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Merge branch 'miami' into lcs
# Conflicts: # README.md # gamefiles/TEXT/american.gxt # gamefiles/TEXT/french.gxt # gamefiles/TEXT/german.gxt # gamefiles/TEXT/italian.gxt # gamefiles/TEXT/spanish.gxt # src/audio/AudioLogic.cpp # src/core/config.h # src/vehicles/Automobile.cpp # utils/gxt/american.txt # utils/gxt/french.txt # utils/gxt/german.txt # utils/gxt/italian.txt # utils/gxt/spanish.txt
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@ -1237,8 +1237,12 @@ CPed::ClearAimFlag(void)
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m_lookTimer = 0;
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}
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if (IsPlayer())
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if (IsPlayer()) {
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((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
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#ifdef FREE_CAM
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((CPlayerPed*)this)->m_bFreeAimActive = false;
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#endif
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}
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}
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void
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@ -347,11 +347,17 @@ CPed::SetAttack(CEntity *victim)
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if (m_pLookTarget) {
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SetAimFlag(m_pLookTarget);
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} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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SetAimFlag(m_fRotationCur);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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SetAimFlag(m_fRotationCur);
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#ifdef FREE_CAM
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} else if (this != FindPlayerPed() || !((CPlayerPed*)this)->m_bFreeAimActive) {
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#else
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} else {
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#endif
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if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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SetAimFlag(m_fRotationCur);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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SetAimFlag(m_fRotationCur);
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}
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}
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}
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#ifdef FIX_BUGS
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@ -823,6 +829,9 @@ CPed::Attack(void)
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if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
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m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
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else
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#ifdef FREE_CAM
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if (!IsPlayer() || !((CPlayerPed*)this)->m_bFreeAimActive)
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#endif
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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}
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@ -1019,6 +1028,15 @@ CPed::Attack(void)
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weaponAnimAssoc->SetCurrentTime(animLoopEnd);
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weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
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SetPointGunAt(m_pPointGunAt);
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#ifdef FREE_CAM
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} else if (IsPlayer() && ((CPlayerPed*)this)->m_bFreeAimActive && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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SetLookFlag(limitedCam, true, true);
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX);
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SetPointGunAt(nil);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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#endif
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} else {
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ClearAimFlag();
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@ -98,6 +98,9 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_nAttackDirToCheck = 0;
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m_nLastBusFareCollected = 0;
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idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
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#ifdef FREE_CAM
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m_bFreeAimActive = false;
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#endif
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}
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void
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@ -1343,17 +1346,22 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source;
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m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front;
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m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up;
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// On this one we can rotate arm.
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if (CAN_AIM_WITH_ARM) {
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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SetPointGunAt(nil);
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bIsPointingGunAt = false; // to not stop after attack
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}
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pointedGun = 2;
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SetLookFlag(limitedCam, true);
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m_bFreeAimActive = true;
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SetLookFlag(limitedCam, true, true);
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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SetLookTimer(INT32_MAX);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) {
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// This is a seperate ped state just for pointing gun. Used for target button
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SetPointGunAt(nil);
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}
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} else {
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m_fRotationDest = limitedCam;
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changedHeadingRate = 2;
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@ -1381,9 +1389,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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changedHeadingRate = 0;
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RestoreHeadingRate();
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}
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if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
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pointedGun = 0;
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ClearPointGunAt();
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if (pointedGun == 1) {
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if (m_nPedState == PED_ATTACK) {
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if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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SetAimFlag(limitedCam);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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m_bFreeAimActive = true;
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}
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} else {
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pointedGun = 0;
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ClearPointGunAt();
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}
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}
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#endif
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@ -44,6 +44,12 @@ public:
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float m_fGunSpinAngle;
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unsigned int m_nPadDownPressedInMilliseconds;
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unsigned int m_nLastBusFareCollected;
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#ifdef FREE_CAM
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bool m_bFreeAimActive;
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CVector m_cachedCamSource;
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CVector m_cachedCamFront;
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CVector m_cachedCamUp;
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#endif
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static bool bDontAllowWeaponChange;
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#ifndef MASTER
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