sync with upstream

This commit is contained in:
Nikolay Korolev
2020-05-19 23:27:41 +03:00
19 changed files with 821 additions and 316 deletions

View File

@ -23,7 +23,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
switch (copType) {
case COP_STREET:
SetModelIndex(MI_COP);
// GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami)
GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true);
GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
m_currentWeapon = WEAPONTYPE_UNARMED;
m_fArmour = 0.0f;

View File

@ -36,7 +36,7 @@ void CGangs::Initialise(void)
SetGangVehicleModel(GANG_BIKER, MI_ANGEL);
SetGangVehicleModel(GANG_PLAYER, -1);
SetGangVehicleModel(GANG_GOLFER, MI_CADDY);
//SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB); // TODO(MIAMI)
SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB);
#ifdef FIX_BUGS
for (int i = 0; i < NUM_GANGS; i++)
SetGangPedModelOverride(i, -1);

View File

@ -116,32 +116,8 @@ uint16 nPlayerInComboMove;
RpClump *flyingClumpTemp;
// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
FightMove tFightMoves[NUM_FIGHTMOVES] = {
{NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
{ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
{ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
{ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
{ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
{ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
{ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
{ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
{ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
{ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
{ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
// TODO(Miami)
};
uint16 CPed::nThreatReactionRangeMultiplier = 1;
@ -620,6 +596,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagI80 = false;
#endif
m_gangFlags = 0xFF;
bReachedAttractorHeadingTarget = false;
bTurnedAroundOnAttractor = false;
bCarPassenger = false;
@ -666,9 +644,16 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
m_wepAccuracy = 60;
m_lastWepDam = -1;
m_lastDamEntity = nil;
m_attachedTo = nil;
m_attachWepAmmo = 0;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
uint16 random = CGeneral::GetRandomNumber();
m_nPedMoney = random % 25;
if (m_nPedMoney == 23)
m_nPedMoney = 400;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
@ -1183,7 +1168,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
if (ped->bIsDucking && ped->bCrouchWhenShooting) {
CAnimBlendAssociation *crouchFireAssoc = nil;
if (!!weapon->m_bCrouchFire) {
crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE);
crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
}
if (!!weapon->m_bReload && reloadAssoc) {
if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
@ -1222,7 +1207,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (currentWeapon->m_bCrouchFire && attackAssoc) {
if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
@ -1248,7 +1233,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (currentWeapon->m_bCrouchFire && attackAssoc) {
if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
@ -1276,15 +1261,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
newAnim->SetFinishCallback(FinishedAttackCB, ped);
}
} else {
// TODO(Miami): Remove this block when fighting has been ported
if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD)
{
attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
return;
}
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
{
attackAssoc->blendDelta = -8.0f;
@ -1343,7 +1319,7 @@ CPed::Attack(void)
if (bIsDucking) {
if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
@ -1396,7 +1372,6 @@ CPed::Attack(void)
meleeAttackStarted = true;
switch ( ourWeapon->m_AnimToPlay ) {
case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported
case ASSOCGRP_UNARMED:
case ASSOCGRP_SCREWDRIVER:
case ASSOCGRP_KNIFE:
@ -1437,7 +1412,7 @@ CPed::Attack(void)
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
@ -1499,9 +1474,7 @@ CPed::Attack(void)
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
