sync with master

This commit is contained in:
Nikolay Korolev
2020-04-15 23:31:52 +03:00
41 changed files with 2746 additions and 246 deletions

View File

@ -267,10 +267,3 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl
return minP <= maxP;
#endif
}
STARTPATCHES
InjectHook(0x558220, &CBulletInfo::Initialise, PATCH_JUMP);
InjectHook(0x558450, &CBulletInfo::Shutdown, PATCH_JUMP);
InjectHook(0x558470, &CBulletInfo::AddBullet, PATCH_JUMP);
InjectHook(0x558550, &CBulletInfo::Update, PATCH_JUMP);
ENDPATCHES

View File

@ -1,7 +1,7 @@
#pragma once
#include "Weapon.h"
class CEntity;
enum eWeaponType;
class CBulletInfo
{

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,8 @@
#pragma once
#define DRIVEBYAUTOAIMING_MAXDIST (2.5f)
#define DOOMAUTOAIMING_MAXDIST (9000.0f)
enum eWeaponType
{
WEAPONTYPE_UNARMED,
@ -49,7 +52,10 @@ enum eWeaponState
};
class CEntity;
class CPhysical;
class CAutomobile;
struct CColPoint;
class CWeaponInfo;
class CWeapon
{
@ -64,23 +70,50 @@ public:
CWeapon() {
m_bAddRotOffset = false;
}
CWeaponInfo *GetInfo();
static void ShutdownWeapons(void);
void Initialise(eWeaponType type, int ammo);
void Update(int32 audioEntity);
void Reload(void);
bool Fire(CEntity*, CVector*);
void FireFromCar(CAutomobile *car, bool left);
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
bool IsTypeMelee(void);
bool IsType2Handed(void);
static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
bool HitsGround(CEntity* holder, CVector* firePos, CEntity* aimingTo);
bool HasWeaponAmmoToBeUsed(void);
static void InitialiseWeapons(void);
static void UpdateWeapons(void);
static void BlowUpExplosiveThings(CEntity*);
static void ShutdownWeapons (void);
static void UpdateWeapons (void);
void Initialise(eWeaponType type, int32 ammo);
bool Fire (CEntity *shooter, CVector *fireSource);
bool FireFromCar (CAutomobile *shooter, bool left);
bool FireMelee (CEntity *shooter, CVector &fireSource);
bool FireInstantHit(CEntity *shooter, CVector *fireSource);
void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size);
void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead);
bool FireShotgun (CEntity *shooter, CVector *fireSource);
bool FireProjectile(CEntity *shooter, CVector *fireSource, float power);
static void GenerateFlameThrowerParticles(CVector pos, CVector dir);
bool FireAreaEffect (CEntity *shooter, CVector *fireSource);
bool FireSniper (CEntity *shooter);
bool FireM16_1stPerson (CEntity *shooter);
bool FireInstantHitFromCar(CAutomobile *shooter, bool left);
static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target);
void Reload(void);
void Update(int32 audioEntity);
bool IsTypeMelee (void);
bool IsType2Handed(void);
static void MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target);
bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo);
static void BlowUpExplosiveThings(CEntity *thing);
bool HasWeaponAmmoToBeUsed(void);
static bool 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);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
VALIDATE_SIZE(CWeapon, 0x18);
void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);
void FireOneInstantHitRound(CVector *source, CVector *target, int32 damage);