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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
commit
043f09f3fb
@ -230,7 +230,7 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
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pPlayerPed->m_pWanted->ClearQdCrimes();
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pPlayerPed->bIsVisible = false;
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pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
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CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_80;
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CUTSCENE);
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
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}
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@ -365,7 +365,7 @@ CCutsceneMgr::DeleteCutsceneData(void)
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ms_loaded = false;
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FindPlayerPed()->bIsVisible = true;
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_80;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CUTSCENE);
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
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if (CGeneral::faststricmp(ms_cutsceneName, "end")) {
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@ -66,7 +66,7 @@ CPhoneInfo::Update(void)
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endAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
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endAssoc->SetFinishCallback(PhonePutDownCB, player);
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} else {
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_40;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PHONE);
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if (player->m_nPedState == PED_MAKE_CALL)
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player->m_nPedState = PED_IDLE;
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}
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@ -116,7 +116,7 @@ CPhoneInfo::Update(void)
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player->m_fRotationDest = angleToFace;
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player->SetHeading(angleToFace);
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player->m_nPedState = PED_MAKE_CALL;
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CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_40;
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PHONE);
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TheCamera.SetWideScreenOn();
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playerInfo->MakePlayerSafe(true);
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CAnimBlendAssociation *phonePickAssoc = CAnimManager::BlendAnimation(player->GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f);
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@ -340,7 +340,7 @@ PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg)
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{
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assoc->flags |= ASSOC_DELETEFADEDOUT;
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assoc->blendDelta = -1000.0f;
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_40;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PHONE);
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CPed *ped = (CPed*)arg;
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if (assoc->blendAmount > 0.5f)
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File diff suppressed because it is too large
Load Diff
@ -350,6 +350,7 @@ private:
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static bool IsPlayerStopped(CPlayerInfo*);
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static bool IsVehicleStopped(CVehicle*);
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static void PrintListSizes();
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static void ReadObjectNamesFromScript();
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static void UpdateObjectIndices();
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static void ReadMultiScriptFileOffsetsFromScript();
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@ -486,6 +487,11 @@ private:
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bool CanAllowMissionReplay();
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#endif
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#ifdef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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int CollectParameterForDebug(char* buf, bool& var);
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void GetStoredParameterForDebug(char* buf);
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#endif
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float LimitAngleOnCircle(float angle) { return angle < 0.0f ? angle + 360.0f : angle; }
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bool ThisIsAValidRandomPed(uint32 pedtype) {
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@ -1157,7 +1157,38 @@ enum {
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COMMAND_CAN_CHAR_SEE_DEAD_CHAR,
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COMMAND_SET_ENTER_CAR_RANGE_MULTIPLIER,
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#ifndef GTA3_1_1_PATCH
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COMMAND_SET_THREAT_REACTION_RANGE_MULTIPLIER
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COMMAND_SET_THREAT_REACTION_RANGE_MULTIPLIER,
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#endif
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#ifdef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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LAST_SCRIPT_COMMAND
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#endif
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#endif
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};
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#ifdef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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enum eScriptArgument
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{
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ARGTYPE_NONE = 0,
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ARGTYPE_INT,
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ARGTYPE_FLOAT,
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ARGTYPE_STRING,
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ARGTYPE_LABEL,
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ARGTYPE_BOOL,
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ARGTYPE_PED_HANDLE,
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ARGTYPE_VEHICLE_HANDLE,
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ARGTYPE_OBJECT_HANDLE,
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ARGTYPE_ANDOR
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};
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struct tScriptCommandData
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{
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int id;
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const char name[64];
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eScriptArgument input[18];
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eScriptArgument output[18];
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bool cond;
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int position;
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const char name_override[8];
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};
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#endif
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@ -3834,7 +3834,11 @@ CCam::Process_Debug(const CVector&, float, float, float)
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Source.y += 1.0f;
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GetVectorsReadyForRW();
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CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
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#ifdef FIX_BUGS
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CAMERA);
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#else
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CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_CAMERA;
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#endif
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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@ -781,7 +781,7 @@ CCamera::CamControl(void)
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m_bFailedCullZoneTestPreviously = CCullZones::CamCloseInForPlayer();
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if(m_bLookingAtPlayer){
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_1;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CAMERA);
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FindPlayerPed()->bIsVisible = true;
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}
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@ -1049,7 +1049,7 @@ CCamera::CamControl(void)
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m_bFirstPersonBeingUsed = false;
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if(m_bFirstPersonBeingUsed){
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ReqMode = CCam::MODE_1STPERSON;
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CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_1;
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CAMERA);
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}
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// Zoom value
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@ -2,14 +2,14 @@
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enum {
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PLAYERCONTROL_ENABLED = 0,
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PLAYERCONTROL_DISABLED_1 = 1, // used by first person camera
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PLAYERCONTROL_DISABLED_2 = 2,
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PLAYERCONTROL_CAMERA = 1,
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PLAYERCONTROL_UNK2 = 2,
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PLAYERCONTROL_GARAGE = 4,
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PLAYERCONTROL_DISABLED_8 = 8,
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PLAYERCONTROL_DISABLED_10 = 16,
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PLAYERCONTROL_DISABLED_20 = 32, // used on CPlayerInfo::MakePlayerSafe
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PLAYERCONTROL_DISABLED_40 = 64, // used on phone calls
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PLAYERCONTROL_DISABLED_80 = 128,// used on cutscenes
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PLAYERCONTROL_UNK8 = 8,
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PLAYERCONTROL_UNK10 = 16,
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PLAYERCONTROL_PLAYERINFO = 32,
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PLAYERCONTROL_PHONE = 64,
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PLAYERCONTROL_CUTSCENE = 128,
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};
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class CControllerState
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@ -174,7 +174,7 @@ CPlayerInfo::MakePlayerSafe(bool toggle)
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CTheScripts::ResetCountdownToMakePlayerUnsafe();
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m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
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CWorld::StopAllLawEnforcersInTheirTracks();
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CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_20;
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
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CPad::StopPadsShaking();
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m_pPed->bBulletProof = true;
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m_pPed->bFireProof = true;
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@ -194,7 +194,7 @@ CPlayerInfo::MakePlayerSafe(bool toggle)
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} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
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m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_20;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
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m_pPed->bBulletProof = false;
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m_pPed->bFireProof = false;
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m_pPed->bCollisionProof = false;
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@ -233,6 +233,8 @@ enum Config {
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#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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#define MISSION_REPLAY // mobile feature
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define SCRIPT_LOG_FILE_LEVEL 1 // 0 == no log, 1 == overwrite every frame, 2 == full log
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// Replay
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//#define DONT_FIX_REPLAY_BUGS // keeps various bugs in CReplay, some of which are fairly cool!
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