mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Weapon fixes
This commit is contained in:
parent
793a6a6d7e
commit
40ee29fb99
@ -679,7 +679,7 @@ CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
|
||||
if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
|
||||
|
||||
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32) GetWeapon(slot).m_nAmmoTotal);
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
|
||||
} else {
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
|
||||
}
|
||||
@ -1187,7 +1187,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
|
||||
}
|
||||
} else if (weapon->m_bReloadLoop2Start && ped->bIsAttacking) {
|
||||
CAnimBlendAssociation *fireAssoc =
|
||||
CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE, 8.0f);
|
||||
CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
|
||||
fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
|
||||
fireAssoc->SetRun();
|
||||
if (fireAssoc->currentTime != reloadAssoc->hierarchy->totalLength) {
|
||||
@ -1302,6 +1302,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
|
||||
}
|
||||
}
|
||||
|
||||
// --MIAMI: Done
|
||||
void
|
||||
CPed::Attack(void)
|
||||
{
|
||||
@ -3874,12 +3875,7 @@ CPed::ClearAttackByRemovingAnim(void)
|
||||
return;
|
||||
|
||||
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE);
|
||||
|
||||
// TODO(Miami): Remove when fighting got ported
|
||||
if (!weaponAssoc) {
|
||||
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
|
||||
}
|
||||
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weapon));
|
||||
|
||||
if (!weaponAssoc) {
|
||||
if (!!weapon->m_bCrouchFire)
|
||||
@ -4882,15 +4878,15 @@ CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
|
||||
if (slot == -1)
|
||||
return;
|
||||
|
||||
GetWeapon(slot).m_nAmmoTotal += ammo;
|
||||
GetWeapon(slot).m_nAmmoTotal = ammo;
|
||||
if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
|
||||
|
||||
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32)GetWeapon(slot).m_nAmmoTotal);
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
|
||||
} else {
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
|
||||
}
|
||||
uint32 newClip = GetWeapon(slot).m_nAmmoTotal;
|
||||
int32 newClip = GetWeapon(slot).m_nAmmoTotal;
|
||||
if (newClip >= GetWeapon(slot).m_nAmmoInClip)
|
||||
newClip = GetWeapon(slot).m_nAmmoInClip;
|
||||
GetWeapon(slot).m_nAmmoInClip = newClip;
|
||||
@ -4911,7 +4907,7 @@ CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
|
||||
if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
|
||||
|
||||
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32)GetWeapon(slot).m_nAmmoTotal);
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
|
||||
} else {
|
||||
GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
|
||||
}
|
||||
@ -6341,7 +6337,7 @@ CPed::CreateDeadPedWeaponPickups(void)
|
||||
|
||||
eWeaponType weapon = GetWeapon(i).m_eWeaponType;
|
||||
int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
|
||||
if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
|
||||
if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || (weaponAmmo == 0 && !GetWeapon(i).IsTypeMelee()))
|
||||
continue;
|
||||
|
||||
angleToPed = i * 1.75f;
|
||||
|
@ -704,6 +704,7 @@ public:
|
||||
void RemoveWeaponAnims(int, float);
|
||||
void CreateDeadPedMoney(void);
|
||||
void CreateDeadPedWeaponPickups(void);
|
||||
// void CreateDeadPedPickupCoors(float *x, float *y, float *z);
|
||||
void SetAttackTimer(uint32);
|
||||
void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
|
||||
void SetRadioStation(void);
|
||||
@ -899,7 +900,7 @@ public:
|
||||
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
|
||||
return ANIM_WEAPON_FIRE_3RD;
|
||||
else
|
||||
return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE;
|
||||
return GetPrimaryFireAnim(weapon);
|
||||
}
|
||||
|
||||
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
|
||||
@ -916,6 +917,17 @@ public:
|
||||
else
|
||||
return (AnimationId)0;
|
||||
}
|
||||
|
||||
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
|
||||
return ANIM_WEAPON_FIRE;
|
||||
}
|
||||
// --
|
||||
|
||||
// My additions, because there were many, many instances of that.
