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https://github.com/halpz/re3.git
synced 2025-07-03 07:10:43 +00:00
fixed key binding, head shots, freezes
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@ -388,8 +388,7 @@ void
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CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
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{
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RwFrame *frame;
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RwFrame *fp;
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RwV3d zero;
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RwV3d pos;
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frame = GetNodeFrame(nodeId);
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if (frame) {
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@ -398,20 +397,20 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
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CPed::SpawnFlyingComponent(nodeId, unk);
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RecurseFrameChildrenVisibilityCB(frame, 0);
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zero.x = 0.0f;
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zero.z = 0.0f;
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zero.y = 0.0f;
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for (fp = RwFrameGetParent(frame); fp; fp = RwFrameGetParent(frame))
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RwV3dTransformPoints(&zero, &zero, 1, &fp->modelling);
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pos.x = 0.0f;
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pos.z = 0.0f;
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pos.y = 0.0f;
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for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
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if (CEntity::GetIsOnScreen()) {
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CParticle::AddParticle(PARTICLE_TEST, zero,
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CParticle::AddParticle(PARTICLE_TEST, pos,
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CVector(0.0f, 0.0f, 0.0f),
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nil, 0.2f, 0, 0, 0, 0);
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for (int i = 0; i < 16; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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zero,
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pos,
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CVector(0.0f, 0.0f, 0.03f),
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nil, 0.0f, 0, 0, 0, 0);
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}
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@ -642,10 +641,9 @@ CPed::Attack(void)
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CAnimBlendAssociation *weaponAnimAssoc;
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int32 weaponAnim;
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float animStart;
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RwFrame *f;
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RwFrame *frame;
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eWeaponType ourWeaponType;
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float weaponAnimTime;
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RwFrame *i;
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eWeaponFire ourWeaponFire;
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float animEnd;
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CWeaponInfo *ourWeapon;
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@ -718,14 +716,12 @@ CPed::Attack(void)
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firePos = GetMatrix() * firePos;
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} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
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if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
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f = GetNodeFrame(PED_FOOTR);
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frame = GetNodeFrame(PED_FOOTR);
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else
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f = GetNodeFrame(PED_HANDR);
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frame = GetNodeFrame(PED_HANDR);
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while (f) {
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RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &f->modelling);
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f = RwFrameGetParent(f);
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}
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for (; frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
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} else {
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firePos = GetMatrix() * firePos;
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}
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@ -773,8 +769,8 @@ CPed::Attack(void)
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firePos = ourWeapon->m_vecFireOffset;
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if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
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for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
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RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &i->modelling);
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for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
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CVector gunshellPos(
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firePos.x - 0.6f * GetForward().x,
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@ -1790,7 +1790,7 @@ CPhysical::ProcessCollision(void)
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if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
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if(ped->IsPlayer())
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n = min(NUMSTEPS(0.2f), 2.0);
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n = max(NUMSTEPS(0.2f), 2.0);
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else
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n = NUMSTEPS(0.3f);
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step = savedTimeStep / n;
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