
|
|
{
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
switch ( m_eWeaponState )
|
|
{
|
|
case WEAPONSTATE_MELEE_MADECONTACT:
|
|
{
|
|
m_eWeaponState = WEAPONSTATE_READY;
|
|
break;
|
|
}
|
|
|
|
case WEAPONSTATE_FIRING:
|
|
{
|
|
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) )
|
|
{
|
|
uint32 timePassed = m_nTimer - gReloadSampleTime[WEAPONTYPE_SHOTGUN];
|
|
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
|
|
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
|
|
}
|
|
|
|
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
|
|
{
|
|
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 )
|
|
m_eWeaponState = WEAPONSTATE_OUT_OF_AMMO;
|
|
else
|
|
m_eWeaponState = WEAPONSTATE_READY;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case WEAPONSTATE_RELOADING:
|
|
{
|
|
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
|
|
{
|
|
CAnimBlendAssociation *reloadAssoc = nil;
|
|
if (pedToAdjustSound) {
|
|
if (CPed::GetReloadAnim(info) && (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload || !pedToAdjustSound->IsPlayer())) {
|
|
reloadAssoc = RpAnimBlendClumpGetAssociation(pedToAdjustSound->GetClump(), CPed::GetReloadAnim(info));
|
|
if (!reloadAssoc) {
|
|
reloadAssoc = RpAnimBlendClumpGetAssociation(pedToAdjustSound->GetClump(), CPed::GetCrouchReloadAnim(info));
|
|
}
|
|
}
|
|
}
|
|
if (reloadAssoc && reloadAssoc->IsRunning() && reloadAssoc->blendAmount > 0.2f) {
|
|
float soundStart = 0.75f;
|
|
switch (info->m_AnimToPlay) {
|
|
case ASSOCGRP_PYTHON:
|
|
soundStart = 0.5f;
|
|
break;
|
|
case ASSOCGRP_COLT:
|
|
case ASSOCGRP_TEC:
|
|
soundStart = 0.7f;
|
|
break;
|
|
case ASSOCGRP_UZI:
|
|
soundStart = 0.75f;
|
|
break;
|
|
case ASSOCGRP_RIFLE:
|
|
soundStart = 0.75f;
|
|
break;
|
|
case ASSOCGRP_M60:
|
|
soundStart = 0.7f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart) {
|
|
#ifdef AUDIO_NOT_READY
|
|
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
|
|
#else
|
|
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
|
|
#endif
|
|
}
|
|
if (CTimer::GetTimeInMilliseconds() > m_nTimer && reloadAssoc->GetProgress() < 0.9f) {
|
|
m_nTimer = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
} else {
|
|
uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
|
|
if (CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed) {
|
|
#ifdef AUDIO_NOT_READY
|
|
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
|
|
#else
|
|
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
|
|
{
|
|
Reload();
|
|
m_eWeaponState = WEAPONSTATE_READY;
|
|
}
|
|
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
void
|
|
FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
|
|
{
|
|
ASSERT(source!=nil);
|
|
ASSERT(target!=nil);
|
|
|
|
CParticle::AddParticle(PARTICLE_GUNFLASH, *source, CVector(0.0f, 0.0f, 0.0f));
|
|
|
|
CPointLights::AddLight(CPointLights::LIGHT_POINT,
|
|
*source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
|
|
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
|
|
|
|
CColPoint point;
|
|
CEntity *victim;
|
|
CWorld::ProcessLineOfSight(*source, *target, point, victim, true, true, true, true, true, true, false);
|
|
|
|
CParticle::AddParticle(PARTICLE_HELI_ATTACK, *source, ((*target) - (*source)) * 0.15f);
|
|
|
|
if ( victim )
|
|
{
|
|
if ( victim->IsPed() )
|
|
{
|
|
CPed *victimPed = (CPed *)victim;
|
|
if ( !victimPed->DyingOrDead() )
|
|
{
|
|
CVector pos = victimPed->GetPosition();
|
|
|
|
CVector2D posOffset((*source).x-pos.x, (*source).y-pos.y);
|
|
int32 localDir = victimPed->GetLocalDirection(posOffset);
|
|
|
|
victimPed->ClearAttackByRemovingAnim();
|
|
|
|
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
|
|
ASSERT(asoc!=nil);
|
|
asoc->blendAmount = 0.0f;
|
|
asoc->blendDelta = 8.0f;
|
|
|
|
victimPed->InflictDamage(nil, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir);
|
|
|
|
pos.z += 0.8f;
|
|
|
|
if ( victimPed->GetIsOnScreen() )
|
|
{
|
|
if ( CGame::nastyGame )
|
|
{
|
|
for ( int32 i = 0; i < 4; i++ )
|
|
{
|
|
CVector dir;
|
|
dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
|
|
CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( victim->IsVehicle() )
|
|
((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage);
|
|
//BUG ? no CGlass::WasGlassHitByBullet
|
|
|
|
switch ( victim->GetType() )
|
|
{
|
|
case ENTITY_TYPE_BUILDING:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
|
|
CParticle::AddParticle(PARTICLE_SMOKE, point.point, CVector(0.0f, 0.0f, 0.01f));
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_PED:
|
|
{
|
|
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
|
|
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_DUMMY:
|
|
{
