R to freeroam, idle anims, weapon and cam enum fix

This commit is contained in:
eray orçunus
2020-05-29 22:05:33 +03:00
parent ab7a21e017
commit 529cec5653
14 changed files with 158 additions and 55 deletions

View File

@ -3664,7 +3664,7 @@ CPed::Chat(void)
} else
Say(SOUND_PED_CHAT);
} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG_XPRESS)) {
} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
if (CGeneral::GetRandomNumber() < 20) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
@ -6608,7 +6608,12 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_3RD);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
@ -6619,11 +6624,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
if (weaponAssoc) {
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (weaponAssoc->flags & ASSOC_PARTIAL)

View File

@ -17,6 +17,7 @@
#include "Darkel.h"
#include "CarCtrl.h"
#include "MBlur.h"
#include "Streaming.h"
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
@ -27,6 +28,8 @@ const uint32 CPlayerPed::nSaveStructSize =
sizeof(CPlayerPed);
#endif
int32 idleAnimBlockIndex;
CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
@ -79,7 +82,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nCheckPlayersIndex = 0;
m_nPadUpPressedInMilliseconds = 0;
m_nPadDownPressedInMilliseconds = 0;
// TODO(Miami): Idle anim block index
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
}
void CPlayerPed::ClearWeaponTarget()
@ -113,11 +116,7 @@ void
CPlayerPed::MakeObjectTargettable(int32 handle)
{
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
if (
#ifdef FIX_BUGS
m_nTargettableObjects[i] == -1 ||
#endif
CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
m_nTargettableObjects[i] = handle;
return;
}
@ -633,7 +632,7 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
// --MIAMI: Made compatible with slots, but still TODO
// --MIAMI: Done except commented thing
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
@ -641,6 +640,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
if (CDarkel::FrenzyOnGoing() || m_attachedTo)
goto switchDetectDone;
// TODO(Miami): byte_A10B57
if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
if (padUsed->CycleWeaponRightJustDown()) {
@ -649,7 +649,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
&& 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) {
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
@ -661,7 +662,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
} else if (padUsed->CycleWeaponLeftJustDown()) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
if (m_nSelectedWepSlot < 0)
@ -682,31 +684,31 @@ 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 (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
return;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1;
else
m_nSelectedWepSlot = 2;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1;
else
m_nSelectedWepSlot = 2;
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
#ifdef FIX_BUGS
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
#else
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
#endif
goto switchDetectDone;
}
goto switchDetectDone;
}
m_nSelectedWepSlot = 0;
}
m_nSelectedWepSlot = 0;
}
}
@ -1337,6 +1339,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
SetJump();
}
}
PlayIdleAnimations(padUsed);
}
void
@ -1630,6 +1633,74 @@ CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon;
}
// TODO(Miami): This only works on gamepad cam! This isn't fair
void
CPlayerPed::PlayIdleAnimations(CPad *padUsed)
{
CAnimBlendAssociation* assoc;
if (TheCamera.m_WideScreenOn || bIsDucking)
return;
struct animAndGroup {
AnimationId animId;
AssocGroupId groupId;
};
const animAndGroup idleAnims[] = {
{ANIM_IDLE_STRETCH, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_TIME, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_SHOULDER, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_STRETCH_LEG, ASSOCGRP_PLAYER_IDLE},
{ANIM_XPRESS_SCRATCH, ASSOCGRP_STD},
};
static int32 lastTime = 0;
static int32 lastAnim = -1;
bool hasIdleAnim = false;
CAnimBlock *idleAnimBlock = CAnimManager::GetAnimationBlock(idleAnimBlockIndex);
uint32 sinceLastInput = padUsed->InputHowLongAgo();
if (sinceLastInput <= 30000) {
if (idleAnimBlock->isLoaded) {
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (assoc->flags & ASSOC_IDLE) {
hasIdleAnim = true;
assoc->blendDelta = -8.0f;
}
}
if (!hasIdleAnim)
CStreaming::RemoveAnim(idleAnimBlockIndex);
} else {
lastTime = 0;
}
} else {
CStreaming::RequestAnim(idleAnimBlockIndex, STREAMFLAGS_DONT_REMOVE);
if (idleAnimBlock->isLoaded) {
for(CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
int firstIdle = idleAnimBlock->firstIndex;
int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
if (index >= firstIdle && index < firstIdle + idleAnimBlock->numAnims) {
hasIdleAnim = true;
break;
}
}
if (!hasIdleAnim && !bIsLooking && !bIsRestoringLook && sinceLastInput - lastTime > 25000) {
int anim;
do
anim = CGeneral::GetRandomNumberInRange(0, ARRAY_SIZE(idleAnims));
while (lastAnim == anim);
assoc = CAnimManager::BlendAnimation(GetClump(), idleAnims[anim].groupId, idleAnims[anim].animId, 8.0f);
assoc->flags |= ASSOC_IDLE;
lastAnim = anim;
lastTime = sinceLastInput;
}
}
}
}
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));

View File

@ -83,6 +83,7 @@ public:
void ProcessPlayerWeapon(CPad*);
void PlayerControlZelda(CPad*);
bool DoesPlayerWantNewWeapon(eWeaponType, bool);
void PlayIdleAnimations(CPad*);
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);