|
||||
|
@ -293,9 +293,12 @@ bool
|
||||
CPedIK::PointGunAtPosition(CVector const& position)
|
||||
{
|
||||
// TODO(MIAMI): special cases for some weapons
|
||||
|
||||
RwV3d armPos;
|
||||
GetComponentPosition(&armPos, PED_UPPERARMR);
|
||||
return PointGunInDirection(
|
||||
CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
|
||||
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), m_ped->GetPosition().z, 0.0f));
|
||||
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), armPos.z, 0.0f));
|
||||
}
|
||||
|
||||
bool
|
||||
|
@ -92,6 +92,11 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
|
||||
void CPlayerPed::ClearWeaponTarget()
|
||||
{
|
||||
if (m_nPedType == PEDTYPE_PLAYER1) {
|
||||
|
||||
// TODO(Miami)
|
||||
// if (m_pPointGunAt)
|
||||
// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
|
||||
|
||||
m_pPointGunAt = nil;
|
||||
TheCamera.ClearPlayerWeaponMode();
|
||||
CWeaponEffects::ClearCrossHair();
|
||||
@ -213,13 +218,15 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
|
||||
TheCamera.ClearPlayerWeaponMode();
|
||||
}
|
||||
SetCurrentWeapon(weapon);
|
||||
m_nSelectedWepSlot = m_currentWeapon;
|
||||
|
||||
GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
|
||||
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
|
||||
ClearWeaponTarget();
|
||||
|
||||
CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205);
|
||||
// WEAPONTYPE_SNIPERRIFLE? Wut?
|
||||
CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)));
|
||||
if (weaponAnim) {
|
||||
weaponAnim->SetRun();
|
||||
weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
|
||||
@ -666,7 +673,10 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
|
||||
|
||||
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
|
||||
if (m_nSelectedWepSlot < 0)
|
||||
m_nSelectedWepSlot = 9;
|
||||
m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
|
||||
|
||||
if (m_nSelectedWepSlot == 0)
|
||||
break;
|
||||
|
||||
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
|
||||
break;
|
||||
@ -690,11 +700,16 @@ spentAmmoCheck:
|
||||
else
|
||||
m_nSelectedWepSlot = 2;
|
||||
|
||||
// BUG: m_nSelectedWepSlot is slot in VC but they compared against weapon types, lol.
|
||||
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
|
||||
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(6).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|
||||
|
||||
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
|
||||
#ifdef FIX_BUGS
|
||||
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
|
||||
#else
|
||||
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|
||||
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
|
||||
/*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) {
|
||||
&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
|
||||
#endif
|
||||
goto switchDetectDone;
|
||||
}
|
||||
}
|
||||
@ -1152,7 +1167,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
|
||||
|
||||
// Weapons except throwable and melee ones
|
||||
if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) {
|
||||
if (weaponInfo->m_nWeaponSlot > 2) {
|
||||
if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
|
||||
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
|
||||
|
||||
|
@ -2312,13 +2312,15 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
|
||||
bool
|
||||
CWeapon::HasWeaponAmmoToBeUsed(void)
|
||||
{
|
||||
switch (m_eWeaponType) {
|
||||
case WEAPONTYPE_UNARMED:
|
||||
case WEAPONTYPE_BASEBALLBAT:
|
||||
return true;
|
||||
default:
|
||||
return m_nAmmoTotal != 0;
|
||||
}
|
||||
// FIX: This is better (not bug tho)
|
||||
#if 0
|
||||
if (m_eWeaponType <= WEAPONTYPE_CHAINSAW)
|
||||
#else
|
||||
if (CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE)
|
||||
#endif
|
||||
return true;
|
||||
else
|
||||
return m_nAmmoTotal != 0;
|
||||
}
|
||||
|
||||
bool
|
||||
|
@ -16,8 +16,8 @@ class CWeapon
|
||||
public:
|
||||
eWeaponType m_eWeaponType;
|
||||
eWeaponState m_eWeaponState;
|
||||
uint32 m_nAmmoInClip;
|
||||
uint32 m_nAmmoTotal;
|
||||
int32 m_nAmmoInClip;
|
||||
int32 m_nAmmoTotal;
|
||||
uint32 m_nTimer;
|
||||
bool m_bAddRotOffset;
|
||||
|
||||
|
@ -14,7 +14,7 @@ public:
|
||||
float m_fRange;
|
||||
uint32 m_nFiringRate;
|
||||
uint32 m_nReload;
|
||||
uint32 m_nAmountofAmmunition;
|
||||
int32 m_nAmountofAmmunition;
|
||||
uint32 m_nDamage;
|
||||
float m_fSpeed;
|
||||
float m_fRadius;
|
||||
|
Loading…
Reference in New Issue
Block a user