Shotgun fix, CPed, CWeaponInfo

Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
eray orçunus
2019-06-21 21:16:51 +03:00
parent 817f8b0e3f
commit 0a7120b622
5 changed files with 361 additions and 29 deletions

View File

@ -9,6 +9,7 @@
#include "Ped.h"
#include "PlayerPed.h"
#include "General.h"
#include "VisibilityPlugins.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
@ -23,8 +24,6 @@ WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
WRAPPER void CPed::SelectGunIfArmed(void) { EAXJMP(0x4DD920); }
WRAPPER void CPed::RemoveWeaponModel(int) { EAXJMP(0x4CF980); }
static char ObjectiveText[34][28] = {
"No Obj",
@ -181,6 +180,18 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
RpAtomic* atomic = (RpAtomic*)object;
if (CVisibilityPlugins::GetAtomicModelInfo(atomic))
{
RpClumpRemoveAtomic(atomic->clump, atomic);
RpAtomicDestroy(atomic);
}
return object;
}
static PedOnGroundState
CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
{
@ -718,7 +729,7 @@ CPed::Attack(void)
} else {
firePos = GetMatrix() * firePos;
}
GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
@ -752,29 +763,32 @@ CPed::Attack(void)
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
weaponAnimAssoc->callbackType = 0;
}
lastReloadWasInFuture = false;
}
lastReloadWasInFuture = false;
}
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
RwV3dTransformPoints((RwV3d*)ourWeapon->m_vecFireOffset, (RwV3d*)ourWeapon->m_vecFireOffset, 1, &i->modelling);
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &i->modelling);
CVector gunshellPos(
ourWeapon->m_vecFireOffset.x - 0.6f * GetForward().x,
ourWeapon->m_vecFireOffset.y - 0.6f * GetForward().y,
ourWeapon->m_vecFireOffset.z - 0.15f * GetUp().z
firePos.x - 0.6f * GetForward().x,
firePos.y - 0.6f * GetForward().y,
firePos.z - 0.15f * GetUp().z
);
CVector2D gunshellRot(
GetRight().x,
GetRight().y
);
gunshellRot.Normalise();
CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
animEnd = ourWeapon->m_fAnimLoopEnd;
@ -787,7 +801,6 @@ CPed::Attack(void)
if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
// BUG: We currently don't know any situation this cond. could be true.
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
@ -830,7 +843,7 @@ CPed::Attack(void)
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0;
weaponAnimAssoc->blendDelta = -4.0f;
}
}
}
@ -865,6 +878,107 @@ CPed::Attack(void)
CPed::FinishedAttackCB(0, this);
}
void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0);
m_wepModelID = -1;
}
void
CPed::SetCurrentWeapon(eWeaponType weaponType)
{
CWeaponInfo* weaponInfo;
if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
m_currentWeapon = weaponType;
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(weaponInfo->m_nModelId);
}
}
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
eWeaponType weaponType;
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType;
// Original condition was ridiculous
// if (weaponType == WEAPONTYPE_COLT45 || weaponType < WEAPONTYPE_M16 || weaponType < WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_FLAMETHROWER)
if (weaponType < WEAPONTYPE_MOLOTOV) {
SetCurrentWeapon(weaponType);
return true;
}
}
}
SetCurrentWeapon(WEAPONTYPE_UNARMED);
return false;
}
void
CPed::Duck(void)
{
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
ClearDuck();
}
void
CPed::ClearDuck(void)
{
CAnimBlendAssociation *animAssoc;
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_DOWN);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_LOW);
if (animAssoc) {
if (m_ped_flagE8) {
if (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN) {
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RBLOCK_CSHOOT);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
}
}
}
} else
m_ped_flagE10 = false;
}
void
CPed::ClearPointGunAt(void)
{
CAnimBlendAssociation *animAssoc;
CWeaponInfo *weaponInfo;
ClearLookFlag();
ClearAimFlag();
m_ped_flagA8 = false;
if (m_nPedState == PED_AIM_GUN) {
RestorePreviousState();
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_AnimToPlay);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_Anim2ToPlay);
}
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0;
}
}
}
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -881,4 +995,10 @@ STARTPATCHES
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
ENDPATCHES

View File

@ -12,10 +12,6 @@
struct CPathNode;
enum {
PED_MAX_WEAPONS = 13
};
enum PedOnGroundState {
NO_PED,
PED_BELOW_PLAYER,
@ -138,7 +134,7 @@ public:
uint8 m_ped_flagE1 : 1;
uint8 m_ped_flagE2 : 1;
uint8 m_ped_flagE4 : 1;
uint8 m_ped_flagE8 : 1;
uint8 m_ped_flagE8 : 1; // can duck?
uint8 m_ped_flagE10 : 1; // can't attack if it's set
uint8 m_ped_flagE20 : 1;
uint8 m_ped_flagE40 : 1;
@ -225,10 +221,11 @@ public:
uint8 stuff5[24];
CEntity *m_pCollidingEntity;
uint8 stuff6[12];
CWeapon m_weapons[PED_MAX_WEAPONS];
CWeapon m_weapons[NUM_PED_WEAPONTYPES];
int32 stuff7;
uint8 m_currentWeapon;
uint8 stuff[3];
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 stuff[2];
int32 m_pPointGunAt;
CVector m_vecHitLastPos;
uint8 stuff8[12];
@ -241,8 +238,11 @@ public:
uint32 m_standardTimer;
uint32 m_attackTimer;
uint32 m_lastHitTime;
uint8 stuff9[22];
uint8 m_bodyPartBleeding;
uint32 m_hitRecoverTimer;
uint32 field_4E0;
uint32 m_duckTimer;
uint8 stuff9[10];
uint8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
@ -272,12 +272,17 @@ public:
void RestorePreviousState(void);
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int);
void SelectGunIfArmed(void);
void RemoveWeaponModel(int modelId);
void SetCurrentWeapon(eWeaponType weaponType);
bool SelectGunIfArmed(void);
void Duck(void);
void ClearDuck(void);
void ClearPointGunAt(void);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }