mirror of
https://github.com/halpz/re3.git
synced 2025-06-30 00:06:20 +00:00
sync with upstream
This commit is contained in:
@ -23,7 +23,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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switch (copType) {
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case COP_STREET:
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SetModelIndex(MI_COP);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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// GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami)
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GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_fArmour = 0.0f;
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m_wepSkills = 208; /* TODO: what is this? seems unused */
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@ -31,17 +32,15 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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break;
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case COP_FBI:
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SetModelIndex(MI_FBI);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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GiveWeapon(WEAPONTYPE_AK47, 1000);
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SetCurrentWeapon(WEAPONTYPE_AK47);
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GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
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SetCurrentWeapon(WEAPONTYPE_MP5);
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m_fArmour = 100.0f;
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m_wepSkills = 176; /* TODO: what is this? seems unused */
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m_wepAccuracy = 76;
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break;
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case COP_SWAT:
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SetModelIndex(MI_SWAT);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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GiveWeapon(WEAPONTYPE_UZI, 1000);
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GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
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SetCurrentWeapon(WEAPONTYPE_UZI);
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m_fArmour = 50.0f;
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m_wepSkills = 32; /* TODO: what is this? seems unused */
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@ -49,10 +48,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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break;
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case COP_ARMY:
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SetModelIndex(MI_ARMY);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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GiveWeapon(WEAPONTYPE_M16, 1000);
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GiveWeapon(WEAPONTYPE_GRENADE, 10);
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SetCurrentWeapon(WEAPONTYPE_M16);
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GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
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SetCurrentWeapon(WEAPONTYPE_MP5);
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m_fArmour = 100.0f;
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m_wepSkills = 32; /* TODO: what is this? seems unused */
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m_wepAccuracy = 84;
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@ -69,7 +66,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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case 7: SetModelIndex(MI_VICE8); break;
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default: assert(0); break;
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}
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GiveWeapon(WEAPONTYPE_UZI, 1000);
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GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
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SetCurrentWeapon(WEAPONTYPE_UZI);
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m_fArmour = 100.0f;
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m_wepSkills = 176;
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@ -314,7 +314,7 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_STAND_STILL;
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} else {
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m_nEmergencyPedState = EMERGENCY_PED_FACE_TO_PATIENT;
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m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CPR, 4.0f);
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m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_MEDIC, ANIM_CPR, 4.0f);
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bIsDucking = true;
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}
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SetLookTimer(2000);
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1345
src/peds/Ped.cpp
1345
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
112
src/peds/Ped.h
112
src/peds/Ped.h
@ -521,8 +521,9 @@ public:
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uint8 m_stateUnused;
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uint32 m_timerUnused;
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CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
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CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
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CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
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eWeaponType m_storedWeapon;
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uint32 m_storedWeaponAmmo;
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uint8 m_currentWeapon; // eWeaponType
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uint8 m_maxWeaponTypeAllowed; // eWeaponType
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uint8 m_wepSkills;
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@ -548,12 +549,26 @@ public:
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uint32 m_duckTimer;
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uint32 m_duckAndCoverTimer;
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uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
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uint32 m_shotTime;
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uint32 m_shotTimeAdd;
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uint8 m_panicCounter;
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bool m_deadBleeding;
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int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
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CPed *m_nearPeds[10];
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uint16 m_numNearPeds;
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int8 m_lastWepDam;
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uint16 m_pedMoney;
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int8 m_lastWepDam;
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CEntity *m_lastDamEntity;
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CEntity *m_attachedTo;
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CVector m_vecAttachOffset;
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uint16 m_attachType;
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float m_attachRot;
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uint32 m_attachWepAmmo;
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uint32 m_threatFlags;
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uint32 m_threatCheck;
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uint32 m_lastThreatCheck;
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uint32 m_sayType;
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uint32 m_sayTimer;
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uint32 m_lastSoundStart;
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uint32 m_soundStart;
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uint16 m_lastQueuedSound;
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@ -601,7 +616,8 @@ public:
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void ClearAttack(void);
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bool IsPedHeadAbovePos(float zOffset);
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void RemoveWeaponModel(int modelId);
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void SetCurrentWeapon(uint32 weaponType);
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void SetCurrentWeapon(eWeaponType weaponType);
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void SetCurrentWeapon(int weapon);
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void Duck(void);
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void ClearDuck(void);
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void ClearPointGunAt(void);
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@ -612,7 +628,7 @@ public:
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void PlayFootSteps(void);
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void QuitEnteringCar(void);
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void BuildPedLists(void);
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uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
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int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = false);
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void CalculateNewOrientation(void);
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float WorkOutHeadingForMovingFirstPerson(float);
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void CalculateNewVelocity(void);
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@ -685,6 +701,7 @@ public:
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void RemoveInCarAnims(void);
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void CollideWithPed(CPed*);
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void SetDirectionToWalkAroundObject(CEntity*);
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void RemoveWeaponAnims(int, float);
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void CreateDeadPedMoney(void);
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void CreateDeadPedWeaponPickups(void);
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void SetAttackTimer(uint32);
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@ -700,7 +717,6 @@ public:
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void EnterCar(void);
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uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
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uint8 GetNearestTrainDoor(CVehicle*, CVector&);
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void LineUpPedWithTrain(void);
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void ExitCar(void);
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void Fight(void);
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bool FindBestCoordsFromNodes(CVector, CVector*);
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@ -747,7 +763,6 @@ public:
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void SetExitCar(CVehicle*, uint32);
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void SetFormation(eFormation);
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bool WillChat(CPed*);
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void SetEnterTrain(CVehicle*, uint32);
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void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
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void SetSolicit(uint32 time);
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void ScanForInterestingStuff(void);
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@ -756,6 +771,9 @@ public:
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bool WarpPedToNearLeaderOffScreen(void);
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void Solicit(void);
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void SetExitBoat(CVehicle*);
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void ClearFollowPath();
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void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
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void RequestDelayedWeapon();
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@ -783,8 +801,9 @@ public:
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static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); // TODO(Miami): Should be under GTA_TRAIN
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static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
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@ -813,8 +832,14 @@ public:
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void SetPedStats(ePedStats);
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bool IsGangMember(void);
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void Die(void);
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#ifdef GTA_TRAIN
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void EnterTrain(void);
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void ExitTrain(void);
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void SetExitTrain(CVehicle*);
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void SetPedPositionInTrain(void);
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void LineUpPedWithTrain(void);
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void SetEnterTrain(CVehicle*, uint32);
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#endif
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void Fall(void);
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bool IsPedShootable(void);
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void Look(void);
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@ -822,11 +847,9 @@ public:
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void RestoreHeadPosition(void);
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void PointGunAt(void);
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bool ServiceTalkingWhenDead(void);
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void SetPedPositionInTrain(void);
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void SetShootTimer(uint32);
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void SetSeekCar(CVehicle*, uint32);
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void SetSeekBoatPosition(CVehicle*);
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void SetExitTrain(CVehicle*);
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void WanderRange(void);
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void SetFollowRoute(int16, int16);
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void SeekBoatPosition(void);
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@ -866,6 +889,35 @@ public:
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void ReplaceWeaponWhenExitingVehicle(void);
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void RemoveWeaponWhenEnteringVehicle(void);
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bool IsNotInWreckedVehicle();
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// My addons. Maybe inlined in VC?
