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authoreray orçunus <erayorcunus@gmail.com>2020-05-15 16:30:25 +0200
committereray orçunus <erayorcunus@gmail.com>2020-05-15 20:21:25 +0200
commitacd1ea9909da281acea6af8f0775e456a67d4a4a (patch)
tree414a38371f5157b403b03ed3c02e1680c99af166 /src/peds
parentFix compilation (diff)
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Diffstat (limited to 'src/peds')
-rw-r--r--src/peds/CopPed.cpp19
-rw-r--r--src/peds/EmergencyPed.cpp2
-rw-r--r--src/peds/Ped.cpp1274
-rw-r--r--src/peds/Ped.h76
-rw-r--r--src/peds/PlayerPed.cpp167
-rw-r--r--src/peds/PlayerPed.h25
-rw-r--r--src/peds/Population.cpp33
7 files changed, 1094 insertions, 502 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
index 9e77ec72..1affb64d 100644
--- a/src/peds/CopPed.cpp
+++ b/src/peds/CopPed.cpp
@@ -23,7 +23,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
switch (copType) {
case COP_STREET:
SetModelIndex(MI_COP);
- GiveWeapon(WEAPONTYPE_COLT45, 1000);
+ // GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami)
+ GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
m_currentWeapon = WEAPONTYPE_UNARMED;
m_fArmour = 0.0f;
m_wepSkills = 208; /* TODO: what is this? seems unused */
@@ -31,17 +32,15 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
break;
case COP_FBI:
SetModelIndex(MI_FBI);
- GiveWeapon(WEAPONTYPE_COLT45, 1000);
- GiveWeapon(WEAPONTYPE_AK47, 1000);
- SetCurrentWeapon(WEAPONTYPE_AK47);
+ GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
+ SetCurrentWeapon(WEAPONTYPE_MP5);
m_fArmour = 100.0f;
m_wepSkills = 176; /* TODO: what is this? seems unused */
m_wepAccuracy = 76;
break;
case COP_SWAT:
SetModelIndex(MI_SWAT);
- GiveWeapon(WEAPONTYPE_COLT45, 1000);
- GiveWeapon(WEAPONTYPE_UZI, 1000);
+ GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 50.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
@@ -49,10 +48,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
break;
case COP_ARMY:
SetModelIndex(MI_ARMY);
- GiveWeapon(WEAPONTYPE_COLT45, 1000);
- GiveWeapon(WEAPONTYPE_M16, 1000);
- GiveWeapon(WEAPONTYPE_GRENADE, 10);
- SetCurrentWeapon(WEAPONTYPE_M16);
+ GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
+ SetCurrentWeapon(WEAPONTYPE_MP5);
m_fArmour = 100.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
m_wepAccuracy = 84;
@@ -69,7 +66,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
case 7: SetModelIndex(MI_VICE8); break;
default: assert(0); break;
}
- GiveWeapon(WEAPONTYPE_UZI, 1000);
+ GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 100.0f;
m_wepSkills = 176;
diff --git a/src/peds/EmergencyPed.cpp b/src/peds/EmergencyPed.cpp
index 2cb36843..04e5dd6a 100644
--- a/src/peds/EmergencyPed.cpp
+++ b/src/peds/EmergencyPed.cpp
@@ -314,7 +314,7 @@ CEmergencyPed::MedicAI(void)
m_nEmergencyPedState = EMERGENCY_PED_STAND_STILL;
} else {
m_nEmergencyPedState = EMERGENCY_PED_FACE_TO_PATIENT;
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CPR, 4.0f);
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_MEDIC, ANIM_CPR, 4.0f);
bIsDucking = true;
}
SetLookTimer(2000);
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 8bfa6654..d03dbad5 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -57,6 +57,7 @@
#include "Timecycle.h"
#include "ParticleObject.h"
#include "Floater.h"
+#include "Streaming.h"
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
@@ -635,7 +636,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_currentWeapon = WEAPONTYPE_UNARMED;
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
- for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
+ for(int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
@@ -657,27 +658,43 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
}
-uint32
-CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
+// --MIAMI: Done
+int32
+CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
{
- CWeapon &weapon = GetWeapon(weaponType);
+ int slot = GetWeaponSlot(weaponType);
- if (HasWeapon(weaponType)) {
- if (weapon.m_nAmmoTotal + ammo > 99999)
- weapon.m_nAmmoTotal = 99999;
- else
- weapon.m_nAmmoTotal += ammo;
+ if (m_weapons[slot].m_eWeaponType == weaponType) {
+ GetWeapon(slot).m_nAmmoTotal += ammo;
+ if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
- weapon.Reload();
+ // 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);
+ } else {
+ GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
+ }
+ GetWeapon(slot).Reload();
+ if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
} else {
- weapon.Initialise(weaponType, ammo);
- // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
- m_maxWeaponTypeAllowed++;
+ if (HasWeaponSlot(slot)) {
+
+ // TODO(Miami): Make an enum for that
+ if (slot == 4 || slot == 5 || slot == 6)
+ ammo += GetWeapon(slot).m_nAmmoTotal;
+
+ RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon(slot).m_eWeaponType)->m_nModelId);
+ GetWeapon(slot).Shutdown();
+ }
+ GetWeapon(slot).Initialise(weaponType, ammo);
+ if (slot == m_currentWeapon && !bInVehicle) {
+ AddWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
+ }
}
- if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
- weapon.m_eWeaponState = WEAPONSTATE_READY;
+ if (GetWeapon(slot).m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
- return weaponType;
+ return slot;
}
static RwObject*
@@ -831,8 +848,12 @@ CPed::AddWeaponModel(int id)
