Compatibility with VC weapon.dat + new shotguns

This commit is contained in:
eray orçunus
2020-05-23 16:53:20 +03:00
parent 9313bfa155
commit 5357957fe1
21 changed files with 433 additions and 233 deletions

View File

@ -257,7 +257,7 @@ CCopPed::ArrestPlayer(void)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
CVector suspMidPos;
suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
suspect->m_pedIK.GetComponentPosition((RwV3d)suspMidPos, PED_MID);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
GetPosition().x, GetPosition().y);

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@ -231,8 +231,8 @@ CEmergencyPed::MedicAI(void)
if (nearestAccident) {
m_pRevivedPed = nearestAccident->m_pVictim;
m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
SetSeek((headPos + midPos) * 0.5f, 1.0f);
SetObjective(OBJECTIVE_NONE);
bIsRunning = true;
@ -271,8 +271,8 @@ CEmergencyPed::MedicAI(void)
m_nEmergencyPedState = EMERGENCY_PED_STOP;
break;
}
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
SetSeek((headPos + midPos) * 0.5f, nearestAccident->m_nMedicsPerformingCPR * 0.5f + 1.0f);
SetObjective(OBJECTIVE_NONE);
bIsRunning = true;
@ -326,8 +326,8 @@ CEmergencyPed::MedicAI(void)
if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
else {
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
midPos = (headPos + midPos) * 0.5f;
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
midPos.x, midPos.y,
@ -348,8 +348,8 @@ CEmergencyPed::MedicAI(void)
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
break;
}
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
midPos = (headPos + midPos) * 0.5f;
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
midPos.x, midPos.y,

View File

@ -685,7 +685,7 @@ CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
if (m_weapons[slot].m_eWeaponType == weaponType) {
GetWeapon(slot).m_nAmmoTotal += ammo;
if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
@ -884,9 +884,8 @@ CPed::AddWeaponModel(int id)
CModelInfo::GetModelInfo(id)->AddRef();
m_wepModelID = id;
// TODO(Miami)
// if (IsPlayer() && id == MI_MINIGUN)
// ((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
if (IsPlayer() && id == MI_MINIGUN)
((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
}
}
@ -898,7 +897,7 @@ CPed::AimGun(void)
if (m_pSeekTarget) {
if (m_pSeekTarget->IsPed()) {
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID);
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(pos, PED_MID);
vector = pos;
} else {
vector = m_pSeekTarget->GetPosition();
@ -1507,9 +1506,8 @@ CPed::Attack(void)
GetWeapon()->Fire(this, &firePos);
// TODO(Miami): Teargas
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
/* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
ourWeaponType == WEAPONTYPE_TEARGAS) {
RemoveWeaponModel(ourWeapon->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
@ -1649,10 +1647,10 @@ CPed::Attack(void)
case WEAPONTYPE_MP5:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
case WEAPONTYPE_RUGER:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
case WEAPONTYPE_M4:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
@ -1667,7 +1665,7 @@ CPed::Attack(void)
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
&& (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
/* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) { // TODO(Miami): Minigun
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)) {
PedOnGroundState pedOnGroundState;
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
@ -1715,10 +1713,10 @@ CPed::Attack(void)
case WEAPONTYPE_MP5:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
case WEAPONTYPE_RUGER:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
case WEAPONTYPE_M4:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
@ -1764,8 +1762,7 @@ CPed::RemoveWeaponModel(int modelId)
#endif
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
// TODO(Miami): Minigun
if (IsPlayer() && (modelId == -1 /* || modelId == MI_MINIGUN)*/)) {
if (IsPlayer() && (modelId == -1 || modelId == MI_MINIGUN)) {
RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic;
if (atm) {
RwFrame *frm = RpAtomicGetFrame(atm);
@ -1818,7 +1815,7 @@ CPed::SelectGunIfArmed(void)
// First condition checks for Pistol, Python and Shotguns
if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 ||
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
SetCurrentWeapon(i);
return true;
@ -4278,16 +4275,19 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_SHOTGUN:
// TODO(Miami): Shotguns
case WEAPONTYPE_STUBBY_SHOTGUN:
case WEAPONTYPE_SPAS12_SHOTGUN:
case WEAPONTYPE_TEC9:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SILENCED_INGRAM:
case WEAPONTYPE_MP5:
case WEAPONTYPE_M16:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M4:
case WEAPONTYPE_RUGER:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_LASERSCOPE:
case WEAPONTYPE_M60:
case WEAPONTYPE_MINIGUN:
case WEAPONTYPE_UZI_DRIVEBY:
// TODO(Miami): Laserscope, M60, Minigun
if (bBulletProof)
return false;
@ -4295,8 +4295,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
bool dontRemoveLimb;
if (IsPlayer() || bNoCriticalHits)
dontRemoveLimb = true;
else if (method != WEAPONTYPE_M16 && method != WEAPONTYPE_AK47 && method != WEAPONTYPE_SNIPERRIFLE
/* method != WEAPONTYPE_LASERSCOPE */) { // TODO(Miami): Laserscope
else if (method != WEAPONTYPE_M4 && method != WEAPONTYPE_RUGER && method != WEAPONTYPE_SNIPERRIFLE &&
method != WEAPONTYPE_LASERSCOPE) {
if (method == WEAPONTYPE_SHOTGUN)
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
else
@ -5012,7 +5012,7 @@ CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
return;
GetWeapon(slot).m_nAmmoTotal = ammo;
if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
@ -5037,7 +5037,7 @@ CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
return;
GetWeapon(slot).m_nAmmoTotal += ammo;
if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
@ -6711,11 +6711,7 @@ CPed::SetSeek(CVector pos, float distanceToCountDone)
|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
return;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) {
ClearPointGunAt();
}
@ -9734,7 +9730,7 @@ CPed::MoveHeadToLook(void)
}
if (m_pLookTarget->IsPed()) {
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d)lookPos, PED_MID);
} else {
lookPos = m_pLookTarget->GetPosition();
}
@ -13696,7 +13692,7 @@ CPed::ProcessObjective(void)
CVector target;
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
if (m_pedInObjective->IsPed())
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d)target, PED_MID);
else
target = m_pedInObjective->GetPosition();

