mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Merge pull request #50 from erorcun/erorcun
Fix car animations & M16 bug
This commit is contained in:
commit
5350574b6d
@ -623,20 +623,22 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
|
||||
case ANIM_WEAPON_START_THROW:
|
||||
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
|
||||
{
|
||||
attackAssoc->blendDelta = -1000.0;
|
||||
attackAssoc->blendDelta = -1000.0f;
|
||||
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
|
||||
} else {
|
||||
attackAssoc->blendDelta = -1000.0;
|
||||
attackAssoc->blendDelta = -1000.0f;
|
||||
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
|
||||
}
|
||||
|
||||
newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
|
||||
break;
|
||||
newAnim->SetFinishCallback(FinishedAttackCB, ped);
|
||||
return;
|
||||
|
||||
case ANIM_FIGHT_PPUNCH:
|
||||
attackAssoc->blendDelta = -8.0;
|
||||
attackAssoc->blendDelta = -8.0f;
|
||||
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
ped->ClearAttack();
|
||||
break;
|
||||
return;
|
||||
|
||||
case ANIM_WEAPON_THROW:
|
||||
case ANIM_WEAPON_THROWU:
|
||||
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
|
||||
@ -645,12 +647,11 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (!ped->m_ped_flagA4)
|
||||
ped->ClearAttack();
|
||||
|
||||
break;
|
||||
}
|
||||
} else if (!ped->m_ped_flagA4)
|
||||
}
|
||||
|
||||
if (!ped->m_ped_flagA4)
|
||||
ped->ClearAttack();
|
||||
}
|
||||
|
||||
@ -759,15 +760,15 @@ CPed::Attack(void)
|
||||
// If reloading just began, start the animation
|
||||
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
|
||||
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
|
||||
CPed::ClearLookFlag();
|
||||
CPed::ClearAimFlag();
|
||||
ClearLookFlag();
|
||||
ClearAimFlag();
|
||||
m_ped_flagA4 = false;
|
||||
bIsPointingGunAt = false;
|
||||
m_lastHitTime = CTimer::GetTimeInMilliseconds();
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
|
||||
if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
|
||||
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
|
||||
@ -834,24 +835,22 @@ CPed::Attack(void)
|
||||
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
||||
}
|
||||
} else {
|
||||
CPed::ClearAimFlag();
|
||||
ClearAimFlag();
|
||||
|
||||
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
|
||||
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
|
||||
if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
|
||||
switch (ourWeaponType) {
|
||||
case WEAPONTYPE_UZI:
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
|
||||
break;
|
||||
case WEAPONTYPE_AK47:
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
|
||||
break;
|
||||
case WEAPONTYPE_M16:
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
|
||||
switch (ourWeaponType) {
|
||||
case WEAPONTYPE_UZI:
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
|
||||
break;
|
||||
case WEAPONTYPE_AK47:
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
|
||||
break;
|
||||
case WEAPONTYPE_M16:
|
||||
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -929,9 +928,7 @@ CPed::SelectGunIfArmed(void)
|
||||
if (m_weapons[i].m_nAmmoTotal > 0) {
|
||||
weaponType = m_weapons[i].m_eWeaponType;
|
||||
|
||||
// I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
|
||||
// if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
|
||||
if (weaponType < WEAPONTYPE_MOLOTOV) {
|
||||
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
|
||||
SetCurrentWeapon(weaponType);
|
||||
return true;
|
||||
}
|
||||
@ -1240,7 +1237,7 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType,
|
||||
GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
|
||||
doorPos = Multiply3x3(vehMat, *output);
|
||||
|
||||
*output = *vehMat.GetPosition() + doorPos;
|
||||
*output = *veh->GetPosition() + doorPos;
|
||||
}
|
||||
|
||||
void
|
||||
@ -1275,9 +1272,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
m_ped_flagC8 = 1;
|
||||
}
|
||||
if (phase == LINE_UP_TO_CAR_START) {
|
||||
m_vecMoveSpeed.x = 0.0;
|
||||
m_vecMoveSpeed.y = 0.0;
|
||||
m_vecMoveSpeed.z = 0.0;
|
||||
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
CVehicle *veh = m_pMyVehicle;
|
||||
|
||||
@ -1361,7 +1356,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
CVector neededPos;
|
||||
|
||||
if (phase == LINE_UP_TO_CAR_2) {
|
||||
neededPos = GetPosition();
|
||||
neededPos = *GetPosition();
|
||||
} else {
|
||||
GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
|
||||
}
|
||||
@ -1378,12 +1373,16 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
|
||||
neededPos.z = GetPosition().z;
|
||||
|
||||
// Getting out
|
||||
if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
|
||||
float vehNextZSpeed = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
|
||||
float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
|
||||
|
||||
if (neededPos.z + vehNextZSpeed > autoZPos.z) {
|
||||
m_vecMoveSpeed.z = vehNextZSpeed;
|
||||
veh->ApplyMoveSpeed();
|
||||
// If we're not in ground at next step, apply animation
|
||||
if (neededPos.z + pedZSpeedOnExit > autoZPos.z) {
|
||||
m_vecMoveSpeed.z = pedZSpeedOnExit;
|
||||
ApplyMoveSpeed();
|
||||
// Removing below line breaks the animation
|
||||
neededPos.z = GetPosition().z;
|
||||
} else {
|
||||
neededPos.z = autoZPos.z;
|
||||
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
@ -1396,8 +1395,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
|
||||
neededPos.z = autoZPos.z;
|
||||
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
} else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
|
||||
|
||||
} else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
|
||||
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
|
||||
|
||||
// Smoothly change ped position
|
||||
@ -1411,9 +1409,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
if (neededPos.z > currentZ) {
|
||||
|
||||
if (m_pVehicleAnim &&
|
||||
(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim <= ANIM_CAR_GETIN_LOW_LHS
|
||||
(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
|
||||
|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
|
||||
|
||||
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
|
||||
|
||||
// Smoothly change ped position
|
||||
@ -1426,15 +1423,15 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
}
|
||||
|
||||
// I hope
|
||||
bool notInWater = false;
|
||||
bool stillGettingInOut = false;
|
||||
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
|
||||
notInWater = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
|
||||
stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
|
||||
|
||||
if (!notInWater) {
|
||||
if (!stillGettingInOut) {
|
||||
m_fRotationCur = m_fRotationDest;
|
||||
} else {
|
||||
float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
|
||||
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) / 500.0f; // * 0.0016666667f;
|
||||
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) * 0.0016666667f; // changing this to 0.002 causes wrong rotation
|
||||
|
||||
m_vecOffsetSeek.z = 0.0;
|
||||
if (timeUntilStateChange <= 0.0f) {
|
||||
@ -1453,6 +1450,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
}
|
||||
|
||||
if (seatPosMult > 0.2f || vehIsUpsideDown) {
|
||||
GetPosition() = neededPos;
|
||||
|
||||
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
|
||||
|
||||
// It will be all 0 after rotate.
|
||||
@ -1465,6 +1464,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
*vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
|
||||
GetMatrix() = vehDoorMat;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
|
Loading…
Reference in New Issue
Block a user