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

@ -29,11 +29,13 @@
#include "WaterLevel.h"
#include "WeaponInfo.h"
#include "World.h"
#include "SurfaceTable.h"
// TODO(Miami)
#define AUDIO_NOT_READY
uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
// TODO(Miami): Those are mostly placeholders!!!
uint16 gReloadSampleTime[] =
{
0, // UNARMED
0,
@ -49,10 +51,14 @@ uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
0,
0, // GRENADE
0, // DETONATEGRENADE
0, // TEARGAS
0, // MOLOTOV
0, // ROCKET
250, // COLT45
250, // PYTHON
650, // SHOTGUN
650, // SPAS12 SHOTGUN
650, // STUBBY SHOTGUN
400, // TEC9
400, // UZIhec
400, // SILENCED_INGRAM
@ -60,10 +66,14 @@ uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
300, // M16
300, // AK47
423, // SNIPERRIFLE
423, // LASERSCOPE
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
0, // M60
0, // MINIGUN
0, // DETONATOR
0 // HELICANNON
0, // HELICANNON
0 // CAMERA
};
CWeaponInfo *
@ -176,6 +186,8 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
switch ( m_eWeaponType )
{
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_SPAS12_SHOTGUN:
case WEAPONTYPE_STUBBY_SHOTGUN:
{
addFireRateAsDelay = true;
fired = FireShotgun(shooter, source);
@ -184,12 +196,15 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
case WEAPONTYPE_COLT45:
case WEAPONTYPE_PYTHON:
case WEAPONTYPE_UZI:
case WEAPONTYPE_TEC9:
case WEAPONTYPE_SILENCED_INGRAM:
case WEAPONTYPE_MP5:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
case WEAPONTYPE_M4:
case WEAPONTYPE_RUGER:
case WEAPONTYPE_M60:
case WEAPONTYPE_MINIGUN:
case WEAPONTYPE_HELICANNON:
{
if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
@ -204,6 +219,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_LASERSCOPE:
{
fired = FireSniper(shooter);
@ -230,6 +246,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_DETONATOR_GRENADE:
case WEAPONTYPE_TEARGAS:
{
if ( shooter == FindPlayerPed() )
{
@ -800,7 +817,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
if ( threatAttack->IsPed() )
{
threatAttack->m_pedIK.GetComponentPosition(target, PED_MID);
threatAttack->m_pedIK.GetComponentPosition((RwV3d)target, PED_MID);
threatAttack->ReactToPointGun(shooter);
}
else
@ -842,7 +859,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeDeadPeds = false;
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M16 )
if ( m_eWeaponType == WEAPONTYPE_M4 )
rotSpeed = 4;
CVector bulletPos;
@ -870,7 +887,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M16 )
if ( m_eWeaponType == WEAPONTYPE_M4 )
rotSpeed = 4;
CVector bulletPos;
@ -895,10 +912,10 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
switch ( m_eWeaponType )
{
case WEAPONTYPE_M16:
case WEAPONTYPE_AK47:
// case WEAPONTYPE_M60:
// case WEAPONTYPE_MINIGUN:
case WEAPONTYPE_M4:
case WEAPONTYPE_RUGER:
case WEAPONTYPE_M60:
case WEAPONTYPE_MINIGUN:
case WEAPONTYPE_HELICANNON:
{
static uint8 counter = 0;
@ -1011,6 +1028,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
case WEAPONTYPE_COLT45:
case WEAPONTYPE_PYTHON:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_LASERSCOPE:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
@ -1124,7 +1144,8 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
}
else
{
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON
|| m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_PYTHON)
{
posOffset.Normalise();
victimPed->bIsStanding = false;
@ -1149,7 +1170,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 )
if ( m_eWeaponType == WEAPONTYPE_M4 )
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
else
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
@ -1178,7 +1199,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON )
bloodAmount = 32;
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
@ -1394,10 +1415,35 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
else
shooterAngle = RADTODEG(shooter->GetForward().Heading());
int shootsAtOnce;
int checkObstacleOnShootNo;
float angleRange;
switch (m_eWeaponType) {
case WEAPONTYPE_SHOTGUN:
angleRange = DEGTORAD(9.0f);
checkObstacleOnShootNo = 1;
shootsAtOnce = 3;
break;
case WEAPONTYPE_SPAS12_SHOTGUN:
angleRange = DEGTORAD(6.0f);
checkObstacleOnShootNo = 1;
shootsAtOnce = 3;
break;
case WEAPONTYPE_STUBBY_SHOTGUN:
angleRange = DEGTORAD(18.0f);
checkObstacleOnShootNo = 2;
shootsAtOnce = 5;
break;
default:
break;
}
bool statUpdated = false;
float halfAngleRange = angleRange / 2.f;
