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author | Nikolay Korolev <nickvnuk@gmail.com> | 2021-01-07 16:38:40 +0100 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2021-01-07 16:38:40 +0100 |
commit | 5e10f1fe6ae08fe1b6ec2f52f8d097d54c4b8ab3 (patch) | |
tree | 435e3b7d8d0c9b0a8e75bd97a34bbf446c0d9730 /src/peds | |
parent | some lcs stuff (diff) | |
parent | fail (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/Ped.h | 2 | ||||
-rw-r--r-- | src/peds/PedAI.cpp | 16 | ||||
-rw-r--r-- | src/peds/PedFight.cpp | 58 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 45 | ||||
-rw-r--r-- | src/peds/PlayerPed.h | 5 |
5 files changed, 69 insertions, 57 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 88a16a95..6c0d9987 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -1003,7 +1003,7 @@ public: // My names. Inlined in VC AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD)) - return ANIM_WEAPON_FIRE_3RD; + return Get3rdFireAnim(weapon); else return GetPrimaryFireAnim(weapon); } diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp index 364e18d8..16e6c8e2 100644 --- a/src/peds/PedAI.cpp +++ b/src/peds/PedAI.cpp @@ -924,10 +924,10 @@ CPed::ProcessObjective(void) m_pMyVehicle->SetStatus(STATUS_PHYSICS); m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; if (m_nPedType == PEDTYPE_COP) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity); + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity); m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); } else { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f; m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; } m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; @@ -1921,7 +1921,7 @@ CPed::ProcessObjective(void) ClearObjective(); CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity; m_pMyVehicle->SetStatus(STATUS_PHYSICS); } else { SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); @@ -2147,10 +2147,10 @@ CPed::SelectGunIfArmed(void) if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN || + if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 || + weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN || weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN || - weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 || - weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) { + weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) { SetCurrentWeapon(i); return true; } @@ -2269,7 +2269,7 @@ CPed::ReactToAttack(CEntity *attacker) CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity; m_pMyVehicle->SetStatus(STATUS_PHYSICS); } @@ -5458,7 +5458,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker) if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType && nearVehDriver->CharCreatedBy == RANDOM_CHAR) { if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) { - nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f; nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; nearVeh->SetStatus(STATUS_PHYSICS); nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index 79c6f367..eaa2aa3d 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -661,9 +661,7 @@ CPed::Attack(void) { CAnimBlendAssociation *weaponAnimAssoc; int32 weaponAnim; - eWeaponType ourWeaponType; float weaponAnimTime; - eWeaponFire ourWeaponFire; float animLoopEnd; CWeaponInfo *ourWeapon; bool attackShouldContinue; @@ -673,9 +671,7 @@ CPed::Attack(void) float animLoopStart; CVector firePos; - ourWeaponType = GetWeapon()->m_eWeaponType; - ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); - ourWeaponFire = ourWeapon->m_eWeaponFire; + ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); weaponAnimAssoc = nil; attackShouldContinue = !!bIsAttacking; reloadAnimAssoc = nil; @@ -694,14 +690,15 @@ CPed::Attack(void) delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; } } - } else { - AnimationId anim = GetFireAnimNotDucking(ourWeapon); - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim); - if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) { + } else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){ + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon)); + if (weaponAnimAssoc) { animLoopStart = 11.f/30.f; animLoopEnd = 19.f/30.f; delayBetweenAnimAndFire = 14.f/30.f; } + } else { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon)); } if (GetReloadAnim(ourWeapon)) { @@ -778,15 +775,15 @@ CPed::Attack(void) if (!weaponAnimAssoc) { if (!throwAssoc) { if (attackShouldContinue) { - if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { + if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f); } else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f); - } else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || - GetFireAnimGround(ourWeapon) || + } else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE || + !GetFireAnimGround(ourWeapon, false) || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f); @@ -831,11 +828,11 @@ CPed::Attack(void) m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } - if (ourWeaponType != WEAPONTYPE_CHAINSAW + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW || !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime || weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) { - if (ourWeaponType == WEAPONTYPE_CHAINSAW) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) { DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f); } else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { if (weaponAnimAssoc->speed < 1.0f) @@ -859,11 +856,11 @@ CPed::Attack(void) GetWeapon()->Fire(this, &firePos); - if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE || - ourWeaponType == WEAPONTYPE_TEARGAS) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE || + GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) { RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId); } - if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { + if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { SelectGunIfArmed(); } @@ -875,13 +872,13 @@ CPed::Attack(void) switch (ourWeapon->m_AnimToPlay) { case ASSOCGRP_UNARMED: if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8))); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8))); break; case ASSOCGRP_KNIFE: case ASSOCGRP_BASEBALLBAT: case ASSOCGRP_GOLFCLUB: case ASSOCGRP_CHAINSAW: - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8))); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8))); break; default: break; @@ -944,14 +941,13 @@ CPed::Attack(void) } if (IsPlayer()) { - eWeaponType weaponType = GetWeapon()->m_eWeaponType; - if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_GOLFCLUB || weaponType == WEAPONTYPE_KATANA) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) { float loopEndWithDelay = animLoopEnd; if (loopEndWithDelay >= 