mirror of
https://github.com/halpz/re3.git
synced 2025-07-03 01:40:48 +00:00
Merge branch 'miami' into lcs
This commit is contained in:
@ -7291,6 +7291,9 @@ CPed::SetAnswerMobile(void)
|
||||
{
|
||||
if (m_nPedState != PED_ANSWER_MOBILE && !DyingOrDead()) {
|
||||
SetPedState(PED_ANSWER_MOBILE);
|
||||
#ifdef FIX_BUGS
|
||||
ClearLookFlag();
|
||||
#endif
|
||||
RemoveWeaponAnims(GetWeapon()->m_eWeaponType, -4.0f);
|
||||
CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_IN, 4.0f);
|
||||
assoc->SetFinishCallback(StartTalkingOnMobileCB, this);
|
||||
@ -7298,6 +7301,9 @@ CPed::SetAnswerMobile(void)
|
||||
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
|
||||
m_storedWeapon = GetWeapon()->m_eWeaponType;
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
SetCurrentWeapon(0);
|
||||
#endif
|
||||
RemoveWeaponModel(-1);
|
||||
}
|
||||
}
|
||||
|
@ -29,7 +29,7 @@ class CPedIK
|
||||
{
|
||||
public:
|
||||
enum {
|
||||
GUN_POINTED_SUCCESSFULLY = 1, // set but unused
|
||||
GUN_POINTED_SUCCESSFULLY = 1,
|
||||
LOOKAROUND_HEAD_ONLY = 2,
|
||||
AIMS_WITH_ARM = 4,
|
||||
};
|
||||
|
@ -574,8 +574,12 @@ CPlayerPed::DoWeaponSmoothSpray(void)
|
||||
return -1.0f;
|
||||
|
||||
case WEAPONTYPE_CHAINSAW:
|
||||
if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo)))
|
||||
if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo))) {
|
||||
#ifdef FREE_CAM
|
||||
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) return -1.0f;
|
||||
#endif
|
||||
return PI / 128.0f;
|
||||
}
|
||||
else if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false)))
|
||||
return PI / 176.f;
|
||||
else
|
||||
@ -1222,11 +1226,21 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
}
|
||||
|
||||
if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
|
||||
#ifdef FIX_BUGS
|
||||
// fix tommy being locked into looking at the same spot if you duck just after starting to shoot
|
||||
if(!m_pPointGunAt)
|
||||
ClearPointGunAt();
|
||||
#endif
|
||||
bCrouchWhenShooting = true;
|
||||
SetDuck(60000, true);
|
||||
} else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT ||
|
||||
padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) {
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
// same fix as above except for standing up
|
||||
if(!m_pPointGunAt)
|
||||
ClearPointGunAt();
|
||||
#endif
|
||||
ClearDuck(true);
|
||||
bCrouchWhenShooting = false;
|
||||
}
|
||||
@ -1466,6 +1480,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
|
||||
padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE;
|
||||
}
|
||||
|
||||
#ifdef FREE_CAM
|
||||
if (TheCamera.Cams[0].Using3rdPersonMouseCam() && smoothSprayRate > 0.0f) {
|
||||
padMoveInGameUnit = 0.0f;
|
||||
smoothSprayWithoutMove = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) {
|
||||
float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
|
||||
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
|
||||
|
Reference in New Issue
Block a user