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@ -7,7 +7,7 @@
#include "General.h"
#include "RwHelper.h"
//--MIAMI: file almost done (only some special weapon cases left)
//--MIAMI: file done
LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) };
@ -57,9 +57,9 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
}
void
CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
{
*pos = GetComponentMatrix(m_ped, node)->pos;
pos = GetComponentMatrix(m_ped, node)->pos;
}
LimbMoveStatus
@ -292,13 +292,20 @@ CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
bool
CPedIK::PointGunAtPosition(CVector const& position)
{
// TODO(MIAMI): special cases for some weapons
CVector startPoint;
if (m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_SPAS12_SHOTGUN || m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_STUBBY_SHOTGUN)
startPoint = m_ped->GetPosition();
else {
RwV3d armPos;
GetComponentPosition(armPos, PED_UPPERARMR);
startPoint.x = m_ped->GetPosition().x;
startPoint.y = m_ped->GetPosition().y;
startPoint.z = armPos.z;
}
RwV3d armPos;
GetComponentPosition(&armPos, PED_UPPERARMR);
return PointGunInDirection(
CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), armPos.z, 0.0f));
CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, startPoint.x, startPoint.y),
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), startPoint.z, 0.0f));
}
bool

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@ -51,7 +51,7 @@ public:
bool PointGunInDirection(float targetYaw, float targetPitch);
bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
bool PointGunAtPosition(CVector const& position);
void GetComponentPosition(RwV3d *pos, uint32 node);
void GetComponentPosition(RwV3d &pos, uint32 node);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);

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@ -546,6 +546,8 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
}
// TODO(Miami)
bool
CPlayerPed::DoWeaponSmoothSpray(void)
{
@ -553,7 +555,7 @@ CPlayerPed::DoWeaponSmoothSpray(void)
eWeaponType weapon = GetWeapon()->m_eWeaponType;
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M4 || weapon == WEAPONTYPE_HELICANNON)
return true;
}
return false;
@ -574,7 +576,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
return true;
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) {