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AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
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// TODO(Miami): Revert that when weapons got ported
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if (weapon->m_AnimToPlay == ASSOCGRP_STD)
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return ANIM_FIGHT_PPUNCH;
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if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
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return ANIM_WEAPON_FIRE_3RD;
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else
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return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE;
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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// TODO(Miami): Revert that when weapons got ported
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if (weapon->m_AnimToPlay == ASSOCGRP_STD)
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return ANIM_KICK_FLOOR;
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if (!!weapon->m_bGround2nd)
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return ANIM_WEAPON_CROUCHFIRE;
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else if (!!weapon->m_bGround3rd)
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return ANIM_WEAPON_SPECIAL;
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else if (kickFloorIfNone)
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return ANIM_KICK_FLOOR;
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else
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return (AnimationId)0;
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}
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// --
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// My additions, because there were many, many instances of that.
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inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
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{
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@ -884,43 +936,24 @@ public:
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if (walk)
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SetMoveState(PEDMOVE_WALK);
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}
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// --
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// Using this to abstract nodes of skinned and non-skinned meshes
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CVector GetNodePosition(int32 node)
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{
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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RwV3d pos = { 0.0f, 0.0f, 0.0f };
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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// this is just stupid
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//RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
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pos = mats[idx].pos;
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return pos;
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}else
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#endif
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{
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RwMatrix mat;
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CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat);
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return mat.pos;
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}
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RwV3d pos = { 0.0f, 0.0f, 0.0f };
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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pos = mats[idx].pos;
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return pos;
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}
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void TransformToNode(CVector &pos, int32 node)
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{
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
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}else
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#endif
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{
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RwFrame *frame;
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for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
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}
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
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}
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// set by 0482:set_threat_reaction_range_multiplier opcode
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@ -953,6 +986,7 @@ public:
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void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
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// TODO(Miami): Change those when Ped struct is done
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#ifndef PED_SKIN
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VALIDATE_SIZE(CPed, 0x53C);
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#endif
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|
@ -7,11 +7,13 @@
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#include "General.h"
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#include "RwHelper.h"
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LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
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LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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//--MIAMI: file almost done (only some special weapon cases left)
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LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) };
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LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) };
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LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) };
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LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(5.0f), DEGTORAD(-120.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(20.0f) };
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LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(60.0f), DEGTORAD(0.0f), DEGTORAD(15.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f) };
|
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|
||||
const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
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const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
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@ -21,17 +23,16 @@ CPedIK::CPedIK(CPed *ped)
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{
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||||
m_ped = ped;
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m_flags = 0;
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||||
m_headOrient.phi = 0.0f;
|
||||
m_headOrient.theta = 0.0f;
|
||||
m_torsoOrient.phi = 0.0f;
|
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m_torsoOrient.theta = 0.0f;
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m_upperArmOrient.phi = 0.0f;
|
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m_upperArmOrient.theta = 0.0f;
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m_lowerArmOrient.phi = 0.0f;
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m_lowerArmOrient.theta = 0.0f;
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m_headOrient.yaw = 0.0f;
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m_headOrient.pitch = 0.0f;
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m_torsoOrient.yaw = 0.0f;
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m_torsoOrient.pitch = 0.0f;
|
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m_upperArmOrient.yaw = 0.0f;
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m_upperArmOrient.pitch = 0.0f;
|
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m_lowerArmOrient.yaw = 0.0f;
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m_lowerArmOrient.pitch = 0.0f;
|
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}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
inline RwMatrix*
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||||
GetBoneMatrix(CPed *ped, int32 bone)
|
||||
{
|
||||
@ -45,174 +46,60 @@ GetComponentMatrix(CPed *ped, int32 node)
|
||||
{
|
||||
return GetBoneMatrix(ped, ped->m_pFrames[node]->nodeID);
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
RtQuat *q = &node->hanimFrame->q;
|
||||
#ifndef FIX_BUGS
|
||||
// this is what the game does (also VC), but it does not look great
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch
|
||||
#else
|
||||
// copied the code from the non-skinned case
|
||||
// this seems to work ok
|
||||
|
||||
// We can't get the parent matrix of an hanim frame but
|
||||
// this function is always called with PED_MID, so we know the parent frame.
|
||||
// Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox...