firePos = GetMatrix() * firePos;
} else {
// TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR ||
weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
}
GetWeapon()->Fire(this, &firePos);
@ -1521,10 +1494,8 @@ CPed::Attack(void)
damagerType = m_pDamageEntity->GetType();
}
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done
weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
#else
@ -1783,15 +1754,19 @@ CPed::SetCurrentWeapon(int slot)
}
}
// --MIAMI: TODO when weapons got converted
// --MIAMI: Done
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
// First condition checks for Pistol, Python and Shotguns
if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 ||
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
SetCurrentWeapon(i);
return true;
}
@ -1801,39 +1776,54 @@ CPed::SelectGunIfArmed(void)
return false;
}
// --MIAMI: Done
void
CPed::Duck(void)
{
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
ClearDuck();
else if (bIsDucking && bCrouchWhenShooting) {
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
if (!attackAssoc) {
if(!!weapon->m_bCrouchFire)
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!attackAssoc) {
if(!!weapon->m_bReload)
attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
}
if (!attackAssoc) {
bIsDucking = false;
}
}
}
// --MIAMI: Done
void
CPed::ClearDuck(void)
CPed::ClearDuck(bool clearTimer)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
if (!animAssoc) {
bIsDucking = false;
return;
}
}
if (!bCrouchWhenShooting)
return;
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
}
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
return;
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0f;
}
bIsDucking = false;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
if (clearTimer) {
m_duckTimer = 0;
}
}
// --MIAMI: Done except commented thing
// --MIAMI: Done
void
CPed::ClearPointGunAt(void)
{
@ -1854,7 +1844,7 @@ CPed::ClearPointGunAt(void)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
if (!!weaponInfo->m_bCrouchFire) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
}
}
if (animAssoc) {
@ -2693,7 +2683,7 @@ CPed::SetModelIndex(uint32 mi)
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);
// TODO(Miami): This is something inlined for sure
// TODO(Miami): This is inlined CanUseTorsoWhenLooking
bool canUseMyBody = false;
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
@ -2717,7 +2707,13 @@ CPed::SetModelIndex(uint32 mi)
void
CPed::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
if (!bRenderScorched) {
CRenderer::RemoveVehiclePedLights(this, reset);
if (reset)
ReSetAmbientAndDirectionalColours();
}
SetAmbientColours();
DeActivateDirectional();
}
bool
@ -2782,14 +2778,15 @@ CPed::WorkOutHeadingForMovingFirstPerson(float offset)
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
} else {
if (leftRight < 0.0f)
angle = 0.5f * PI;
angle = HALFPI;
else if (leftRight > 0.0f)
angle = -0.5f * PI;
angle = -HALFPI;
}
return CGeneral::LimitRadianAngle(offset + angle);
}
// --MIAMI: Done
void
CPed::CalculateNewVelocity(void)
{
@ -2804,9 +2801,6 @@ CPed::CalculateNewVelocity(void)
limitedRotDest -= 2 * PI;
}
if (IsPlayer() && m_nPedState == PED_ATTACK)
headAmount /= 4.0f;
float neededTurn = limitedRotDest - m_fRotationCur;
if (neededTurn <= headAmount) {
if (neededTurn > (-headAmount))
@ -2830,8 +2824,12 @@ CPed::CalculateNewVelocity(void)
}
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
|| FindPlayerPed() != this || !CanStrafeOrMouseControl()) {
if (FindPlayerPed() == this)
FindPlayerPed()->m_fWalkAngle = 0.0f;
return;
}
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
float pedSpeed = m_moved.Magnitude();
@ -2851,16 +2849,13 @@ CPed::CalculateNewVelocity(void)
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
// There is one more anim in VC.
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
LimbOrientation newUpperLegs;
newUpperLegs.yaw = localWalkAngle;
@ -3944,7 +3939,7 @@ CPed::ClearAttackByRemovingAnim(void)
if (!weaponAssoc) {
if (!!weapon->m_bCrouchFire)
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!weaponAssoc) {
