anims done. ped fight hacked to compile

This commit is contained in:
aap
2021-01-08 23:43:52 +01:00
parent 4debd89d8e
commit 49d5c02d69
7 changed files with 779 additions and 450 deletions

View File

@ -100,9 +100,31 @@ enum PedFightMoves
{
FIGHTMOVE_NULL,
// Attacker
FIGHTMOVE_STDPUNCH,
// FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
// Combos
FIGHTMOVE_COMBO_A1,
FIGHTMOVE_COMBO_A2,
FIGHTMOVE_COMBO_A3,
FIGHTMOVE_COMBO_B1,
FIGHTMOVE_COMBO_B2,
FIGHTMOVE_COMBO_B3,
// Melee
FIGHTMOVE_MELEE1,
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
// Special
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM,
/*
FIGHTMOVE_KNEE,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_PUNCHJAB,
@ -134,7 +156,16 @@ enum PedFightMoves
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
*/
NUM_FIGHTMOVES,
// LCS replacements for the old names:
// NB: this may be totally bogus, i just need it to compile
FIGHTMOVE_PUNCH = FIGHTMOVE_COMBO_A2,
FIGHTMOVE_FWDRIGHT = FIGHTMOVE_COMBO_B1,
FIGHTMOVE_LONGKICK = FIGHTMOVE_COMBO_B2,
FIGHTMOVE_ROUNDHOUSE = FIGHTMOVE_COMBO_B3,
};
enum ePedPieceTypes