|
||||
// so this doesn't exactly do what we'd like anyway
|
||||
RwMatrix* mat = GetComponentMatrix(m_ped, PED_MID);
|
||||
|
||||
RwV3d vec1, vec2;
|
||||
vec1.x = mat->right.z;
|
||||
vec1.y = mat->up.z;
|
||||
vec1.z = mat->at.z;
|
||||
float c = Cos(m_ped->m_fRotationCur);
|
||||
float s = Sin(m_ped->m_fRotationCur);
|
||||
vec2.x = -(c*mat->right.x + s*mat->right.y);
|
||||
vec2.y = -(c*mat->up.x + s*mat->up.y);
|
||||
vec2.z = -(c*mat->at.x + s*mat->at.y);
|
||||
|
||||
// Not sure what exactly to do here
|
||||
RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT);
|
||||
#endif
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *f = node->frame;
|
||||
RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
|
||||
// rotation == 0 -> looking in y direction
|
||||
// left? vector
|
||||
float c = Cos(m_ped->m_fRotationCur);
|
||||
float s = Sin(m_ped->m_fRotationCur);
|
||||
rightVector.x = -(c*mat->right.x + s*mat->right.y);
|
||||
rightVector.y = -(c*mat->up.x + s*mat->up.y);
|
||||
rightVector.z = -(c*mat->at.x + s*mat->at.y);
|
||||
|
||||
if(changeRoll){
|
||||
// Used when aiming only involves over the legs.(canAimWithArm)
|
||||
// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
|
||||
// Not noticeable in normal conditions...
|
||||
|
||||
RwV3d forwardVector;
|
||||
CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
|
||||
inversedForward.Normalise();
|
||||
float dotProduct = DotProduct(mat->at, inversedForward);
|
||||
if(dotProduct > 1.0f) dotProduct = 1.0f;
|
||||
if(dotProduct < -1.0f) dotProduct = -1.0f;
|
||||
float alpha = Acos(dotProduct);
|
||||
|
||||
if(mat->at.z < 0.0f)
|
||||
alpha = -alpha;
|
||||
|
||||
forwardVector.x = s * mat->right.x - c * mat->right.y;
|
||||
forwardVector.y = s * mat->up.x - c * mat->up.y;
|
||||
forwardVector.z = s * mat->at.x - c * mat->at.y;
|
||||
|
||||
float curYaw, curPitch;
|
||||
ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
|
||||
}else{
|
||||
// pitch
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
// yaw
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
|
||||
}
|
||||
RwFrameGetMatrix(f)->pos = pos;
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
RtQuat *q = &node->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(limb->yaw), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
|
||||
{
|
||||
RwFrame *f;
|
||||
RwMatrix *mat;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
pos->x = 0.0f;
|
||||
pos->y = 0.0f;
|
||||
pos->z = 0.0f;
|
||||
mat = GetComponentMatrix(m_ped, node);
|
||||
// could just copy the position out of the matrix...
|
||||
RwV3dTransformPoints(pos, pos, 1, mat);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
f = m_ped->m_pFrames[node]->frame;
|
||||
mat = RwFrameGetMatrix(f);
|
||||
*pos = mat->pos;
|
||||
|
||||
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
|
||||
}
|
||||
}
|
||||
|
||||
RwMatrix*
|
||||
CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
|
||||
{
|
||||
RwFrame *i;
|
||||
|
||||
*destination = *RwFrameGetMatrix(source);
|
||||
|
||||
for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i))
|
||||
RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT);
|
||||
|
||||
return destination;
|
||||
*pos = GetComponentMatrix(m_ped, node)->pos;
|
||||
}
|
||||
|
||||
LimbMoveStatus
|
||||
CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
|
||||
CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo)
|
||||
{
|
||||
LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
|
||||
|
||||
// phi
|
||||
// yaw
|
||||
|
||||
if (limb.phi > approxPhi) {
|
||||
limb.phi -= moveInfo.yawD;
|
||||
} else if (limb.phi < approxPhi) {
|
||||
limb.phi += moveInfo.yawD;
|
||||
}
|
||||
|
||||
if (Abs(limb.phi - approxPhi) < moveInfo.yawD) {
|
||||
limb.phi = approxPhi;
|
||||
if(Abs(limb.yaw-targetYaw) < moveInfo.yawD){
|
||||
limb.yaw = targetYaw;
|
||||
result = ANGLES_SET_EXACTLY;
|
||||
}else{
|
||||
if (limb.yaw > targetYaw) {
|
||||
limb.yaw -= moveInfo.yawD;
|
||||
} else if (limb.yaw < targetYaw) {
|
||||
limb.yaw += moveInfo.yawD;
|
||||
}
|
||||
}
|
||||
|
||||
if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) {
|
||||
limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw);
|
||||
if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) {
|
||||
limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
|
||||
result = ANGLES_SET_TO_MAX;
|
||||
}
|
||||
|
||||
// theta
|
||||
// pitch
|
||||
|
||||
if (limb.theta > approxTheta) {
|
||||
limb.theta -= moveInfo.pitchD;
|
||||
} else if (limb.theta < approxTheta) {
|
||||
limb.theta += moveInfo.pitchD;
|
||||
if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD){
|
||||
limb.pitch = targetPitch;
|
||||
}else{
|
||||
if (limb.pitch > targetPitch) {
|
||||
limb.pitch -= moveInfo.pitchD;
|
||||
} else if (limb.pitch < targetPitch) {
|
||||
limb.pitch += moveInfo.pitchD;
|
||||
}
|
||||
result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
|
||||
}
|
||||
|
||||
if (Abs(limb.theta - approxTheta) < moveInfo.pitchD)
|
||||
limb.theta = approxTheta;
|
||||
else
|
||||
result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
|
||||
|
||||
if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) {
|
||||
limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch);
|
||||
if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) {
|
||||
limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
|
||||
result = ANGLES_SET_TO_MAX;
|
||||
}
|
||||
return result;
|
||||
@ -226,259 +113,189 @@ CPedIK::RestoreGunPosn(void)
|
||||
return limbStatus == ANGLES_SET_EXACTLY;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CPedIK::RotateHead(void)
|
||||
{
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool
|
||||
CPedIK::LookInDirection(float phi, float theta)
|
||||
CPedIK::LookInDirection(float targetYaw, float targetPitch)
|
||||
{
|
||||
bool success = true;
|
||||
float yaw, pitch;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
// parent of head is torso
|
||||
RwMatrix worldMat = *GetComponentMatrix(m_ped, PED_NECK);
|
||||
ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
|
||||
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw),
|
||||
CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo);
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY){
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
|
||||
if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo))
|
||||
success = true;
|
||||
}else{
|
||||
RotateHead();
|
||||
return success;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
RotateHead();
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame;
|
||||
RwMatrix *frameMat = RwFrameGetMatrix(frame);
|
||||
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
RwMatrix *worldMat = RwMatrixCreate();
|
||||
worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
|
||||
|
||||
ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
|
||||
RwMatrixDestroy(worldMat);
|
||||
|
||||
yaw += m_torsoOrient.phi;
|
||||
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
|
||||
pitch *= Cos(neededPhiTurn);
|
||||
|
||||
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
|
||||
float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
||||
if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
|
||||
success = true;
|
||||
}
|
||||
CMatrix nextFrame = CMatrix(frameMat);
|
||||
CVector framePos = nextFrame.GetPosition();
|
||||
|
||||
nextFrame.SetRotateZ(m_headOrient.theta);
|
||||
nextFrame.RotateX(m_headOrient.phi);
|
||||
nextFrame.GetPosition() += framePos;
|
||||
nextFrame.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK);
|
||||
m_headOrient.yaw = Atan2(-m->at.y, -m->at.x);
|
||||
m_headOrient.yaw -= m_ped->m_fRotationCur;
|
||||
m_headOrient.yaw = CGeneral::LimitRadianAngle(m_headOrient.yaw);
|
||||
float up = clamp(m->up.z, -1.0f, 1.0f);
|
||||
m_headOrient.pitch = Atan2(-up, Sqrt(1.0f - SQR(-up)));
|
||||
}
|
||||
|
||||
// parent of head is neck
|
||||
RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK);
|
||||
yaw = CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x));
|
||||
float up = clamp(m->up.z, -1.0f, 1.0f);
|
||||
pitch = Atan2(-up, Sqrt(1.0f - SQR(-up)));
|
||||
float headYaw = CGeneral::LimitRadianAngle(targetYaw - (yaw + m_torsoOrient.yaw));
|
||||
float headPitch = CGeneral::LimitRadianAngle(targetPitch - pitch) * Cos(Min(Abs(headYaw), HALFPI));
|
||||
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, headYaw, headPitch, ms_headInfo);
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw-m_ped->m_fRotationCur), targetPitch, ms_torsoInfo))
|
||||
success = true;
|
||||
|
||||
// This was RotateHead
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEPRECONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
return success;
|
||||
}
|
||||
|
||||
bool
|
||||
CPedIK::LookAtPosition(CVector const &pos)
|
||||
{
|
||||
float phiToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
RwV3d *pedpos = &GetComponentMatrix(m_ped, PED_MID)->pos;
|
||||
float yawToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
pos.x, pos.y,
|
||||
m_ped->GetPosition().x, m_ped->GetPosition().y);
|
||||
pedpos->x, pedpos->y);
|
||||
|
||||
float thetaToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
float pitchToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
// BUG? not using pedpos here
|
||||
pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
|
||||
m_ped->GetPosition().z, 0.0f);
|
||||
pedpos->z, 0.0f);
|
||||
|
||||
return LookInDirection(phiToFace, thetaToFace);
|
||||
return LookInDirection(yawToFace, pitchToFace);
|
||||
}
|
||||
|
||||
bool
|
||||
CPedIK::PointGunInDirection(float phi, float theta)
|
||||
CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
|
||||
{
|
||||
bool result = true;
|
||||
bool armPointedToGun = false;
|
||||
float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
||||
m_flags &= (~GUN_POINTED_SUCCESSFULLY);
|
||||
targetYaw = CGeneral::LimitRadianAngle(targetYaw - m_ped->GetForward().Heading());
|
||||
m_flags &= ~GUN_POINTED_SUCCESSFULLY;
|
||||
m_flags |= LOOKAROUND_HEAD_ONLY;
|
||||
if (m_flags & AIMS_WITH_ARM) {
|
||||
armPointedToGun = PointGunInDirectionUsingArm(angle, theta);
|
||||
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
|
||||
armPointedToGun = PointGunInDirectionUsingArm(targetYaw, targetPitch);
|
||||
targetYaw = CGeneral::LimitRadianAngle(targetYaw - (m_upperArmOrient.yaw + m_lowerArmOrient.yaw));
|
||||
}
|
||||
if (armPointedToGun) {
