CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names

This commit is contained in:
Fire-Head
2020-03-28 23:55:23 +03:00
parent c056871e07
commit 194ddc5f40
30 changed files with 596 additions and 132 deletions

View File

@ -3619,11 +3619,11 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (DyingOrDead())
return false;
if (!bUsesCollision && method != WEAPONTYPE_WATER)
if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
return false;
if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
method != WEAPONTYPE_WATER && method != WEAPONTYPE_EXPLOSION)
method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
return false;
float healthImpact;
@ -3969,10 +3969,10 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
}
}
break;
case WEAPONTYPE_WATER:
case WEAPONTYPE_DROWNING:
dieAnim = ANIM_DROWN;
break;
case WEAPONTYPE_FALL_DAMAGE:
case WEAPONTYPE_FALL:
if (bCollisionProof)
return false;
@ -3998,7 +3998,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
}
}
if (m_fArmour != 0.0f && method != WEAPONTYPE_WATER) {
if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
if (player == this)
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds();
@ -4024,7 +4024,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
}
if (bInVehicle) {
if (method != WEAPONTYPE_WATER) {
if (method != WEAPONTYPE_DROWNING) {
#ifdef VC_PED_PORTS
if (m_pMyVehicle) {
if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
@ -4091,7 +4091,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
} else {
CDarkel::RegisterKillNotByPlayer(this, method);
}
if (method == WEAPONTYPE_WATER)
if (method == WEAPONTYPE_DROWNING)
bIsInTheAir = false;
return true;
@ -14575,7 +14575,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
|| m_pCollidingEntity == collidingEnt) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
float damage = 100.0f * max(speed - 0.25f, 0.0f);
@ -14588,7 +14588,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir);
InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
}
@ -14599,7 +14599,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
if (speedSqr == 0.0f)
@ -14610,7 +14610,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
}
}
#endif
@ -15036,7 +15036,7 @@ CPed::ProcessBuoyancy(void)
CVector pos = GetPosition();
if (PlacePedOnDryLand()) {
if (m_fHealth > 20.0f)
InflictDamage(nil, WEAPONTYPE_WATER, 15.0f, PEDPIECE_TORSO, false);
InflictDamage(nil, WEAPONTYPE_DROWNING, 15.0f, PEDPIECE_TORSO, false);
if (bIsInTheAir) {
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
@ -15058,7 +15058,7 @@ CPed::ProcessBuoyancy(void)
m_vecMoveSpeed.y *= speedMult;
m_vecMoveSpeed.z *= speedMult;
bIsStanding = false;
InflictDamage(nil, WEAPONTYPE_WATER, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) {
if (speedMult == 0.0f) {