more weapon fixes

This commit is contained in:
eray orçunus
2020-06-20 17:30:28 +03:00
parent fd3cd2c26a
commit 2d2833f2e4
2 changed files with 39 additions and 17 deletions

View File

@ -194,8 +194,12 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
{
if ( m_nAmmoInClip <= 0 )
return false;
if (m_nAmmoInClip <= 0) {
if (m_nAmmoTotal <= 0 || m_eWeaponState == WEAPONSTATE_RELOADING)
return false;
Reload();
}
switch ( m_eWeaponType )
{
@ -223,10 +227,10 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
&& shooter == FindPlayerPed()) {
addFireRateAsDelay = false;
addFireRateAsDelay = true;
fired = FireM16_1stPerson(shooter);
} else {
addFireRateAsDelay = true;
addFireRateAsDelay = false;
fired = FireInstantHit(shooter, source);
}
break;
@ -235,8 +239,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_LASERSCOPE:
{
fired = FireSniper(shooter);
if (shooter == FindPlayerPed()) {
fired = FireSniper(shooter);
} else {
fired = FireInstantHit(shooter, source);
}
break;
}
@ -339,8 +346,12 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
if (m_nAmmoInClip == 0)
{
if (m_nAmmoTotal == 0)
if (m_nAmmoTotal == 0) {
if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_CAMERA)
CPad::GetPad(0)->Clear(false);
return true;
}
m_eWeaponState = WEAPONSTATE_RELOADING;
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
@ -1026,7 +1037,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
static uint8 counter = 0;
if ( info->m_nFiringRate >= 50 && !(++counter & 1) )
if ( info->m_nFiringRate >= 50 || !(++counter & 1) )
{
AddGunFlashBigGuns(*fireSource, *fireSource + target);
@ -2586,9 +2597,10 @@ CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
{
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 )
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 ) {
m_eWeaponState = WEAPONSTATE_OUT_OF_AMMO;
else
// TODO(Miami): CPickups::RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo
} else
m_eWeaponState = WEAPONSTATE_READY;
}