float angleBetweenTwoShot = angleRange / (shootsAtOnce - 1.f);
for ( int32 i = 0; i < 5; i++ ) // five shoots at once
for ( int32 i = 0; i < shootsAtOnce; i++ )
{
float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
float shootAngle = DEGTORAD(RADTODEG(halfAngleRange - angleBetweenTwoShot * i) + shooterAngle);
CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
CVector source, target;
@ -1409,12 +1455,17 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
float f = float(i - 2) * (DEGTORAD(7.5f) / 2);
float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
target = f * Left + target - source;
target *= info->m_fRange;
target += source;
CWorld::bIncludeDeadPeds = true;
//bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
CWorld::bIncludeDeadPeds = false;
//bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
}
else
{
@ -1430,24 +1481,84 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
DoDoomAiming(shooter, fireSource, &target);
else
{
float distToTarget = (shooterPed->m_pPointGunAt->GetPosition() - (*fireSource)).Magnitude2D();
target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z);
CVector pos;
if (shooterPed->m_pPointGunAt->IsPed()) {
((CPed*)shooterPed->m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d)pos, PED_MID);
} else {
pos = ((CPed*)shooterPed->m_pPointGunAt)->GetPosition();
}
float distToTarget = (pos - (*fireSource)).Magnitude2D();
target.z += info->m_fRange / distToTarget * (pos.z - target.z);
}
}
if (shooter == FindPlayerPed())
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
CWorld::bIncludeDeadPeds = false;
}
//bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes
if ( victim )
{
CGlass::WasGlassHitByBullet(victim, point.point);
CWeapon::BlowUpExplosiveThings(victim);
if (i == checkObstacleOnShootNo)
{
if (shooter)
{
if (shooter->IsPed() && !((CPed*)shooter)->IsPlayer())
{
CPed *shooterPed = (CPed*)shooter;
CEntity *guyWePointGun = shooterPed->m_pPointGunAt;
if (guyWePointGun)
{
if (victim != guyWePointGun)
{
float distWithAim = (guyWePointGun->GetPosition() - shooter->GetPosition()).Magnitude();
float distWithBullet = (point.point - shooter->GetPosition()).Magnitude();
if (distWithAim > 0.1f && distWithBullet > 0.1f)
{
// Normalize
CVector aimDir = (guyWePointGun->GetPosition() - shooter->GetPosition()) * (1.0f / distWithAim);
CVector bulletDir = (point.point - shooter->GetPosition()) * (1.0f / distWithBullet);
float dotProd = DotProduct(aimDir, bulletDir);
float aimAndBulletAngle;
if (dotProd <= 0.35f)
aimAndBulletAngle = PI;
else
aimAndBulletAngle = Acos(dotProd);
if (aimAndBulletAngle <= DEGTORAD(45.0f) && (aimAndBulletAngle <= DEGTORAD(15.0f) || distWithBullet / distWithAim >= 0.75f) && distWithBullet / distWithAim >= 0.99f)
{
shooterPed->bObstacleShowedUpDuringKillObjective = false;
shooterPed->m_shotTime = 0;
}
else
{
shooterPed->bObstacleShowedUpDuringKillObjective = true;
shooterPed->m_shootTimer = 0;
shooterPed->m_shotTime = CTimer::GetTimeInMilliseconds();
if (distWithAim >= 10.0f)
shooterPed->SetAttackTimer(3000);
else
shooterPed->SetAttackTimer(1500);
}
}
}
}
}
}
}
CBulletTraces::AddTrace(fireSource, &point.point);
if ( victim->IsPed() )
{
CPed *victimPed = (CPed *)victim;
if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) )
if ( !victimPed->DyingOrDead() && victim != shooter )
{
bool cantStandup = true;
@ -1460,7 +1571,8 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
posOffset.Normalise();
if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) )
if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) ||
!victimPed->bCanBeShotInVehicle)
cantStandup = false;
if ( victimPed->bIsStanding && cantStandup )
@ -1485,7 +1597,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN )
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_SPAS12_SHOTGUN || m_eWeaponType == WEAPONTYPE_STUBBY_SHOTGUN)
bloodAmount = 32;
CVector dir = (point.point - victim->GetPosition()) * 0.01f;
@ -1497,6 +1609,36 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point, dir);
}
}
} else {
if (CGame::nastyGame)
{
CVector dir = (point.point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
if (victimPed->GetIsOnScreen())
{
for (uint8 i = 0; i < 8; i++)
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point + CVector(0.0f, 0.0f, 0.15f), dir);
}
if (victimPed->Dead())
{
CAnimBlendAssociation *hitAssoc;
if (RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL))
{
hitAssoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
}
else
{
hitAssoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
}
if (hitAssoc)
{
hitAssoc->SetCurrentTime(0.0f);
hitAssoc->SetRun();
hitAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
}
}
}
}
}
else
@ -1505,21 +1647,29 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
case ENTITY_TYPE_VEHICLE:
{
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
if (point.pieceB >= SURFACE_STREET_LIGHT && point.pieceB <= SURFACE_METAL_FENCE) {
((CVehicle*)victim)->BurstTyre(point.pieceB); // TODO(Miami): New parameter: ,true);
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
for (int32 i = 0; i < 4; i++)
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, point.point, point.normal * 0.05f);
}
else
{
((CVehicle*)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
for (int32 i = 0; i < 16; i++)
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal * 0.05f);
#ifndef FIX_BUGS
CVector dist = point.point - (*fireSource);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset;
CVector dist = point.point - (*fireSource);
CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset;
#else
CVector smokePos = point.point;
CVector smokePos = point.point;
#endif
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
}
break;
}
@ -1549,13 +1699,15 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
bool notStatic = !victimObject->IsStatic();
if ( notStatic && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
if ( !victimObject->IsStatic())
notStatic = !victimObject->IsStatic();
if ( !notStatic )
{
CVector moveForce = point.normal*-5.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
@ -1578,17 +1730,29 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
}
case ENTITY_TYPE_VEHICLE:
{
if (!statUpdated) {
//CStats::NumBulletsHit++; // TODO(Miami): Stats
statUpdated = true;
}
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
}
case ENTITY_TYPE_PED:
{
if (!statUpdated) {
//CStats::NumBulletsHit++; // TODO(Miami): Stats
statUpdated = true;
}
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
break;
}
case ENTITY_TYPE_OBJECT:
{
if (!statUpdated) {
//CStats::NumBulletsHit++; // TODO(Miami): Stats
statUpdated = true;
}
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
break;
}
@ -1837,8 +2001,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
CVector bulletPos;
// TODO(Miami): M60
if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (/*m_eWeaponType == WEAPONTYPE_M60 || */ m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) )
if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) )
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
@ -1848,15 +2011,14 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
{
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
// TODO(Miami)
float mult;
switch (m_eWeaponType) {
case WEAPONTYPE_M16: // case WEAPONTYPE_M4:
case WEAPONTYPE_M4:
case WEAPONTYPE_HELICANNON:
// case WEAPONTYPE_M60:
case WEAPONTYPE_M60:
mult = 0.0003f;
break;
case WEAPONTYPE_AK47: // case WEAPONTYPE_RUGER:
case WEAPONTYPE_RUGER:
mult = 0.00015f;
break;
default:
@ -2260,9 +2422,9 @@ CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
case WEAPONSTATE_FIRING:
{
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) )
if ( IsShotgun(m_eWeaponType) && AEHANDLE_IS_OK(audioEntity) )
{
uint32 timePassed = m_nTimer - gReloadSampleTime[WEAPONTYPE_SHOTGUN];
uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
}
@ -2280,7 +2442,7 @@ CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
case WEAPONSTATE_RELOADING:
{
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_TOTALWEAPONS)
{
CAnimBlendAssociation *reloadAssoc = nil;
if (pedToAdjustSound) {
@ -2461,11 +2623,9 @@ CWeapon::IsTypeMelee(void)
bool
CWeapon::IsType2Handed(void)
{
// TODO(Miami): Uncomment
return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || /* m_eWeaponType == WEAPONTYPE_M60 */
m_eWeaponType == WEAPONTYPE_M16 ||
(m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType < WEAPONTYPE_TEC9) || // Shotguns
m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE /*|| m_eWeaponType == WEAPONTYPE_LASERSCOPE*/;
return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || m_eWeaponType == WEAPONTYPE_M60 ||
m_eWeaponType == WEAPONTYPE_M4 || IsShotgun(m_eWeaponType) ||
m_eWeaponType == WEAPONTYPE_RUGER || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || m_eWeaponType == WEAPONTYPE_LASERSCOPE;
}
void

