mirror of
https://github.com/halpz/re3.git
synced 2025-06-28 15:26:19 +00:00
some cutscene opcodes and heli guns
This commit is contained in:
@ -795,6 +795,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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return true;
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}
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// --MIAMI: Done except comments
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bool
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CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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{
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@ -842,19 +843,40 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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target = threatAttack->GetPosition();
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target -= *fireSource;
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target *= info->m_fRange / target.Magnitude();
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float distToTarget = target.Magnitude();
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target *= info->m_fRange / distToTarget;
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target += *fireSource;
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if ( inaccuracy != 0 )
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if (shooter == FindPlayerPed() && inaccuracy != 0.f)
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{
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float newInaccuracy = 2.5f * FindPlayerPed()->m_fAttackButtonCounter * (inaccuracy * Min(1.f, 5.f / distToTarget));
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if (FindPlayerPed()->bIsDucking)
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newInaccuracy *= 0.4f;
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target.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
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target.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
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target.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * newInaccuracy;
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FindPlayerPed()->m_fAttackButtonCounter += info->m_nDamage * 0.04f;
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}
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else if (inaccuracy > 0.f)
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{
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if (threatAttack == FindPlayerPed())
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{
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float speed = Min(0.33f, FindPlayerPed()->m_vecMoveSpeed.Magnitude());
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inaccuracy *= (0.3f * speed * 100.f / 33.f + 0.8f);
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}
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target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
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target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
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target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
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}
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CWorld::bIncludeDeadPeds = true;
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ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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if (shooter == FindPlayerPed())
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CWorld::bIncludeDeadPeds = true;
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// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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CWorld::bIncludeDeadPeds = false;
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// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
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}
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else
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{
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@ -864,7 +886,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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shooterPed->TransformToNode(target, PED_HANDR);
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ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
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}
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}
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else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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@ -872,9 +896,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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CVector src, trgt;
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
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// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
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CWorld::bIncludeDeadPeds = true;
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ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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// bProcessVehicleWheels = true; // TODO(Miami)
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CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true);
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// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
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CWorld::bIncludeDeadPeds = false;
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// bProcessVehicleWheels = false; // TODO(Miami)
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// TODO(Miami)
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// if (victim)
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// CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt);
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int32 rotSpeed = 1;
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if ( m_eWeaponType == WEAPONTYPE_M4 )
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@ -889,30 +921,77 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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}
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else
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{
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float shooterHeading = RADTODEG(shooter->GetForward().Heading());
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float shooterAngle = DEGTORAD(shooterHeading);
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CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
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rotOffset.Normalise();
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target = *fireSource;
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target.x += rotOffset.x * info->m_fRange;
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target.y += rotOffset.y * info->m_fRange;
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if ( shooter->IsPed() )
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DoDoomAiming(shooter, fireSource, &target);
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ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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int32 rotSpeed = 1;
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if ( m_eWeaponType == WEAPONTYPE_M4 )
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rotSpeed = 4;
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CVector bulletPos;
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if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
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uint32 model = shooter->GetModelIndex();
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if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
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{
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for ( int32 i = 0; i < 16; i++ )
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CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
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float inaccuracyMult = 0.6f;
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target = shooter->GetForward();
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if (shooter->GetStatus() == STATUS_PLAYER)
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{
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target *= info->m_fRange;
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target += *fireSource;
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CWeapon::DoDriveByAutoAiming(FindPlayerPed(), (CVehicle*)shooter, fireSource, &target);
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target -= *fireSource;
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target.Normalise();
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if (model == MI_SEASPAR || model == MI_SPARROW)
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inaccuracyMult = 0.1f;
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else
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inaccuracyMult = 0.3f;
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}
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target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
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target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
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target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracyMult;
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target.Normalise();
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target *= info->m_fRange;
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target += *fireSource;
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CWorld::pIgnoreEntity = shooter;
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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CWorld::pIgnoreEntity = nil;
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int32 rotSpeed = 1;
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if (m_eWeaponType == WEAPONTYPE_M4)
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rotSpeed = 4;
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CVector bulletPos;
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if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4))
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{
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for (int32 i = 0; i < 16; i++)
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CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
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}
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}
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else
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{
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float shooterHeading = RADTODEG(shooter->GetForward().Heading());
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float shooterAngle = DEGTORAD(shooterHeading);
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CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
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rotOffset.Normalise();
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target = *fireSource;
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target.x += rotOffset.x * info->m_fRange;
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target.y += rotOffset.y * info->m_fRange;
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CParticle::HandleShootableBirdsStuff(shooter, *fireSource);
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if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim))
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{
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CWeapon::DoDoomAiming(shooter, fireSource, &target);
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}
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// CWorld::bProcessPedsOnBoatsAndBikes = 1; // TODO(Miami)
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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// CWorld::bProcessPedsOnBoatsAndBikes = 0; // TODO(Miami)
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int32 rotSpeed = 1;
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if (m_eWeaponType == WEAPONTYPE_M4)
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rotSpeed = 4;
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CVector bulletPos;
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if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4))
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{
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for (int32 i = 0; i < 16; i++)
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CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
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}
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}
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}
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@ -932,7 +1011,6 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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if ( shooter == FindPlayerPed() )
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{
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CStats::InstantHitsFiredByPlayer++;
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if ( !(CTimer::GetFrameCounter() & 3) )
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MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
