Melee weapons(half-working), Ped and Hud bits

This commit is contained in:
eray orçunus
2020-05-19 17:39:19 +03:00
parent f71cfdf8ef
commit a6972714b7
19 changed files with 820 additions and 315 deletions

View File

@ -1088,6 +1088,7 @@ CPlayerPed::ProcessAnimGroups(void)
}
}
// TODO(Miami): Hella TODO
void
CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
{
@ -1099,8 +1100,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
if (!m_pFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
if (padUsed->TargetJustDown()) {
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
#ifdef FREE_CAM
@ -1134,7 +1136,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
else
#endif
SetAttack(m_pPointGunAt);
} else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
} else {
if (m_nPedState == PED_ATTACK) {
if (padUsed->WeaponJustDown()) {
m_bHaveTargetSelected = true;
@ -1145,12 +1147,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
}
SetAttack(nil);
} else if (padUsed->WeaponJustDown()) {
if (m_fMoveSpeed < 1.0f)
StartFightAttack(padUsed->GetWeapon());
else
SetAttack(nil);
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
!weaponInfo->m_bFightMode) {
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
padUsed->WeaponJustDown())
SetAttack(nil);
} else if (padUsed->WeaponJustDown()) {
if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT)
StartFightAttack(padUsed->GetWeapon());
else
SetAttack(nil);
}
}
}
} else {
@ -1185,7 +1194,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
#endif
} else {
m_fRotationDest = limitedCam;
m_headingRate = 50.0f;
m_headingRate = 12.5f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {