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author | Fire_Head <Fire-Head@users.noreply.github.com> | 2020-05-26 21:16:56 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-05-26 21:16:56 +0200 |
commit | ae8a377f26f9b56b5156b0462c30c5c49af7dd8a (patch) | |
tree | f15b8d6bb195ad71ffd9e7051c26a5b42e2f71a7 /src/peds/PlayerPed.cpp | |
parent | Merge pull request #550 from erorcun/miami (diff) | |
parent | fix UB shit (diff) | |
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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 145 |
1 files changed, 87 insertions, 58 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 04251860..aafb80c7 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -47,19 +47,12 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) m_nSpeedTimer = 0; m_bSpeedTimerFlag = false; - // This should be something inlined // TODO(Miami) - // if (pPointGunAt) // m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt); - m_pPointGunAt = nil; - if (m_nPedState == PED_FOLLOW_PATH) - ClearFollowPath(); - - // TODO(Miami) - // This should be something inlined - m_nPedState = PED_IDLE; + m_pPointGunAt = nil; + SetPedState(PED_IDLE); m_fMaxStamina = 150.0f; m_fCurrentStamina = m_fMaxStamina; m_fStaminaProgress = 0.0f; @@ -92,6 +85,11 @@ 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 +211,15 @@ 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; @@ -283,10 +283,7 @@ CPlayerPed::SetInitialState(void) m_pFire->Extinguish(); RpAnimBlendClumpRemoveAllAssociations(GetClump()); - if (m_nPedState == PED_FOLLOW_PATH) - ClearFollowPath(); - - m_nPedState = PED_IDLE; + SetPedState(PED_IDLE); SetMoveState(PEDMOVE_STILL); m_nLastPedState = PED_NONE; m_animGroup = ASSOCGRP_PLAYER; @@ -444,7 +441,7 @@ CPlayerPed::SetRealMoveAnim(void) } else if (curSprintAssoc->blendDelta >= 0.0f || curSprintAssoc->blendAmount >= 0.8f) { if (m_fMoveSpeed < 0.4f) { AnimationId runStopAnim; - if (curSprintAssoc->currentTime / curSprintAssoc->hierarchy->totalLength < 0.5) // double + if (curSprintAssoc->GetProgress() < 0.5) // double runStopAnim = ANIM_RUN_STOP; else runStopAnim = ANIM_RUN_STOP_R; @@ -539,6 +536,8 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed) m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f; } + +// TODO(Miami) bool CPlayerPed::DoWeaponSmoothSpray(void) { @@ -546,7 +545,7 @@ CPlayerPed::DoWeaponSmoothSpray(void) eWeaponType weapon = GetWeapon()->m_eWeaponType; if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 || - weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON) + weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M4 || weapon == WEAPONTYPE_HELICANNON) return true; } return false; @@ -567,7 +566,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed) if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange) return true; - if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_AK47) + if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_RUGER) return false; distVec.Normalise(); @@ -631,7 +630,7 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed) firePos = GetMatrix() * firePos; GetWeapon()->Fire(this, &firePos); } - GetWeapon()->Update(m_audioEntityId); + GetWeapon()->Update(m_audioEntityId, nil); } // --MIAMI: Made compatible with slots, but still TODO @@ -666,7 +665,10 @@ 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; @@ -678,7 +680,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) spentAmmoCheck: if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE - /*&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN) */) { + && (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) { if (GetWeapon()->m_nAmmoTotal <= 0) { if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER @@ -690,11 +692,16 @@ 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; } } @@ -727,7 +734,7 @@ CPlayerPed::PlayerControlM16(CPad *padUsed) firePos = GetMatrix() * firePos; GetWeapon()->Fire(this, &firePos); } - GetWeapon()->Update(m_audioEntityId); + GetWeapon()->Update(m_audioEntityId, nil); } void @@ -1011,18 +1018,18 @@ CPlayerPed::ProcessAnimGroups(void) if (m_fWalkAngle > 0.0f) { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) groupToSet = ASSOCGRP_ROCKETLEFT; - else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ - GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER - /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ ) + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) groupToSet = ASSOCGRP_CHAINSAWLEFT; else groupToSet = ASSOCGRP_PLAYERLEFT; } else { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) groupToSet = ASSOCGRP_ROCKETRIGHT; - else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ - GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER - /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/) + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) groupToSet = ASSOCGRP_CHAINSAWRIGHT; else groupToSet = ASSOCGRP_PLAYERRIGHT; @@ -1030,9 +1037,9 @@ CPlayerPed::ProcessAnimGroups(void) } else { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) groupToSet = ASSOCGRP_ROCKETBACK; - else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ - GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER - /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/) + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) groupToSet = ASSOCGRP_CHAINSAWBACK; else groupToSet = ASSOCGRP_PLAYERBACK; @@ -1042,20 +1049,18 @@ CPlayerPed::ProcessAnimGroups(void) groupToSet = ASSOCGRP_PLAYERROCKET; } else { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT - /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */) + || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE) groupToSet = ASSOCGRP_PLAYERBBBAT; - else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ - GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER - /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/) + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) groupToSet = ASSOCGRP_PLAYERCHAINSAW; else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI - // I hope this was inlined... - /* - && GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON*/ && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9 - && GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 /* + // I hope this is a inlined function... + && GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9 + && GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 && GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA - && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA - */) { + && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA) { if (!GetWeapon()->IsType2Handed()) { groupToSet = ASSOCGRP_PLAYER; } else { @@ -1073,6 +1078,7 @@ CPlayerPed::ProcessAnimGroups(void) } } +// TODO(Miami): Hella TODO void CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) { @@ -1084,8 +1090,9 @@ 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_M4 || + GetWeapon()->m_eWeaponType == WEAPONTYPE_RUGER) { + if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) { // TODO(Miami): Cam SetStoredState(); m_nPedState = PED_SNIPER_MODE; #ifdef FREE_CAM @@ -1119,7 +1126,7 @@ 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; @@ -1130,12 +1137,19 @@ 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 { @@ -1152,7 +1166,7 @@ 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); @@ -1170,7 +1184,7 @@ 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()) { @@ -1225,7 +1239,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) #else else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) { #endif - if (padUsed->TargetJustDown()) + if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) // TODO(Miami): Cam FindWeaponLockOnTarget(); } } else if (m_pPointGunAt) { @@ -1238,7 +1252,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) #else CVector markPos; if (m_pPointGunAt->IsPed()) { - ((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID); + ((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(*(RwV3d *)&markPos, PED_MID); } else { markPos = m_pPointGunAt->GetPosition(); } @@ -1491,7 +1505,7 @@ CPlayerPed::ProcessControl(void) } break; case PED_SNIPER_MODE: - if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) { + if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M4) { if (padUsed) PlayerControlM16(padUsed); } else if (padUsed) { @@ -1546,7 +1560,7 @@ CPlayerPed::ProcessControl(void) } if (padUsed && IsPedShootable()) { ProcessWeaponSwitch(padUsed); - GetWeapon()->Update(m_audioEntityId); + GetWeapon()->Update(m_audioEntityId, this); } ProcessAnimGroups(); if (padUsed) { @@ -1601,6 +1615,21 @@ CPlayerPed::ProcessControl(void) #endif } +bool +CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty) +{ + uint32 slot = CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot; + + if (!HasWeaponSlot(slot) || GetWeapon(slot).m_eWeaponType == weapon) + return true; + + if (onlyIfSlotIsEmpty) + return false; + + // Check if he's using that slot right now. + return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon; +} + #ifdef COMPATIBLE_SAVES #define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); #define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); |