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}
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@ -1345,6 +1423,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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BlowUpExplosiveThings(victim);
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}
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// --MIAMI: Done except comments, and didn't check particle coords precisely
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bool
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CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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{
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@ -1438,7 +1517,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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//bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
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//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
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ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
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CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
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CWorld::bIncludeDeadPeds = false;
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//bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
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}
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@ -1471,7 +1550,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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CWorld::bIncludeDeadPeds = true;
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//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
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ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
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CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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CWorld::bIncludeDeadPeds = false;
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}
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//bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes
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@ -2056,7 +2135,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
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float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
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float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
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DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
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DoDriveByAutoAiming(FindPlayerPed(), shooter, &source, &target);
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CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
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@ -2176,6 +2255,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
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return true;
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}
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// --MIAMI: Done
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void
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CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
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{
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@ -2188,8 +2268,6 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
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#endif
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CPed *shooterPed = (CPed*)shooter;
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if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
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return;
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int16 lastEntity;
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CEntity *entities[16];
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@ -2208,7 +2286,8 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
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if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
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|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
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|| victim->GetStatus() == STATUS_HELI
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|| victim->GetStatus() == STATUS_PLANE) )
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|| victim->GetStatus() == STATUS_PLANE
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|| victim->GetStatus() == STATUS_WRECKED) )
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{
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float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
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float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
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@ -2227,7 +2306,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
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}
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}
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if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
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CColPoint foundCol;
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CEntity *foundEnt;
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if (closestEntityDist < DOOMAUTOAIMING_MAXDIST
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&& !CWorld::ProcessLineOfSight(*source, entities[closestEntity]->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false, true))
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{
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CEntity *victim = entities[closestEntity];
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ASSERT(victim !=nil);
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@ -2316,10 +2398,11 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
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}
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}
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// --MIAMI: Done
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void
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CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
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CWeapon::DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target)
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{
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ASSERT(shooter!=nil);
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ASSERT(driver!=nil);
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ASSERT(source!=nil);
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ASSERT(target!=nil);
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@ -2327,27 +2410,36 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
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CEntity entity; // unused
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#endif
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CPed *shooterPed = (CPed*)shooter;
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if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
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return;
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CPed *shooterPed = (CPed*)driver;
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int16 lastEntity;
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CEntity *entities[16];
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CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
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CEntity *peds[16];
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CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, peds, false, false, true, false, false);
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float closestEntityDist = 10000.0f;
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int16 closestEntity;
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for ( int32 i = 0; i < lastEntity; i++ )
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{
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CEntity *victim = entities[i];
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CPed *victim = (CPed*)peds[i];
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ASSERT(victim!=nil);
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if ( shooter != victim )
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if (driver != victim && !victim->DyingOrDead() && victim->m_attachedTo != vehicle)
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{
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float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
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float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
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float pedDist = 0.15f*distToVictim + lineDist;
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uint32 model = vehicle->GetModelIndex();
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float pedDist;
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if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
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{
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float distToVictim = (victim->GetPosition() - vehicle->GetPosition()).Magnitude();
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pedDist = lineDist / Max(5.f, distToVictim);
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}
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else
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{
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float distToVictim = (victim->GetPosition() - driver->GetPosition()).Magnitude();
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pedDist = 0.15f * distToVictim + lineDist;
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}
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if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
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{
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@ -2356,14 +2448,24 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
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}
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}
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}
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if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
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uint32 model = vehicle->GetModelIndex();
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float maxAimDistance = CAR_DRIVEBYAUTOAIMING_MAXDIST;
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if (model == MI_HUNTER)
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{
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CEntity *victim = entities[closestEntity];
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maxAimDistance = Tan(DEGTORAD(30.f));
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}
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else if (model == MI_SEASPAR || model == MI_SPARROW)
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{
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maxAimDistance = Tan(DEGTORAD(10.f));
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}
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if ( closestEntityDist < maxAimDistance )
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{
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CEntity *victim = peds[closestEntity];
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ASSERT(victim!=nil);
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float distToTarget = (*source - *target).Magnitude();
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float distToSource = (*source - victim->GetPosition()).Magnitude();
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float distToSource = (*source - victim->GetPosition()).Magnitude();
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*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
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}
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}
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@ -2,7 +2,7 @@
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#include "WeaponType.h"
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#define DRIVEBYAUTOAIMING_MAXDIST (2.5f)
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#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f)
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#define DOOMAUTOAIMING_MAXDIST (9000.0f)
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class CEntity;
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@ -56,7 +56,7 @@ public:
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static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
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static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
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static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target);
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static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
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void Reload(void);
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void Update(int32 audioEntity, CPed *pedToAdjustSound);
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