|
||||
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
|
||||
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
|
||||
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.yaw * m_upperArmOrient.yaw < 0.0f)
|
||||
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.pitch, ms_torsoInfo);
|
||||
} else {
|
||||
// Unused code
|
||||
RwMatrix *matrix;
|
||||
float yaw, pitch;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
matrix = RwMatrixCreate();
|
||||
*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}
|
||||
//
|
||||
matrix = RwMatrixCreate();
|
||||
*matrix = *GetComponentMatrix(m_ped, PED_CLAVICLER);
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
|
||||
LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
|
||||
if(m_flags & AIMS_WITH_ARM){
|
||||
if(targetPitch > 0.0f)
|
||||
targetPitch = Max(targetPitch - Abs(targetYaw), 0.0f);
|
||||
else
|
||||
targetPitch = Min(targetPitch + Abs(targetYaw), 0.0f);
|
||||
}
|
||||
LimbMoveStatus status = MoveLimb(m_torsoOrient, targetYaw, targetPitch, ms_torsoInfo);
|
||||
if (status == ANGLES_SET_TO_MAX)
|
||||
result = false;
|
||||
else if (status == ANGLES_SET_EXACTLY)
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
}
|
||||
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM)
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true);
|
||||
else
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine
|
||||
RwV3d axis = { 0.0f, 0.0f, 0.0f };
|
||||
float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur);
|
||||
axis.y = -Sin(axisangle);
|
||||
axis.z = Cos(axisangle);
|
||||
|
||||
// this was RotateTorso
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_MID]->hanimFrame->q;
|
||||
RtQuatRotate(q, &axis, RADTODEG(m_torsoOrient.pitch), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_torsoOrient.yaw), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool
|
||||
CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
RwV3d upVector; // only for non-skinned
|
||||
RwMatrix *matrix;
|
||||
float yaw, pitch;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
matrix = RwMatrixCreate();
|
||||
*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
|
||||
matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
|
||||
|
||||
// with PED_SKIN this is actually done below (with a memory leak)
|
||||
upVector.x = matrix->right.z;
|
||||
upVector.y = matrix->up.z;
|
||||
upVector.z = matrix->at.z;
|
||||
float uaRoll = 45.0f;
|
||||
float handRoll = 30.0f;
|
||||
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}
|
||||
matrix = GetComponentMatrix(m_ped, PED_CLAVICLER);
|
||||
yaw = CGeneral::LimitRadianAngle(Atan2(matrix->right.y, matrix->right.x) - m_ped->m_fRotationCur);
|
||||
pitch = Atan2(matrix->up.z, Sqrt(1.0f - SQR(matrix->up.z)));
|
||||
|
||||
RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
|
||||
RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
|
||||
|
||||
float uaPhi, uaTheta;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
uaPhi = phi;
|
||||
uaTheta = theta + DEGTORAD(10.0f);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
||||
uaTheta = CGeneral::LimitRadianAngle(theta - pitch);
|
||||
}
|
||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, uaTheta, ms_upperArmInfo);
|
||||
float uaYaw, uaPitch;
|
||||
uaYaw = CGeneral::LimitRadianAngle(targetYaw - yaw - DEGTORAD(15.0f));
|
||||
uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch + DEGTORAD(10.0f));
|
||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo);
|
||||
if (uaStatus == ANGLES_SET_EXACTLY) {
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
// this code is completely missing on xbox & android, but we can keep it with the check
|
||||
// TODO? implement it for skinned geometry?
|
||||
if(!IsClumpSkinned(m_ped->GetClump()))
|
||||
#endif
|
||||
if (uaStatus == ANGLES_SET_TO_MAX) {
|
||||
float laPhi = uaPhi - m_upperArmOrient.phi;
|
||||
float laYaw = uaYaw - m_upperArmOrient.yaw;
|
||||
|
||||
LimbMoveStatus laStatus;
|
||||
if (laPhi > 0.0f)
|
||||
laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo);
|
||||
else
|
||||
laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
|
||||
if (laYaw > 0.0f){
|
||||
float rollReduce = laYaw/DEGTORAD(30.0f);
|
||||
uaRoll *= 1.0f - Min(rollReduce, 1.0f);
|
||||
handRoll *= 1.0f - Min(rollReduce, 1.0f);
|
||||
|
||||
laYaw *= 1.9f;
|
||||
laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
|
||||
|
||||
// some unused statics here
|
||||
float uaPitchAmount = 1.0f - (m_lowerArmOrient.yaw + m_upperArmOrient.yaw) * 0.34f;
|
||||
float f1 = ms_upperArmInfo.maxPitch * Max(uaPitchAmount, 0.0f);
|
||||
float f2 = 0.2f*m_lowerArmOrient.yaw + m_upperArmOrient.pitch;
|
||||
m_upperArmOrient.pitch = Min(f1, f2);
|
||||
}else
|
||||
laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
|
||||
|
||||
if (laStatus == ANGLES_SET_EXACTLY) {
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
RwFrame *child = GetFirstChild(m_ped->m_pFrames[PED_UPPERARMR]->frame);
|
||||
RwV3d pos = RwFrameGetMatrix(child)->pos;
|
||||
RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RwFrameGetMatrix(child)->pos = pos;
|
||||
|
||||
// game does this stupidly by going through the clump extension...