if(!!weapon->m_bFinish3rd)
@ -4916,7 +4911,7 @@ CPed::SetPointGunAt(CEntity *to)
if (bCrouchWhenShooting && bIsDucking) {
if (!!curWeapon->m_bCrouchFire) {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
}
} else {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
@ -4925,7 +4920,7 @@ CPed::SetPointGunAt(CEntity *to)
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
if (bCrouchWhenShooting && bIsDucking) {
if (!!curWeapon->m_bCrouchFire) {
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f);
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
}
} else {
aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
@ -5197,7 +5192,7 @@ CPed::SetAttack(CEntity *victim)
}
// TODO(Miami): Brass knuckles
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (IsPlayer() ||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
@ -5209,10 +5204,7 @@ CPed::SetAttack(CEntity *victim)
m_nPedState = PED_ATTACK;
bIsAttacking = false;
// TODO(Miami): Revert when fighting got ported
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay,
GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f);
// CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
@ -5316,13 +5308,13 @@ CPed::SetAttack(CEntity *victim)
m_nPedState = PED_ATTACK;
SetMoveState(PEDMOVE_NONE);
if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
if (curMoveAssoc) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
delete curMoveAssoc;
}
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f);
} else {
float animDelta = 8.0f;
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
@ -5442,10 +5434,11 @@ CPed::StartFightAttack(uint8 buttonPressure)
nPlayerInComboMove = 0;
}
// --MIAMI: Done
void
CPed::LoadFightData(void)
{
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier;
int damage, flags;
char line[256], moveName[32], animName[32], hitLevel;
int moveId = 0;
@ -5474,12 +5467,13 @@ CPed::LoadFightData(void)
sscanf(
&line[lp],
"%s %f %f %f %f %c %s %d %d",
"%s %f %f %f %f %f %c %s %d %d",
moveName,
&startFireTime,
&endFireTime,
&comboFollowOnTime,
&strikeRadius,
&extendReachMultiplier,
&hitLevel,
animName,
&damage,
@ -5492,6 +5486,7 @@ CPed::LoadFightData(void)
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
tFightMoves[moveId].strikeRadius = strikeRadius;
tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier;
tFightMoves[moveId].damage = damage;
tFightMoves[moveId].flags = flags;
@ -5515,11 +5510,14 @@ CPed::LoadFightData(void)
break;
}
if (strncmp(animName, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
} else {
tFightMoves[moveId].animId = ANIM_WALK;
if (strncmp(animName, "default", 8) != 0) {
if (strncmp(animName, "null", 5) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
}
else {
tFightMoves[moveId].animId = ANIM_WALK;
}
}
moveId++;
}
@ -5612,6 +5610,7 @@ CPed::FightStrike(CVector &touchedNodePos)
damageMult *= m_pedStats->m_attackStrength;
}
/*
// Change direction if we used kick.
if (m_lastFightMove == FIGHTMOVE_KICK) {
if (CGeneral::GetRandomNumber() & 1) {
@ -5619,7 +5618,7 @@ CPed::FightStrike(CVector &touchedNodePos)
if (direction > 3)
direction -= 4;
}
}
} */
nearPed->ReactToAttack(this);
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
@ -6359,6 +6358,7 @@ CPed::CollideWithPed(CPed *collideWith)
}
}
// --MIAMI: Done except commented thing
void
CPed::CreateDeadPedMoney(void)
{
@ -6366,29 +6366,31 @@ CPed::CreateDeadPedMoney(void)
return;
int skin = GetModelIndex();
// TODO(Miami): New flag
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
return;
int money = CGeneral::GetRandomNumber() % 60;
int money = m_nPedMoney;
if (money < 10)
return;
if (money == 43)
money = 700;
CVector pickupPos = GetPosition();
bool found;
int pickupCount = money / 40 + 1;
int pickupCount = Min(money / 20 + 1, 7);
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
}
}
m_nPedMoney = 0;
}
void
@ -6559,13 +6561,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
CAnimBlendAssociation *weaponAssoc;
//CWeaponInfo::GetWeaponInfo(unused);
// TODO(Miami): Remove when fighting got ported
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
