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Compatibility with VC weapon.dat + new shotguns
This commit is contained in:
@ -257,7 +257,7 @@ CCopPed::ArrestPlayer(void)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
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CVector suspMidPos;
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suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
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suspect->m_pedIK.GetComponentPosition((RwV3d)suspMidPos, PED_MID);
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
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GetPosition().x, GetPosition().y);
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@ -231,8 +231,8 @@ CEmergencyPed::MedicAI(void)
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if (nearestAccident) {
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m_pRevivedPed = nearestAccident->m_pVictim;
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m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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SetSeek((headPos + midPos) * 0.5f, 1.0f);
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SetObjective(OBJECTIVE_NONE);
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bIsRunning = true;
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@ -271,8 +271,8 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_STOP;
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break;
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}
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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SetSeek((headPos + midPos) * 0.5f, nearestAccident->m_nMedicsPerformingCPR * 0.5f + 1.0f);
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SetObjective(OBJECTIVE_NONE);
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bIsRunning = true;
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@ -326,8 +326,8 @@ CEmergencyPed::MedicAI(void)
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if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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else {
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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midPos = (headPos + midPos) * 0.5f;
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
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midPos.x, midPos.y,
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@ -348,8 +348,8 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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break;
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}
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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midPos = (headPos + midPos) * 0.5f;
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
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midPos.x, midPos.y,
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@ -685,7 +685,7 @@ CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
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if (m_weapons[slot].m_eWeaponType == weaponType) {
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GetWeapon(slot).m_nAmmoTotal += ammo;
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if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
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@ -884,9 +884,8 @@ CPed::AddWeaponModel(int id)
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CModelInfo::GetModelInfo(id)->AddRef();
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m_wepModelID = id;
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// TODO(Miami)
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// if (IsPlayer() && id == MI_MINIGUN)
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// ((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
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if (IsPlayer() && id == MI_MINIGUN)
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((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
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}
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}
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@ -898,7 +897,7 @@ CPed::AimGun(void)
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if (m_pSeekTarget) {
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if (m_pSeekTarget->IsPed()) {
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((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID);
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((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(pos, PED_MID);
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vector = pos;
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} else {
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vector = m_pSeekTarget->GetPosition();
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@ -1507,9 +1506,8 @@ CPed::Attack(void)
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GetWeapon()->Fire(this, &firePos);
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// TODO(Miami): Teargas
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if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
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/* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
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if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
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ourWeaponType == WEAPONTYPE_TEARGAS) {
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RemoveWeaponModel(ourWeapon->m_nModelId);
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}
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if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
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@ -1649,10 +1647,10 @@ CPed::Attack(void)
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case WEAPONTYPE_MP5:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_RUGER:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_M16:
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case WEAPONTYPE_M4:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
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break;
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default:
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@ -1667,7 +1665,7 @@ CPed::Attack(void)
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if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
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&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
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&& (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
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/* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) { // TODO(Miami): Minigun
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)) {
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PedOnGroundState pedOnGroundState;
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if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
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@ -1715,10 +1713,10 @@ CPed::Attack(void)
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case WEAPONTYPE_MP5:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_RUGER:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_M16:
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case WEAPONTYPE_M4:
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
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break;
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default:
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@ -1764,8 +1762,7 @@ CPed::RemoveWeaponModel(int modelId)
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#endif
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RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
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// TODO(Miami): Minigun
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if (IsPlayer() && (modelId == -1 /* || modelId == MI_MINIGUN)*/)) {
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if (IsPlayer() && (modelId == -1 || modelId == MI_MINIGUN)) {
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RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic;
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if (atm) {
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RwFrame *frm = RpAtomicGetFrame(atm);
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@ -1818,7 +1815,7 @@ CPed::SelectGunIfArmed(void)
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// First condition checks for Pistol, Python and Shotguns
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if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
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weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 ||
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weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 ||
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weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
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SetCurrentWeapon(i);
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return true;
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@ -4278,16 +4275,19 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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break;
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case WEAPONTYPE_COLT45:
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case WEAPONTYPE_SHOTGUN:
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// TODO(Miami): Shotguns
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case WEAPONTYPE_STUBBY_SHOTGUN:
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case WEAPONTYPE_SPAS12_SHOTGUN:
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case WEAPONTYPE_TEC9:
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case WEAPONTYPE_UZI:
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case WEAPONTYPE_SILENCED_INGRAM:
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case WEAPONTYPE_MP5:
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case WEAPONTYPE_M16:
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_M4:
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case WEAPONTYPE_RUGER:
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case WEAPONTYPE_SNIPERRIFLE:
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case WEAPONTYPE_LASERSCOPE:
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case WEAPONTYPE_M60:
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case WEAPONTYPE_MINIGUN:
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case WEAPONTYPE_UZI_DRIVEBY:
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// TODO(Miami): Laserscope, M60, Minigun
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if (bBulletProof)
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return false;