98.0f) loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire; if (weaponAnimAssoc->flags & ASSOC_RUNNING) { if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay) - CSpecialFX::AddWeaponStreak(weaponType); + CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType); } } } @@ -970,7 +966,7 @@ CPed::Attack(void) weaponAnimTime = weaponAnimAssoc->currentTime; // Anim loop end, either start the loop again or finish the attack - if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { + if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) { if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) { if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) { if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) { @@ -997,7 +993,7 @@ CPed::Attack(void) PedOnGroundState pedOnGroundState; if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE && (CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER) - || ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) { + || GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) { AnimationId fireAnim = GetFireAnimGround(ourWeapon, false); if (weaponAnimAssoc->animId == fireAnim) @@ -1030,10 +1026,10 @@ CPed::Attack(void) // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); // Fun fact: removing this part leds to reloading flamethrower - if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAnimAssoc->flags &= ~ASSOC_RUNNING; weaponAnimAssoc->blendDelta = -4.0f; @@ -2021,9 +2017,9 @@ CPed::PlayHitSound(CPed *hitTo) if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) { if (m_curFightMove >= FIGHTMOVE_MELEE1) { if (m_curFightMove == FIGHTMOVE_MELEE3) { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED); } else { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED); } return; } @@ -2048,7 +2044,7 @@ CPed::PlayHitSound(CPed *hitTo) } if (soundId != NO_SND) - DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3); + DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED); } // --MIAMI: Done @@ -3567,7 +3563,7 @@ CPed::CollideWithPed(CPed *collideWith) animAssoc->flags |= ASSOC_FADEOUTWHENDONE; collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000; if (m_nPedState == PED_ATTACK) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f); } } else { // We're at his right side @@ -3985,7 +3981,7 @@ CPed::DriveVehicle(void) } if (neededAngForWheelie >= 0.15f) { if (bike->m_fBrakePedal <= 0.5f || velocityFwdDotProd <= 0.01f) { - if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fUnkMaxVelocity > velocityFwdDotProd) { + if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fMaxCruiseVelocity > velocityFwdDotProd) { targetUDLean = Min(0.1f, targetUDLean); } } else { diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 8220b370..f07d1ac7 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -22,10 +22,14 @@ #include "Script.h" #include "Replay.h" #include "PedPlacement.h" +#include "VarConsole.h" #define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f bool CPlayerPed::bDontAllowWeaponChange; +#ifndef MASTER +bool CPlayerPed::bDebugPlayerInfo; +#endif const uint32 CPlayerPed::nSaveStructSize = #ifdef COMPATIBLE_SAVES @@ -61,7 +65,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) m_pWanted->Initialise(); m_pArrestingCop = nil; m_currentWeapon = WEAPONTYPE_UNARMED; - m_nSelectedWepSlot = 0; + m_nSelectedWepSlot = WEAPONSLOT_UNARMED; m_nSpeedTimer = 0; m_bSpeedTimerFlag = false; SetWeaponLockOnTarget(nil); @@ -182,6 +186,11 @@ CPlayerPed::SetupPlayerPed(int32 index) CWorld::Add(player); player->m_wepAccuracy = 100; + +#ifndef MASTER + VarConsole.Add("Debug PlayerPed", &CPlayerPed::bDebugPlayerInfo, true); + VarConsole.Add("Tweak Vehicle Handling", &CVehicle::m_bDisplayHandlingInfo, true); +#endif } // --MIAMI: Done @@ -300,7 +309,7 @@ CPlayerPed::SetInitialState(void) m_nLastPedState = PED_NONE; m_animGroup = ASSOCGRP_PLAYER; m_fMoveSpeed = 0.0f; - m_nSelectedWepSlot = WEAPONTYPE_UNARMED; + m_nSelectedWepSlot = WEAPONSLOT_UNARMED; m_nEvadeAmount = 0; m_pEvadingFrom = nil; bIsPedDieAnimPlaying = false; @@ -748,17 +757,20 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) { - for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) { + // I don't know what kind of loop that was + m_nSelectedWepSlot = m_currentWeapon - 1; + do { if (m_nSelectedWepSlot < 0) m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1; - if (m_nSelectedWepSlot == 0) + if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED) break; - if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { + if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) break; - } - } + + --m_nSelectedWepSlot; + } while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED); } } } @@ -772,17 +784,17 @@ spentAmmoCheck: || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER) return; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR - || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE) - m_nSelectedWepSlot = m_currentWeapon - 1; + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR + && GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) + m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE; else - m_nSelectedWepSlot = 2; + m_nSelectedWepSlot = m_currentWeapon - 1; - for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { + for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) { // 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) { + if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) { #else if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 @@ -791,15 +803,16 @@ spentAmmoCheck: goto switchDetectDone; } } - m_nSelectedWepSlot = 0; + m_nSelectedWepSlot = WEAPONSLOT_UNARMED; } } switchDetectDone: if (m_nSelectedWepSlot != m_currentWeapon) { - if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) + if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) { RemoveWeaponAnims(m_currentWeapon, -1000.0f); MakeChangesForNewWeapon(m_nSelectedWepSlot); + } } } @@ -1775,7 +1788,7 @@ CPlayerPed::ProcessControl(void) if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK) && !m_attachedTo) { if (TheCamera.Using1stPersonWeaponMode()) { if (padUsed) - PlayerControlFighter(padUsed); + PlayerControlSniper(padUsed); } else if (TheCamera.Cams[0].Using3rdPersonMouseCam() #ifdef FREE_CAM diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index 3c58f7f5..1b7158b5 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -15,7 +15,7 @@ public: float m_fCurrentStamina; float m_fMaxStamina; float m_fStaminaProgress; - int8 m_nSelectedWepSlot; // eWeaponType + int8 m_nSelectedWepSlot; bool m_bSpeedTimerFlag; uint8 m_nEvadeAmount; uint32 m_nSpeedTimer; // m_nStandStillTimer? @@ -46,6 +46,9 @@ public: unsigned int m_nLastBusFareCollected; static bool bDontAllowWeaponChange; +#ifndef MASTER + static bool bDebugPlayerInfo; +#endif CPlayerPed(); ~CPlayerPed(); |