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_FOREARMR]->hanimFrame->q;
|
||||
RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_lowerArmOrient.yaw), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &XaxisIK, -RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
|
||||
// with PED_SKIN we're also getting upVector here
|
||||
RwV3d pos = RwFrameGetMatrix(frame)->pos;
|
||||
RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RwFrameGetMatrix(frame)->pos = pos;
|
||||
}
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, uaRoll, rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &YaxisIK, -RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_upperArmOrient.yaw+HALFPI), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
|
||||
q = &m_ped->m_pFrames[PED_HANDR]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, handRoll, rwCOMBINEPRECONCAT);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool
|
||||
CPedIK::PointGunAtPosition(CVector const& position)
|
||||
{
|
||||
// TODO(MIAMI): special cases for some weapons
|
||||
return PointGunInDirection(
|
||||
CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
|
||||
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y),
|
||||
m_ped->GetPosition().z,
|
||||
0.0f));
|
||||
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), m_ped->GetPosition().z, 0.0f));
|
||||
}
|
||||
|
||||
bool
|
||||
@ -487,40 +304,24 @@ CPedIK::RestoreLookAt(void)
|
||||
bool result = false;
|
||||
float yaw, pitch;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = true;
|
||||
}
|
||||
RotateHead();
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwMatrix *mat = RwFrameGetMatrix(m_ped->m_pFrames[PED_HEAD]->frame);
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
ExtractYawAndPitchLocal(mat, &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = true;
|
||||
}
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = true;
|
||||
}
|
||||
|
||||
CMatrix matrix(mat);
|
||||
CVector pos = matrix.GetPosition();
|
||||
matrix.SetRotateZ(m_headOrient.theta);
|
||||
matrix.RotateX(m_headOrient.phi);
|
||||
matrix.Translate(pos);
|
||||
matrix.UpdateRW();
|
||||
}
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
|
||||
// This was RotateHead
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEPRECONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
}
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -548,7 +349,6 @@ CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
|
||||
if (mat->up.x > 0.0f) *pitch = -*pitch;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch)
|
||||
{
|
||||
@ -557,4 +357,3 @@ CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, flo
|
||||
ExtractYawAndPitchLocal(mat, yaw, pitch);
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
#endif
|
||||
|
@ -4,8 +4,8 @@
|
||||
|
||||
struct LimbOrientation
|
||||
{
|
||||
float phi;
|
||||
float theta;
|
||||
float yaw;
|
||||
float pitch;
|
||||
};
|
||||
|
||||
struct LimbMovementInfo {
|
||||
@ -48,19 +48,17 @@ public:
|
||||
static LimbMovementInfo ms_lowerArmInfo;
|
||||
|
||||
CPedIK(CPed *ped);
|
||||
bool PointGunInDirection(float phi, float theta);
|
||||
bool PointGunInDirectionUsingArm(float phi, float theta);
|
||||
bool PointGunInDirection(float targetYaw, float targetPitch);
|
||||
bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
|
||||
bool PointGunAtPosition(CVector const& position);
|
||||
void GetComponentPosition(RwV3d *pos, uint32 node);
|
||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
|
||||
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
|
||||
void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
|
||||
void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
|
||||
LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
|
||||
LimbMoveStatus MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo);
|
||||
bool RestoreGunPosn(void);
|
||||
void RotateHead(void);
|
||||
bool LookInDirection(float phi, float theta);
|
||||
bool LookInDirection(float targetYaw, float targetPitch);
|
||||
bool LookAtPosition(CVector const& pos);
|
||||
bool RestoreLookAt(void);
|
||||
};
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "Pools.h"
|
||||
#include "Darkel.h"
|
||||
#include "CarCtrl.h"
|
||||
#include "MBlur.h"
|
||||
|
||||
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
|
||||
|
||||
@ -31,6 +32,7 @@ CPlayerPed::~CPlayerPed()
|
||||
delete m_pWanted;
|
||||
}
|
||||
|
||||
// --MIAMI: Done except commented out things
|
||||
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
|
||||
{
|
||||
m_fMoveSpeed = 0.0f;
|
||||
@ -44,26 +46,47 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
|
||||
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
|
||||
m_nSpeedTimer = 0;
|
||||
m_bSpeedTimerFlag = false;
|
||||
|
||||
// This should be something inlined
|
||||
// TODO(Miami)
|
||||
|
||||
// if (pPointGunAt)
|
||||
// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
|
||||
m_pPointGunAt = nil;
|
||||
if (m_nPedState == PED_FOLLOW_PATH)
|
||||
ClearFollowPath();
|
||||
|
||||
// TODO(Miami)
|
||||
// This should be something inlined
|
||||
|
||||
m_nPedState = PED_IDLE;
|
||||
m_fMaxStamina = 150.0f;
|
||||
m_fCurrentStamina = m_fMaxStamina;
|
||||
m_fStaminaProgress = 0.0f;
|
||||
m_nEvadeAmount = 0;
|
||||
field_1367 = 0;
|
||||
m_pEvadingFrom = nil;
|
||||
m_nHitAnimDelayTimer = 0;
|
||||
m_fAttackButtonCounter = 0.0f;
|
||||
m_bHaveTargetSelected = false;
|
||||
m_bHasLockOnTarget = false;
|
||||
m_bDrunkVisualsWearOff = true;
|
||||
m_bCanBeDamaged = true;
|
||||
m_fWalkAngle = 0.0f;
|
||||
m_fFPSMoveHeading = 0.0f;
|
||||
m_pMinigunTopAtomic = nil;
|
||||
m_fGunSpinSpeed = 0.0;
|
||||
m_fGunSpinAngle = 0.0;
|
||||
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
|
||||
field_1413 = 0;
|
||||
unused1 = false;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_pPedAtSafePos[i] = nil;
|
||||
m_pCheckPlayers[i] = nil;
|
||||
}
|
||||
m_nCheckPlayersIndex = 0;
|
||||
m_nPadUpPressedInMilliseconds = 0;
|
||||
m_nPadDownPressedInMilliseconds = 0;
|
||||
// TODO(Miami): Idle anim block index
|
||||
}
|
||||
|
||||
void CPlayerPed::ClearWeaponTarget()
|
||||
@ -181,8 +204,9 @@ CPlayerPed::UseSprintEnergy(void)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Use that on everywhere except ProcessPlayerWeapon
|
||||
void
|
||||
CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
|
||||
CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
|
||||
{
|
||||
if (m_nPedState == PED_SNIPER_MODE) {
|
||||
RestorePreviousState();
|
||||
@ -195,7 +219,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
|
||||
ClearWeaponTarget();
|
||||
|
||||
CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay);
|
||||
CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205);
|
||||
if (weaponAnim) {
|
||||
weaponAnim->SetRun();
|
||||
weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
|
||||
@ -203,6 +227,14 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
|
||||
TheCamera.ClearPlayerWeaponMode();
|
||||
}
|
||||
|
||||
// --MIAMI: Done, but this should be only called from ProcessPlayerWeapon
|
||||
void
|
||||
CPlayerPed::MakeChangesForNewWeapon(int32 slot)
|
||||
{
|
||||
if(slot != -1)
|
||||
MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::ReApplyMoveAnims(void)
|
||||
{
|
||||
@ -222,14 +254,19 @@ CPlayerPed::ReApplyMoveAnims(void)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPlayerPed::SetInitialState(void)
|
||||
{
|
||||
m_nDrunkenness = 0;
|
||||
m_nFadeDrunkenness = 0;
|
||||
CMBlur::ClearDrunkBlur();
|
||||
m_nDrunkCountdown = 0;
|
||||
m_bAdrenalineActive = false;
|
||||
m_nAdrenalineTime = 0;
|
||||
CTimer::SetTimeStep(1.0f);
|
||||
CTimer::SetTimeScale(1.0f);
|
||||
m_pSeekTarget = nil;
|
||||
m_vecSeekPos = { 0.0f, 0.0f, 0.0f };
|
||||
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_fleeFromPosX = 0.0f;
|
||||
m_fleeFromPosY = 0.0f;
|
||||
m_fleeFrom = nil;
|
||||
@ -241,9 +278,14 @@ CPlayerPed::SetInitialState(void)
|
||||
ClearLookFlag();
|
||||
bIsPointingGunAt = false;
|
||||
bRenderPedInCar = true;
|
||||
|
||||
if (m_pFire)
|
||||
m_pFire->Extinguish();
|
||||
|
||||
RpAnimBlendClumpRemoveAllAssociations(GetClump());
|
||||
if (m_nPedState == PED_FOLLOW_PATH)
|
||||
ClearFollowPath();
|
||||
|
||||
m_nPedState = PED_IDLE;
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
m_nLastPedState = PED_NONE;
|
||||
@ -257,6 +299,11 @@ CPlayerPed::SetInitialState(void)
|
||||
m_bCanBeDamaged = true;
|
||||
m_pedStats->m_temper = 50;
|
||||
m_fWalkAngle = 0.0f;
|
||||
if (m_attachedTo && !bUsesCollision)
|
||||
bUsesCollision = true;
|
||||
|
||||
m_attachedTo = nil;
|
||||
m_attachWepAmmo = 0;
|
||||
}
|
||||
|
||||
void
|
||||
@ -497,8 +544,9 @@ CPlayerPed::DoWeaponSmoothSpray(void)
|
||||
{
|
||||
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
|
||||
eWeaponType weapon = GetWeapon()->m_eWeaponType;
|
||||
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN ||
|
||||
weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
|
||||
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
|
||||
weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
|
||||
weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@ -586,56 +634,71 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
|
||||
GetWeapon()->Update(m_audioEntityId);
|
||||
}
|
||||
|
||||
// --MIAMI: Made compatible with slots, but still TODO
|
||||
// I think R* also used goto in here.
|
||||
void
|
||||
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
|
||||
{
|
||||
if (CDarkel::FrenzyOnGoing())
|
||||
if (CDarkel::FrenzyOnGoing() || m_attachedTo)
|
||||
goto switchDetectDone;
|
||||
|
||||
if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
|
||||
if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
|
||||
if (padUsed->CycleWeaponRightJustDown()) {
|
||||
|
||||
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
|
||||
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
|
||||
|
||||
for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; ++m_nSelectedWepSlot) {
|
||||
if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
|
||||
goto switchDetectDone;
|
||||
for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
|
||||
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
|
||||
goto spentAmmoCheck;
|
||||
}
|
||||
}
|
||||
m_nSelectedWepSlot = 0;
|
||||
}
|
||||
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
|
||||
}
|
||||
} else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
|
||||
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
|
||||
|
||||
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
|
||||
if (m_nSelectedWepSlot < WEAPONTYPE_UNARMED)
|
||||
m_nSelectedWepSlot = WEAPONTYPE_DETONATOR;
|
||||
|
||||
if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
|
||||
goto switchDetectDone;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) {
|
||||
if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) {
|
||||
} else if (padUsed->CycleWeaponLeftJustDown()) {
|
||||
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
|
||||
|
||||
for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
|
||||
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT)
|
||||
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) {
|
||||
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
|
||||
if (m_nSelectedWepSlot < 0)
|
||||
m_nSelectedWepSlot = 9;
|
||||
|
||||
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spentAmmoCheck:
|
||||
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
|
||||
/*&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN) */) {
|
||||
if (GetWeapon()->m_nAmmoTotal <= 0) {
|
||||
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
|
||||
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
|
||||
|
||||
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|
||||
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
|
||||
m_nSelectedWepSlot = m_currentWeapon - 1;
|
||||
else
|
||||
m_nSelectedWepSlot = 2;
|
||||
|
||||
// BUG: m_nSelectedWepSlot is slot in VC but they compared against weapon types, lol.
|
||||
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
|
||||
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(6).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|
||||
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
|
||||
/*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) {
|
||||
goto switchDetectDone;
|
||||
}
|
||||
}
|
||||
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
|
||||
m_nSelectedWepSlot = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -643,6 +706,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
|
||||
switchDetectDone:
|
||||
if (m_nSelectedWepSlot != m_currentWeapon) {
|
||||
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
|
||||
RemoveWeaponAnims(m_currentWeapon, -1000.0f);
|
||||
MakeChangesForNewWeapon(m_nSelectedWepSlot);
|
||||
}
|
||||
}
|
||||
@ -934,6 +998,7 @@ CPlayerPed::FindWeaponLockOnTarget(void)
|
||||
return true;
|
||||
}
|
||||
|
||||
// --MIAMI: Done, but uncomment new weapon types when weapons got ported
|
||||
void
|
||||
CPlayerPed::ProcessAnimGroups(void)
|
||||
{
|
||||
@ -946,17 +1011,29 @@ CPlayerPed::ProcessAnimGroups(void)
|
||||
if (m_fWalkAngle > 0.0f) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETLEFT;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ )
|
||||
groupToSet = ASSOCGRP_CHAINSAWLEFT;
|
||||
else
|
||||
groupToSet = ASSOCGRP_PLAYERLEFT;
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETRIGHT;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
|
||||
groupToSet = ASSOCGRP_CHAINSAWRIGHT;
|
||||
else
|
||||
groupToSet = ASSOCGRP_PLAYERRIGHT;
|
||||
}
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETBACK;
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
|
||||
groupToSet = ASSOCGRP_CHAINSAWBACK;
|
||||
else
|
||||
groupToSet = ASSOCGRP_PLAYERBACK;
|
||||
}
|
||||
@ -964,9 +1041,21 @@ CPlayerPed::ProcessAnimGroups(void)
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
|
||||
groupToSet = ASSOCGRP_PLAYERROCKET;
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */)
|
||||
groupToSet = ASSOCGRP_PLAYERBBBAT;
|
||||
} else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) {
|
||||
else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
|
||||
/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
|
||||
groupToSet = ASSOCGRP_PLAYERCHAINSAW;
|
||||
else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI
|
||||
// I hope this was inlined...