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@ -4295,8 +4295,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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bool dontRemoveLimb;
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if (IsPlayer() || bNoCriticalHits)
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dontRemoveLimb = true;
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else if (method != WEAPONTYPE_M16 && method != WEAPONTYPE_AK47 && method != WEAPONTYPE_SNIPERRIFLE
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/* method != WEAPONTYPE_LASERSCOPE */) { // TODO(Miami): Laserscope
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else if (method != WEAPONTYPE_M4 && method != WEAPONTYPE_RUGER && method != WEAPONTYPE_SNIPERRIFLE &&
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method != WEAPONTYPE_LASERSCOPE) {
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if (method == WEAPONTYPE_SHOTGUN)
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dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
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else
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@ -5012,7 +5012,7 @@ CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
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return;
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GetWeapon(slot).m_nAmmoTotal = ammo;
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if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
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@ -5037,7 +5037,7 @@ CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
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return;
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GetWeapon(slot).m_nAmmoTotal += ammo;
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if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
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// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
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GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
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@ -6711,11 +6711,7 @@ CPed::SetSeek(CVector pos, float distanceToCountDone)
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|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
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return;
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) {
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ClearPointGunAt();
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}
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@ -9734,7 +9730,7 @@ CPed::MoveHeadToLook(void)
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}
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if (m_pLookTarget->IsPed()) {
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((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
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((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d)lookPos, PED_MID);
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} else {
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lookPos = m_pLookTarget->GetPosition();
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}
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@ -13696,7 +13692,7 @@ CPed::ProcessObjective(void)
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CVector target;
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CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
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if (m_pedInObjective->IsPed())
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m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
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m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d)target, PED_MID);
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else
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target = m_pedInObjective->GetPosition();
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@ -7,7 +7,7 @@
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#include "General.h"
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#include "RwHelper.h"
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//--MIAMI: file almost done (only some special weapon cases left)
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//--MIAMI: file done
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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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@ -57,9 +57,9 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
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}
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void
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CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
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CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
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{
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*pos = GetComponentMatrix(m_ped, node)->pos;
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pos = GetComponentMatrix(m_ped, node)->pos;
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}
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LimbMoveStatus
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@ -292,13 +292,20 @@ CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
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bool
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CPedIK::PointGunAtPosition(CVector const& position)
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{
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// TODO(MIAMI): special cases for some weapons
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CVector startPoint;
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if (m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_SPAS12_SHOTGUN || m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_STUBBY_SHOTGUN)
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startPoint = m_ped->GetPosition();
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else {
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RwV3d armPos;
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GetComponentPosition(armPos, PED_UPPERARMR);
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startPoint.x = m_ped->GetPosition().x;
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startPoint.y = m_ped->GetPosition().y;
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startPoint.z = armPos.z;
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}
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RwV3d armPos;
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GetComponentPosition(&armPos, PED_UPPERARMR);
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return PointGunInDirection(
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CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
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CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), armPos.z, 0.0f));
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CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, startPoint.x, startPoint.y),
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CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), startPoint.z, 0.0f));
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}
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bool
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@ -51,7 +51,7 @@ public:
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bool PointGunInDirection(float targetYaw, float targetPitch);
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bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d *pos, uint32 node);
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void GetComponentPosition(RwV3d &pos, uint32 node);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
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void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
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|
@ -546,6 +546,8 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
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m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
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}
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// TODO(Miami)
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bool
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CPlayerPed::DoWeaponSmoothSpray(void)
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{
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@ -553,7 +555,7 @@ CPlayerPed::DoWeaponSmoothSpray(void)
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eWeaponType weapon = GetWeapon()->m_eWeaponType;
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if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
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weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
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weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
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weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M4 || weapon == WEAPONTYPE_HELICANNON)
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return true;
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}
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return false;
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@ -574,7 +576,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
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if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
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return true;
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|
||||
if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_AK47)
|
||||
if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_RUGER)
|
||||
return false;
|
||||
|
||||
distVec.Normalise();
|
||||
@ -1099,8 +1101,8 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
}
|
||||
if (!m_pFire) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M4 ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_RUGER) {
|
||||
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
|
||||
SetStoredState();
|
||||
m_nPedState = PED_SNIPER_MODE;
|
||||
@ -1261,7 +1263,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
#else
|
||||
CVector markPos;
|
||||
if (m_pPointGunAt->IsPed()) {
|
||||
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
|
||||
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d)markPos, PED_MID);
|
||||
} else {
|
||||
markPos = m_pPointGunAt->GetPosition();
|
||||
}
|
||||
@ -1514,7 +1516,7 @@ CPlayerPed::ProcessControl(void)
|
||||
}
|
||||
break;
|
||||
case PED_SNIPER_MODE:
|
||||
if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
|
||||
if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M4) {
|
||||
if (padUsed)
|
||||
PlayerControlM16(padUsed);
|
||||
} else if (padUsed) {
|
||||
|
Reference in New Issue
Block a user