View File

@ -68,6 +68,8 @@ public:
static void BlowUpExplosiveThings(CEntity *thing);
bool HasWeaponAmmoToBeUsed(void);
static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
#ifdef COMPATIBLE_SAVES

View File

@ -12,6 +12,7 @@
// Yeah...
int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1
};
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
@ -32,21 +33,29 @@ static char ms_aWeaponNames[][32] = {
"Chainsaw",
"Grenade",
"DetonateGrenade",
"TearGas",
"Molotov",
"Rocket",
"Colt45",
"Python",
"Shotgun",
"Spas12Shotgun",
"StubbyShotgun",
"Tec9",
"Uzi",
"SilencedIngram",
"Mp5",
"M16",
"AK47",
"m4",
"Ruger",
"SniperRifle",
"LaserScope",
"RocketLauncher",
"FlameThrower",
"M60",
"Minigun",
"Detonator",
"HeliCannon",
"Camera",
};
CWeaponInfo*
@ -223,9 +232,7 @@ CWeaponInfo::LoadWeaponData(void)
ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot;
// TODO(Miami): Enable once weapons are done
if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && weaponType != WEAPONTYPE_SHOTGUN
/*&& weaponType != 20 && weaponType != 21*/)
if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType))
ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f);
if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON)
@ -263,6 +270,7 @@ CWeaponInfo::FindWeaponFireType(char *name)
if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT;
if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE;
if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT;
if (strcmp(name, "CAMERA") == 0) return WEAPON_FIRE_CAMERA;
Error("Unknown weapon fire type, WeaponInfo.cpp");
return WEAPON_FIRE_INSTANT_HIT;
}

View File

@ -1,6 +1,5 @@
#pragma once
// --MIAMI: TODO
enum eWeaponType
{
WEAPONTYPE_UNARMED,
@ -17,23 +16,31 @@ enum eWeaponType
WEAPONTYPE_CHAINSAW,
WEAPONTYPE_GRENADE,
WEAPONTYPE_DETONATOR_GRENADE,
WEAPONTYPE_TEARGAS,
WEAPONTYPE_MOLOTOV,
WEAPONTYPE_ROCKET,
WEAPONTYPE_COLT45,
WEAPONTYPE_PYTHON,
WEAPONTYPE_SHOTGUN,
WEAPONTYPE_SPAS12_SHOTGUN,
WEAPONTYPE_STUBBY_SHOTGUN,
WEAPONTYPE_TEC9,
WEAPONTYPE_UZI,
WEAPONTYPE_SILENCED_INGRAM,
WEAPONTYPE_MP5,
WEAPONTYPE_M16,
WEAPONTYPE_AK47,
WEAPONTYPE_M4,
WEAPONTYPE_RUGER,
WEAPONTYPE_SNIPERRIFLE,
WEAPONTYPE_LASERSCOPE,
WEAPONTYPE_ROCKETLAUNCHER,
WEAPONTYPE_FLAMETHROWER,
WEAPONTYPE_M60,
WEAPONTYPE_MINIGUN,
WEAPONTYPE_DETONATOR,
WEAPONTYPE_HELICANNON,
WEAPONTYPE_LAST_WEAPONTYPE,
WEAPONTYPE_HEALTH,
WEAPONTYPE_CAMERA,
WEAPONTYPE_TOTALWEAPONS = 37,
WEAPONTYPE_HEALTH = 37,
WEAPONTYPE_ARMOUR,
WEAPONTYPE_RAMMEDBYCAR,
WEAPONTYPE_RUNOVERBYCAR,
@ -42,10 +49,8 @@ enum eWeaponType
WEAPONTYPE_DROWNING,
WEAPONTYPE_FALL,
WEAPONTYPE_UNIDENTIFIED,
WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE,
WEAPONTYPE_ANYMELEE = 46,
WEAPONTYPE_ANYWEAPON = 47
WEAPONTYPE_ANYMELEE,
WEAPONTYPE_ANYWEAPON
};
enum {
@ -57,7 +62,7 @@ enum eWeaponFire {
WEAPON_FIRE_INSTANT_HIT,
WEAPON_FIRE_PROJECTILE,
WEAPON_FIRE_AREA_EFFECT,
WEAPON_FIRE_USE
WEAPON_FIRE_CAMERA
};
// Taken from MTA SA, seems it's unchanged