View File

@ -33,6 +33,7 @@ RpClump* flyingClumpTemp;
FightMove tFightMoves[NUM_FIGHTMOVES] =
{
/*
{ NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
@ -65,6 +66,7 @@ FightMove tFightMoves[NUM_FIGHTMOVES] =
{ ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
*/
};
static PedOnGroundState
@ -1115,10 +1117,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
break;
}
} else {
if (m_curFightMove == FIGHTMOVE_BACKKICK)
animAssoc->speed = 1.15f;
else
animAssoc->speed = 0.8f;
animAssoc->speed = 0.8f;
}
if (IsPlayer())
animAssoc->SetCurrentTime(0.08f);
@ -1227,12 +1226,14 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
default:
if (hitLevel == HITLEVEL_LOW) {
hitAnim = ANIM_KO_SHOT_STOM;
/* LCS: removed
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_WALK;
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_HEAD;
*/
} else {
hitAnim = ANIM_KO_SHOT_FACE;
}
@ -1267,7 +1268,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
Say(SOUND_PED_DEFEND);
return;
}
m_curFightMove = FIGHTMOVE_HITBODY;
m_curFightMove = FIGHTMOVE_HITFRONT; // LCS
break;
case HITLEVEL_HIGH:
switch (direction) {
@ -1281,10 +1282,12 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_curFightMove = FIGHTMOVE_HITHEAD;
else
m_curFightMove = FIGHTMOVE_HITBIGSTEP;
// LCS: removed
//if (unk <= 5)
// m_curFightMove = FIGHTMOVE_HITHEAD;
//else
// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
m_curFightMove = FIGHTMOVE_HITFRONT;
break;
}
break;
@ -1300,10 +1303,12 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_curFightMove = FIGHTMOVE_HITCHEST;
else
m_curFightMove = FIGHTMOVE_HITBIGSTEP;
// LCS: removed
//if (unk <= 5)
// m_curFightMove = FIGHTMOVE_HITCHEST;
//else
// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
m_curFightMove = FIGHTMOVE_HITFRONT;
break;
}
break;
@ -1457,30 +1462,30 @@ CPed::Fight(void)
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
switch (m_curFightMove) {
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
case FIGHTMOVE_PUNCHHOOK:
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
// case FIGHTMOVE_KNEE:
// TransformToNode(touchingNodePos, PED_LOWERLEGR);
// break;
// case FIGHTMOVE_PUNCHHOOK:
// case FIGHTMOVE_PUNCHJAB:
// TransformToNode(touchingNodePos, PED_HANDL);
// break;
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_FWDLEFT:
case FIGHTMOVE_BACKRIGHT:
// case FIGHTMOVE_FWDLEFT:
// case FIGHTMOVE_BACKRIGHT:
case FIGHTMOVE_GROUNDKICK:
TransformToNode(touchingNodePos, PED_FOOTR);
break;
case FIGHTMOVE_FWDRIGHT:
TransformToNode(touchingNodePos, PED_HEAD);
break;
case FIGHTMOVE_BACKKICK:
case FIGHTMOVE_BACKFLIP:
TransformToNode(touchingNodePos, PED_FOOTL);
break;
case FIGHTMOVE_BACKLEFT:
TransformToNode(touchingNodePos, PED_UPPERARML);
break;
// case FIGHTMOVE_BACKKICK:
// case FIGHTMOVE_BACKFLIP:
// TransformToNode(touchingNodePos, PED_FOOTL);
// break;
// case FIGHTMOVE_BACKLEFT:
// TransformToNode(touchingNodePos, PED_UPPERARML);
// break;
default:
TransformToNode(touchingNodePos, PED_HANDR);
break;
@ -1532,10 +1537,7 @@ CPed::Fight(void)
tFightMoves[m_curFightMove].animId, 8.0f);
if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
if (m_curFightMove == FIGHTMOVE_BACKKICK)
animAssoc->speed = 1.15f;
else
animAssoc->speed = 0.8f;
animAssoc->speed = 0.8f;
} else {
switch (GetWeapon()->m_eWeaponType) {
case WEAPONTYPE_SCREWDRIVER:
@ -1676,8 +1678,9 @@ CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
return FIGHTMOVE_IDLE;
}
}
if (dist < 0.95f && canKneeHead)
return FIGHTMOVE_KNEE;
// LCS: removed
//if (dist < 0.95f && canKneeHead)
// return FIGHTMOVE_KNEE;
if (dist < 1.4f)
return FIGHTMOVE_PUNCH;
if (dist < 2.f && canKick) {
@ -1796,9 +1799,11 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
switch (dir) {
case 0: // forward
if (fightWithWeapon) {
if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
choosenMove = FIGHTMOVE_KNEE;
} else {
// LCS: removed
//if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
// choosenMove = FIGHTMOVE_KNEE;
//} else
{
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CLEAVER) {
if (distToVictim < 0.85f * weaponInfo->m_fRange)
choosenMove = FIGHTMOVE_MELEE1;
@ -1821,18 +1826,20 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
}
}
}
} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
choosenMove = FIGHTMOVE_KNEE;
// LCS: removed
//} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
// choosenMove = FIGHTMOVE_KNEE;
} else if (distToVictim < 1.4f) {
if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
// LCS: removed
/*if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
choosenMove = FIGHTMOVE_PUNCH;
} else if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
if (randVal == 2)
} else*/ if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
//if (randVal == 2)
choosenMove = FIGHTMOVE_PUNCH;
else
choosenMove = FIGHTMOVE_PUNCHJAB;
//else
// choosenMove = FIGHTMOVE_PUNCHJAB;
} else {
choosenMove = FIGHTMOVE_LONGKICK;
}
@ -1840,6 +1847,7 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
choosenMove = FIGHTMOVE_LONGKICK;
}
break;
/* LCS: removed
case 1:
choosenMove = FIGHTMOVE_FWDLEFT;
break;
@ -1852,6 +1860,7 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
case 4:
choosenMove = FIGHTMOVE_BACKRIGHT;
break;
*/
default:
choosenMove = FIGHTMOVE_FWDRIGHT;
break;
@ -1917,20 +1926,22 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
#else
switch (CGeneral::GetRandomNumberInRange(0,3)) {
#endif
case 0:
choosenMove = FIGHTMOVE_PUNCHJAB;
break;
// LCS: hack hack
// case 0:
// choosenMove = FIGHTMOVE_PUNCHJAB;
// break;
default:
case 1:
choosenMove = FIGHTMOVE_PUNCH;
break;
case 2:
choosenMove = FIGHTMOVE_LONGKICK;
break;
case 3:
choosenMove = FIGHTMOVE_KNEE;
break;
default:
break;
// case 3:
// choosenMove = FIGHTMOVE_KNEE;
// break;
// default:
// break;
}
}
return choosenMove;
@ -1975,6 +1986,7 @@ CPed::EndFight(uint8 endType)
void
CPed::PlayHitSound(CPed *hitTo)
{
#if 0 // LCS: temporarily removed
// That was very complicated to reverse for me...
// First index is our fight move ID (from 1 to 17, total 17), second is the one of we fight with (from 18 to 27, total 10).
enum {
@ -2045,6 +2057,7 @@ CPed::PlayHitSound(CPed *hitTo)
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
#endif
}
// --MIAMI: Done
@ -2178,8 +2191,9 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
bool brassKnucklePunch = false;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
m_curFightMove == FIGHTMOVE_STDPUNCH || m_curFightMove == FIGHTMOVE_PUNCH) {
// LCS: removed
if (/*m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
m_curFightMove == FIGHTMOVE_STDPUNCH ||*/ m_curFightMove == FIGHTMOVE_PUNCH) {
brassKnucklePunch = true;
damageMult *= 1.5f;
}

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@ -1172,7 +1172,8 @@ void
CPlayerPed::ProcessAnimGroups(void)
{
AssocGroupId groupToSet;
#ifdef PC_PLAYER_CONTROLS
//#ifdef PC_PLAYER_CONTROLS
#if 0 // chainsaw anims missing in LCS
if ((m_fWalkAngle <= -DEGTORAD(50.0f) || m_fWalkAngle >= DEGTORAD(50.0f))
&& TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam()
&& CanStrafeOrMouseControl()) {