Ducking, shooting vehicle occupants and weapon fixes

This commit is contained in:
eray orçunus
2020-06-20 16:23:32 +03:00
parent e9e533b0cb
commit 0625954bb7
11 changed files with 240 additions and 94 deletions

View File

@ -1113,19 +1113,15 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
newAnim->SetFinishCallback(FinishedAttackCB, ped);
}
} else {
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
{
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
return;
}
if (attackAssoc)
{
if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW)
{
if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0)
{
if (attackAssoc) {
if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) {
ped->RemoveWeaponModel(currentWeapon->m_nModelId);
ped->AddWeaponModel(currentWeapon->m_nModelId);
}
@ -1661,7 +1657,6 @@ CPed::ClearDuck(bool clearTimer)
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
}
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
}
@ -6808,30 +6803,6 @@ CPed::Die(void)
// UNUSED: This is a perfectly empty function.
}
uint8
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
{
#ifdef FIX_BUGS
return 1;
#else
uint8 retVal = 2;
float headZ = GetNodePosition(PED_HEAD).z;
if (m_nPedState == PED_FALL)
retVal = 1;
float colZ = colPoint.point.z;
if (colZ < headZ)
retVal = 1;
if (headZ + 0.2f <= colZ)
retVal = 0;
return retVal;
#endif
}
// --MIAMI: Done
bool
CPed::DuckAndCover(void)

View File

@ -778,7 +778,6 @@ public:
void SetChat(CEntity*, uint32);
void DeadPedMakesTyresBloody(void);
void MakeTyresMuddySectorList(CPtrList&);
uint8 DoesLOSBulletHitPed(CColPoint &point);
bool DuckAndCover(void);
void EndFight(uint8);
void EnterCar(void);

View File

@ -330,6 +330,8 @@ CPlayerPed::SetRealMoveAnim(void)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
if ((!curRunStopAssoc || !(curRunStopAssoc->IsRunning())) && (!curRunStopRAssoc || !(curRunStopRAssoc->IsRunning()))) {
@ -400,7 +402,10 @@ CPlayerPed::SetRealMoveAnim(void)
delete curIdleAssoc;
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!fightIdleAnim)
fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
delete fightIdleAnim;
delete curSprintAssoc;
curSprintAssoc = nil;
@ -569,6 +574,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
return true;
/*
if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_RUGER)
return false;
@ -576,7 +582,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
if (DotProduct(distVec,GetForward()) < 0.4f)
return true;
*/
return false;
}
@ -623,6 +629,14 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
ProcessWeaponSwitch(padUsed);
TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
bCrouchWhenShooting = true;
SetDuck(60000, true);
} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) {
ClearDuck(true);
bCrouchWhenShooting = false;
}
if (!padUsed->GetTarget()) {
RestorePreviousState();
TheCamera.ClearPlayerWeaponMode();
@ -730,6 +744,14 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
ProcessWeaponSwitch(padUsed);
TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
bCrouchWhenShooting = true;
SetDuck(60000, true);
} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) {
ClearDuck(true);
bCrouchWhenShooting = false;
}
if (!padUsed->GetTarget()) {
RestorePreviousState();
TheCamera.ClearPlayerWeaponMode();
@ -803,6 +825,12 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
m_fMoveSpeed = 0.0f;
}
}
if (m_nPedState == PED_ANSWER_MOBILE) {
SetRealMoveAnim();
return;
}
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
&& padUsed->GetSprint()) {
m_nMoveState = PEDMOVE_SPRINT;
@ -1084,7 +1112,7 @@ CPlayerPed::ProcessAnimGroups(void)
}
}
// TODO(Miami): Hella TODO
// TODO(Miami)
void
CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
{
@ -1094,38 +1122,64 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
CWeaponEffects::ClearCrossHair();
ClearPointGunAt();
}
if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
bCrouchWhenShooting = true;
SetDuck(60000, true);
} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT ||
padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) {
ClearDuck(true);
bCrouchWhenShooting = false;
}
if(weaponInfo->m_bCanAim)
m_wepAccuracy = 95;
else
m_wepAccuracy = 100;
if (!m_pFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M4 ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_RUGER) {
if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) { // TODO(Miami): Cam
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
eWeaponType weapon = GetWeapon()->m_eWeaponType;
if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE ||
weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_M4 ||
weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M60 ||
weapon == WEAPONTYPE_CAMERA) {
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
#ifdef FREE_CAM
if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetHeading(m_fRotationCur);
}
#endif
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
if (weapon == WEAPONTYPE_ROCKETLAUNCHER)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0);
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE)
else if (weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SNIPER, 0, 0);
else if (weapon == WEAPONTYPE_CAMERA)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_CAMERA, 0, 0);
else
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
m_fMoveSpeed = 0.0f;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 1000.0f);
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
SetPedState(PED_SNIPER_MODE);
return;
}
if (!TheCamera.Using1stPersonWeaponMode())
if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_CAMERA)
return;
}
}
if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) {
if (m_nSelectedWepSlot == m_currentWeapon) {
if (m_pPointGunAt) {
if (m_nPedState == PED_ATTACK) {
m_fAttackButtonCounter *= Pow(0.94f, CTimer::GetTimeStep());
} else {
m_fAttackButtonCounter = 0.0f;
}
#ifdef FREE_CAM
if (CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE && m_fMoveSpeed < 1.0f)
StartFightAttack(padUsed->GetWeapon());
@ -1220,7 +1274,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
#endif
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
if (m_pPointGunAt) {
// what??
if (!m_pPointGunAt
@ -1228,15 +1282,26 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|| (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson)
#else
|| CCamera::m_bUseMouse3rdPerson
#endif
|| m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->bInVehicle) {
#endif
) {
ClearWeaponTarget();
return;
}
if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon())) {
CPed *gunPointed = (CPed*)m_pPointGunAt;
if (gunPointed && gunPointed->IsPed() &&
((gunPointed->bInVehicle && (!gunPointed->m_pMyVehicle || !gunPointed->m_pMyVehicle->IsBike())) || !CGame::nastyGame && gunPointed->DyingOrDead())) {
ClearWeaponTarget();
return;
}
if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) ||
(!bCanPointGunAtTarget && !weaponInfo->m_bCanAimWithArm)) {
ClearWeaponTarget();
return;
}
// TODO(Miami): RotatePlayerToTrackTarget
if (m_pPointGunAt) {
if (padUsed->ShiftTargetLeftJustDown())
FindNextWeaponLockOnTarget(m_pPointGunAt, true);
@ -1247,11 +1312,11 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
}
#ifdef FREE_CAM
else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || !CCamera::m_bUseMouse3rdPerson) {
#else
else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
else if (!CCamera::m_bUseMouse3rdPerson) {
#endif
if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) // TODO(Miami): Cam
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget)
FindWeaponLockOnTarget();
}
} else if (m_pPointGunAt) {