@ -6726,6 +6721,7 @@ CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
return retVal;
}
// TODO(Miami): Ducking doesn't work, fix this
bool
CPed::DuckAndCover(void)
{
@ -6743,9 +6739,11 @@ CPed::DuckAndCover(void)
SetAimFlag(m_pedInObjective);
} else {
bCrouchWhenShooting = false;
bKindaStayInSamePlace = false;
bIsDucking = false;
if (bIsDucking)
ClearDuck(true);
bCrouchWhenShooting = false;
bDuckAndCover = false;
m_headingRate = 10.0f;
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
@ -6758,8 +6756,11 @@ CPed::DuckAndCover(void)
bool justDucked = false;
CVehicle *foundVeh = nil;
float maxDist = 225.0f;
bIsDucking = false;
if (bIsDucking)
ClearDuck(true);
bCrouchWhenShooting = false;
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
CVector pos = GetPosition();
int16 lastVehicle;
@ -7148,13 +7149,9 @@ CPed::Fight(void)
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
case FIGHTMOVE_HEADBUTT:
TransformToNode(touchingNodePos, PED_HEAD);
break;
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
case FIGHTMOVE_KICK:
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_GROUNDKICK:
@ -7215,12 +7212,12 @@ CPed::Fight(void)
canRoundhouse = false;
punchOnly = false;
canKick = true;
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
hasShoppingBags = false;
canKneeHead = true;
nPlayerInComboMove = 0;
} else {
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
uint16 pedFeatures = m_pedStats->m_flags;
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
@ -7259,7 +7256,7 @@ CPed::Fight(void)
&& neededTurn < DEGTORAD(35.0f)
&& (canKick || hasShoppingBags)) {
nextFightMove = FIGHTMOVE_KICK;
nextFightMove = FIGHTMOVE_LONGKICK;
if (hasShoppingBags) {
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
@ -7352,7 +7349,7 @@ CPed::Fight(void)
if (fightingPedDist >= 1.3f) {
if (fightingPedDist < 1.7f && canKick) {
nextFightMove = FIGHTMOVE_KICK;
nextFightMove = FIGHTMOVE_LONGKICK;
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
@ -9329,7 +9326,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
void
CPed::Look(void)
{
// UNUSED: This is a perfectly empty function.
TurnBody();
}
bool
@ -11270,6 +11267,7 @@ CPed::SetInTheAir(void)
void
CPed::RestoreHeadPosition(void)
{
// TODO(Miami): This is inlined CanUseTorsoWhenLooking
bool canUseMyBody = false;
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
@ -11299,7 +11297,7 @@ CPed::PointGunAt(void)
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
if (!!weaponInfo->m_bCrouchFire) {
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
animLoopStart = weaponInfo->m_fAnim2LoopStart;
}
}
@ -15627,19 +15625,22 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused)
}
#endif
// --MIAMI: Done, but what is this parameter for?
void
CPed::SetDuck(uint32 time)
CPed::SetDuck(uint32 time, bool sth)
{
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
return;
if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
bIsDucking = true;
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) {
if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer)
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
}
return;
}
CAnimBlendAssociation *duckAssoc;
if (bCrouchWhenShooting) {
duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 4.0f);
duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
bIsDucking = true;
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
} else {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
@ -18563,7 +18564,7 @@ CPed::ClearFollowPath()
m_nCurPathNode = 0;
}
// --MIAMI: Done
// --MIAMI: Done except bikes
void
CPed::AddInCarAnims(CVehicle* car, bool isDriver)
{
@ -18603,6 +18604,12 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver)
StopNonPartialAnims();
}
bool
CPed::CanBeDamagedByThisGangMember(CPed* who)
{
return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1));
}
bool
IsPedPointerValid_NotInWorld(CPed* pPed)
{
@ -18626,4 +18633,4 @@ IsPedPointerValid(CPed* pPed)
if (pPed->bInVehicle && pPed->m_pMyVehicle)
return IsEntityPointerValid(pPed->m_pMyVehicle);
return pPed->m_entryInfoList.first || pPed == FindPlayerPed();
}
}