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float waterLevel;
|
|
if ( CWaterLevel::GetWaterLevel((*target).x, (*target).y, (*target).z + 10.0f, &waterLevel, false) )
|
|
{
|
|
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, CVector((*target).x, (*target).y, waterLevel), CVector(0.0f, 0.0f, 0.01f));
|
|
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_WATER, point.point); // no sound(empty)
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CWeapon::IsTypeMelee(void)
|
|
{
|
|
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
|
|
}
|
|
|
|
bool
|
|
CWeapon::IsType2Handed(void)
|
|
{
|
|
return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
|
|
}
|
|
|
|
void
|
|
CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target)
|
|
{
|
|
ASSERT(shooter!=nil);
|
|
ASSERT(source!=nil);
|
|
ASSERT(target!=nil);
|
|
|
|
float minx = Min(source->x, target->x) - 2.0f;
|
|
float maxx = Max(source->x, target->x) + 2.0f;
|
|
float miny = Min(source->y, target->y) - 2.0f;
|
|
float maxy = Max(source->y, target->y) + 2.0f;
|
|
float minz = Min(source->z, target->z) - 2.0f;
|
|
float maxz = Max(source->z, target->z) + 2.0f;
|
|
|
|
for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--)
|
|
{
|
|
CPed *ped = CPools::GetPedPool()->GetSlot(i);
|
|
|
|
if ( ped )
|
|
{
|
|
if ( ped->GetPosition().x > minx && ped->GetPosition().x < maxx
|
|
&& ped->GetPosition().y > miny && ped->GetPosition().y < maxy
|
|
&& ped->GetPosition().z > minz && ped->GetPosition().z < maxz )
|
|
{
|
|
if ( ped != FindPlayerPed() && !((uint8)(ped->m_randomSeed ^ CGeneral::GetRandomNumber()) & 31) )
|
|
ped->SetEvasiveDive(shooter, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
|
|
{
|
|
ASSERT(holder!=nil);
|
|
ASSERT(aimingTo!=nil);
|
|
|
|
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
|
|
return false;
|
|
|
|
CWeaponInfo *info = GetInfo();
|
|
|
|
CVector adjustedOffset = info->m_vecFireOffset;
|
|
adjustedOffset.z += 0.6f;
|
|
|
|
CVector source, target;
|
|
CEntity *foundEnt = nil;
|
|
CColPoint foundCol;
|
|
|
|
if (fireSource)
|
|
source = *fireSource;
|
|
else
|
|
source = holder->GetMatrix() * adjustedOffset;
|
|
|
|
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
|
|
ASSERT(aimEntity!=nil);
|
|
|
|
target = aimEntity->GetPosition();
|
|
target.z += 0.6f;
|
|
|
|
CWorld::ProcessLineOfSight(source, target, foundCol, foundEnt, true, false, false, false, false, false, false);
|
|
if (foundEnt && foundEnt->IsBuilding()) {
|
|
// That was supposed to be Magnitude, according to leftover code in assembly
|
|
float diff = (foundCol.point.z - source.z);
|
|
if (diff < 0.0f && diff > -3.0f)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CWeapon::BlowUpExplosiveThings(CEntity *thing)
|
|
{
|
|
if ( thing )
|
|
{
|
|
CObject *object = (CObject*)thing;
|
|
int32 mi = object->GetModelIndex();
|
|
if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged )
|
|
{
|
|
object->bHasBeenDamaged = true;
|
|
|
|
CExplosion::AddExplosion(object, FindPlayerPed(), EXPLOSION_BARREL, object->GetPosition()+CVector(0.0f,0.0f,0.5f), 100);
|
|
|
|
if ( MI_EXPLODINGBARREL == mi )
|
|
object->m_vecMoveSpeed.z += 0.75f;
|
|
else
|
|
object->m_vecMoveSpeed.z += 0.45f;
|
|
|
|
object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
|
|
object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
|
|
|
|
if ( object->IsStatic())
|
|
{
|
|
object->bIsStatic = false;
|
|
object->AddToMovingList();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CWeapon::HasWeaponAmmoToBeUsed(void)
|
|
{
|
|
// FIX: This is better (not bug tho)
|
|
#if 0
|
|
if (m_eWeaponType <= WEAPONTYPE_CHAINSAW)
|
|
#else
|
|
if (CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE)
|
|
#endif
|
|
return true;
|
|
else
|
|
return m_nAmmoTotal != 0;
|
|
}
|
|
|
|
bool
|
|
CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
|
|
{
|
|
return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects);
|
|
}
|
|
|
|
#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));
|
|
void
|
|
CWeapon::Save(uint8*& buf)
|
|
{
|
|
CopyToBuf(buf, m_eWeaponType);
|
|
CopyToBuf(buf, m_eWeaponState);
|
|
CopyToBuf(buf, m_nAmmoInClip);
|
|
CopyToBuf(buf, m_nAmmoTotal);
|
|
CopyToBuf(buf, m_nTimer);
|
|
CopyToBuf(buf, m_bAddRotOffset);
|
|
SkipSaveBuf(buf, 3);
|
|
}
|
|
|
|
void
|
|
CWeapon::Load(uint8*& buf)
|
|
{
|
|
CopyFromBuf(buf, m_eWeaponType);
|
|
CopyFromBuf(buf, m_eWeaponState);
|
|
CopyFromBuf(buf, m_nAmmoInClip);
|
|
CopyFromBuf(buf, m_nAmmoTotal);
|
|
CopyFromBuf(buf, m_nTimer);
|
|
CopyFromBuf(buf, m_bAddRotOffset);
|
|
SkipSaveBuf(buf, 3);
|
|
}
|
|
|
|
#undef CopyFromBuf
|
|
#undef CopyToBuf
|
|
#endif
|