|
||||
/*
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON*/ && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 /*
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA
|
||||
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA
|
||||
*/) {
|
||||
if (!GetWeapon()->IsType2Handed()) {
|
||||
groupToSet = ASSOCGRP_PLAYER;
|
||||
} else {
|
||||
@ -1185,7 +1274,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
|
||||
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
|
||||
if (doSmoothSpray) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI)
|
||||
|| CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5)
|
||||
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep();
|
||||
else
|
||||
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * CTimer::GetTimeStep();
|
||||
|
@ -18,22 +18,32 @@ public:
|
||||
int8 m_nSelectedWepSlot; // eWeaponType
|
||||
bool m_bSpeedTimerFlag;
|
||||
uint8 m_nEvadeAmount;
|
||||
int8 field_1367;
|
||||
uint32 m_nSpeedTimer;
|
||||
uint32 m_nHitAnimDelayTimer;
|
||||
uint32 m_nSpeedTimer; // m_nStandStillTimer?
|
||||
uint32 m_nHitAnimDelayTimer; // m_nShotDelay?
|
||||
float m_fAttackButtonCounter;
|
||||
bool m_bHaveTargetSelected; // may have better name
|
||||
CEntity *m_pEvadingFrom; // is this CPhysical?
|
||||
int32 m_nTargettableObjects[4];
|
||||
uint32 m_nAdrenalineTime;
|
||||
uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame
|
||||
uint8 m_nFadeDrunkenness;
|
||||
uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends
|
||||
bool m_bAdrenalineActive;
|
||||
bool m_bHasLockOnTarget;
|
||||
uint32 m_nAdrenalineTime;
|
||||
bool m_bCanBeDamaged;
|
||||
int8 field_1413;
|
||||
bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
|
||||
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
|
||||
CPed *m_pPedAtSafePos[6];
|
||||
float m_fWalkAngle;
|
||||
CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
|
||||
char unused1;
|
||||
int16 m_nCheckPlayersIndex;
|
||||
float m_fWalkAngle; //angle between heading and walking direction
|
||||
float m_fFPSMoveHeading;
|
||||
RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model
|
||||
float m_fGunSpinSpeed; // for minigun
|
||||
float m_fGunSpinAngle;
|
||||
unsigned int m_nPadDownPressedInMilliseconds;
|
||||
unsigned int m_nPadUpPressedInMilliseconds;
|
||||
|
||||
CPlayerPed();
|
||||
~CPlayerPed();
|
||||
@ -45,7 +55,8 @@ public:
|
||||
void SetWantedLevelNoDrop(int32 level);
|
||||
void KeepAreaAroundPlayerClear(void);
|
||||
void AnnoyPlayerPed(bool);
|
||||
void MakeChangesForNewWeapon(int8);
|
||||
void MakeChangesForNewWeapon(int32);
|
||||
void MakeChangesForNewWeapon(eWeaponType);
|
||||
void SetInitialState(void);
|
||||
void ProcessControl(void);
|
||||
void ClearAdrenaline(void);
|
||||
|
@ -471,9 +471,28 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
|
||||
ped->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(ped);
|
||||
if (ms_bGivePedsWeapons) {
|
||||
eWeaponType weapon = (eWeaponType)CGeneral::GetRandomNumberInRange(WEAPONTYPE_UNARMED, WEAPONTYPE_DETONATOR);
|
||||
eWeaponType weapon;
|
||||
|
||||
// TODO(Miami): Look here when weapons have been ported
|
||||
switch (CGeneral::GetRandomNumber() & 3) {
|
||||
case 0:
|
||||
weapon = WEAPONTYPE_COLT45;
|
||||
break;
|
||||
case 1:
|
||||
//weapon = WEAPONTYPE_NIGHTSTICK;
|
||||
//break;
|
||||
case 2:
|
||||
//weapon = WEAPONTYPE_GOLFCLUB;
|
||||
//break;
|
||||
case 3:
|
||||
weapon = WEAPONTYPE_TEC9;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (weapon != WEAPONTYPE_UNARMED) {
|
||||
ped->SetCurrentWeapon(ped->GiveWeapon(weapon, 25001));
|
||||
ped->GiveDelayedWeapon(weapon, 25001);
|
||||
ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot);
|
||||
}
|
||||
}
|
||||
return ped;
|
||||
@ -501,12 +520,14 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
|
||||
ped->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(ped);
|
||||
|
||||
uint32 weapon;
|
||||
eWeaponType weapon;
|
||||
if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
|
||||
weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
|
||||
weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2;
|
||||
else
|
||||
weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
|
||||
ped->SetCurrentWeapon(weapon);
|
||||
weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1;
|
||||
|
||||
ped->GiveDelayedWeapon(weapon, 25001);
|
||||
ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot);
|
||||
return ped;
|
||||
}
|
||||
case PEDTYPE_EMERGENCY:
|
||||
|
Reference in New Issue
Block a user