View File

@ -79,11 +79,11 @@ struct FightMove
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
float extendReachMultiplier;
uint8 hitLevel; // FightMoveHitLevel
uint8 damage;
uint8 flags;
};
VALIDATE_SIZE(FightMove, 0x18);
// TODO: This is eFightState on mobile.
enum PedFightMoves
@ -94,13 +94,21 @@ enum PedFightMoves
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCH,
FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
// Directionals
FIGHTMOVE_FWDLEFT,
FIGHTMOVE_FWDRIGHT,
FIGHTMOVE_BACKKICK,
FIGHTMOVE_BACKFLIP,
FIGHTMOVE_BACKLEFT,
FIGHTMOVE_BACKRIGHT,
FIGHTMOVE_RIGHTSWEEP,
// Special
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
@ -113,6 +121,9 @@ enum PedFightMoves
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_MELEE1,
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
};
@ -466,6 +477,7 @@ public:
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 m_gangFlags;
uint8 CharCreatedBy;
eObjective m_objective;
eObjective m_prevObjective;
@ -588,7 +600,7 @@ public:
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
uint16 m_pedMoney;
uint16 m_nPedMoney;
int8 m_lastWepDam;
CEntity *m_lastDamEntity;
CEntity *m_attachedTo;
@ -651,7 +663,7 @@ public:
void SetCurrentWeapon(eWeaponType weaponType);
void SetCurrentWeapon(int weapon);
void Duck(void);
void ClearDuck(void);
void ClearDuck(bool = false);
void ClearPointGunAt(void);
void BeingDraggedFromCar(void);
void RestartNonPartialAnims(void);
@ -679,7 +691,7 @@ public:
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
void ReactToAttack(CEntity*);
void SetDuck(uint32);
void SetDuck(uint32, bool = false);
void RegisterThreatWithGangPeds(CEntity*);
bool TurnBody(void);
void Chat(void);
@ -810,6 +822,7 @@ public:
void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
void RequestDelayedWeapon();
void AddInCarAnims(CVehicle* car, bool isDriver);
bool CanBeDamagedByThisGangMember(CPed*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@ -915,7 +928,7 @@ public:
bool Dead(void) { return m_nPedState == PED_DEAD; }
bool Dying(void) { return m_nPedState == PED_DIE; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool Driving(void) { return m_nPedState == PED_DRIVING; }
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
@ -933,10 +946,6 @@ public:
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_FIGHT_PPUNCH;
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
return ANIM_WEAPON_FIRE_3RD;
else
@ -944,14 +953,10 @@ public:
}
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_KICK_FLOOR;
if (!!weapon->m_bGround2nd)
return ANIM_WEAPON_CROUCHFIRE;
else if (!!weapon->m_bGround3rd)
return ANIM_WEAPON_SPECIAL;
return ANIM_WEAPON_FIRE_3RD;
else if (kickFloorIfNone)
return ANIM_KICK_FLOOR;
else
@ -959,10 +964,6 @@ public:
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_FIGHT_PPUNCH;
if (weapon->m_bAnimDetonate)
return ANIM_BOMBER;
else
@ -976,6 +977,13 @@ public:
return (AnimationId)0;
}
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bCrouchFire)
return ANIM_WEAPON_CROUCHFIRE;
else
return (AnimationId)0;
}
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bReload)
return ANIM_WEAPON_RELOAD;

View File

@ -12,7 +12,7 @@ const int gcMaxSizeOfPizzaQueue = 5;
const int gcMaxSizeOfShelterQueue = 5;
const int gcMaxSizeOfIceCreamQueue = 1;
//--MIAMI: file done, except TODO(MIAMI)
//--MIAMI: file done
std::vector<CVector> CPedShelterAttractor::ms_displacements;
@ -167,19 +167,15 @@ CPedAttractor::CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 ma
void CPedPizzaAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
{
/* TODO(MIAMI): uncomment
if (pPed->m_nPedMoney > 10)
pPed->m_nPedMoney -= 10;
else
pPed->m_nPedMoney = 0;
*/
}
void CPedAtmAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
{
/* TODO(MIAMI): uncomment
pPed->m_nPedMoney += 20 * CGeneral::GetRandomNumberInRange(1, 51);
*/
};
float CPedAttractor::ComputeDeltaHeading() const

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()) {

View File

@ -461,17 +461,16 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
if (ms_bGivePedsWeapons) {
eWeaponType weapon;
// TODO(Miami): Look here when weapons have been ported
switch (CGeneral::GetRandomNumber() & 3) {
case 0:
weapon = WEAPONTYPE_COLT45;
break;
case 1:
//weapon = WEAPONTYPE_NIGHTSTICK;
//break;
weapon = WEAPONTYPE_NIGHTSTICK;
break;
case 2:
//weapon = WEAPONTYPE_GOLFCLUB;
//break;
weapon = WEAPONTYPE_GOLFCLUB;
break;
case 3:
weapon = WEAPONTYPE_TEC9;
break;
@ -1093,8 +1092,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
return nil;
CPed* pPed = CPopulation::AddPed(PEDTYPE_CIVMALE, MI_MALE01, pos); // TODO(MIAMI): 4th parameter
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
//TODO(MIAMI): uncomment
//pPed->m_nPedMoney = 0;
pPed->m_nPedMoney = 0;
pPed->bDeadPedInFrontOfCar = true;
pPed->m_vehicleInAccident = pCulprit;
pCulprit->RegisterReference((CEntity**)&pPed->m_vehicleInAccident);
@ -1108,7 +1106,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
}
}
}
CColPoint colpts[32];
CColPoint colpts[MAX_COLLISION_POINTS];
if (CCollision::ProcessColModels(pCulprit->GetMatrix(), *pCulprit->GetColModel(), pPed->GetMatrix(), *pPed->GetColModel(), colpts, nil, nil)) {
CWorld::Remove(pPed);
delete pPed;