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Merge remote-tracking branch 'origin/master' into miami
# Conflicts: # premake5.lua # src/core/ZoneCull.cpp # src/core/Zones.cpp # src/objects/CutsceneHead.cpp # src/render/Clouds.cpp
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@ -997,9 +997,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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for ( int32 i = 0; i < 16; i++ )
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CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
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CVector dist = point->point - (*source);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *source + offset;
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#ifndef FIX_BUGS
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CVector dist = point->point - (*source);
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CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *source + offset;
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#else
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CVector smokePos = point->point;
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#endif // !FIX_BUGS
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smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
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smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
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@ -1016,9 +1020,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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for ( int32 i = 0; i < 16; i++ )
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CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
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#ifndef FIX_BUGS
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CVector dist = point->point - (*source);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *source + offset;
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CVector smokePos = *source + offset;
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#else
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CVector smokePos = point->point;
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#endif // !FIX_BUGS
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
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@ -1230,7 +1238,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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if ( cantStandup )
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victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
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victimPed->InflictDamage(nil, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
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victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
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if ( victimPed->m_nPedType == PEDTYPE_COP )
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CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
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@ -1265,9 +1273,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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for ( int32 i = 0; i < 16; i++ )
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CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
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#ifndef FIX_BUGS
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CVector dist = point.point - (*fireSource);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
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CVector smokePos = *fireSource + offset;
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#else
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CVector smokePos = point.point;
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#endif
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
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@ -1280,9 +1292,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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for ( int32 i = 0; i < 16; i++ )
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CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
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#ifndef FIX_BUGS
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CVector dist = point.point - (*fireSource);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
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CVector smokePos = *fireSource + offset;
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CVector smokePos = *fireSource + offset;
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#else
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CVector smokePos = point.point;
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#endif
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smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
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smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
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