if (id != -1) {
#ifdef PED_SKIN
- if(IsClumpSkinned(GetClump()))
+ if (IsClumpSkinned(GetClump())) {
+ if (m_pWeaponModel)
+ RemoveWeaponModel(-1);
+
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
+ }
else
#endif
{
@@ -841,7 +862,12 @@ CPed::AddWeaponModel(int id)
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
RpClumpAddAtomic(GetClump(), atm);
}
+ CModelInfo::GetModelInfo(id)->AddRef();
m_wepModelID = id;
+
+ // TODO(Miami)
+ // if (IsPlayer() && id == MI_MINIGUN)
+ // ((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
}
}
@@ -1127,48 +1153,143 @@ CPed::IsPedHeadAbovePos(float zOffset)
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
}
+// --MIAMI: Done
+void
+CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+ CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
+
+ if (ped->DyingOrDead())
+ return;
+
+ if (ped->bIsDucking && ped->bCrouchWhenShooting) {
+ CAnimBlendAssociation *crouchFireAssoc = nil;
+ if (!!weapon->m_bCrouchFire) {
+ crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ }
+ if (!!weapon->m_bReload && reloadAssoc) {
+ if (reloadAssoc->animId == ANIM_WEAPON_CROUCHRELOAD && !crouchFireAssoc) {
+ CAnimBlendAssociation *crouchAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
+ crouchAssoc->SetCurrentTime(crouchAssoc->hierarchy->totalLength);
+ crouchAssoc->flags &= ~ASSOC_RUNNING;
+ }
+ }
+ } 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);
+ fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
+ fireAssoc->SetRun();
+ if (fireAssoc->currentTime != reloadAssoc->hierarchy->totalLength) {
+ if (fireAssoc->currentTime >= weapon->m_fAnimLoopStart)
+ return;
+
+ fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
+ } else {
+ fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
+ }
+ }
+}
+
+// --MIAMI: Done
void
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
{
- CWeaponInfo *currentWeapon;
- CAnimBlendAssociation *newAnim;
+ CAnimBlendAssociation *newAnim, *reloadAnimAssoc;
CPed *ped = (CPed*)arg;
+ CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
- if (attackAssoc) {
- switch (attackAssoc->animId) {
- case ANIM_WEAPON_START_THROW:
- // what?!
- if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
- attackAssoc->blendDelta = -1000.0f;
- newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
- } else {
- attackAssoc->blendDelta = -1000.0f;
- newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW);
+ if (ped->m_nPedState != PED_ATTACK) {
+ if (ped->bIsDucking && ped->IsPedInControl()) {
+ if (currentWeapon->m_bReload) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHRELOAD);
+ }
+ if (currentWeapon->m_bCrouchFire && attackAssoc) {
+ if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
+ newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
+ newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
+ newAnim->flags &= ~ASSOC_RUNNING;
}
+ }
+ }
+ return;
+ }
+ if (attackAssoc && attackAssoc->animId == ANIM_THROWABLE_START_THROW && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
+ if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
+ attackAssoc->blendDelta = -1000.0f;
+ newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROWU);
+ } else {
+ attackAssoc->blendDelta = -1000.0;
+ newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW);
+ }
+ newAnim->SetFinishCallback(FinishedAttackCB, ped);
+ return;
+ }
- newAnim->SetFinishCallback(FinishedAttackCB, ped);
- return;
+ if (ped->bIsDucking && ped->bCrouchWhenShooting) {
+ if (currentWeapon->m_bReload) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHRELOAD);
+ }
+ if (currentWeapon->m_bCrouchFire && attackAssoc) {
+ if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
+ newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
+ newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
+ newAnim->flags &= ~ASSOC_RUNNING;
+ }
+ }
- case ANIM_FIGHT_PPUNCH:
- attackAssoc->blendDelta = -8.0f;
- attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
- ped->ClearAttack();
- return;
+ if (!ped->bIsAttacking)
+ ped->ClearAttack();
- case ANIM_WEAPON_THROW:
- case ANIM_WEAPON_THROWU:
- if (ped->GetWeapon()->m_nAmmoTotal > 0) {
- currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
+ return;
+ }
+
+ // Not for unarmed, it's for weapons using unarmed anims
+ if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
+ AnimationId groundAnim = GetFireAnimGround(currentWeapon);
+ CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
+ if (!groundAnimAssoc || groundAnimAssoc->blendAmount <= 0.95f && groundAnimAssoc->blendDelta <= 0.0f) {
+ if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK) {
+ newAnim = CAnimManager::BlendAnimation(
+ ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_2ND, 8.0f);
+ } else {
+ newAnim = CAnimManager::BlendAnimation(
+ ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f);
+ }
+ newAnim->SetFinishCallback(FinishedAttackCB, ped);
+ }
+ } else {
+ // TODO(Miami): Remove this block when fighting has been ported
+ if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD)
+ {
+ attackAssoc->blendDelta = -8.0f;
+ attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ped->ClearAttack();
+ return;
+ }
+
+ if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
+ {
+ attackAssoc->blendDelta = -8.0f;
+ attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ped->ClearAttack();
+ return;
+ }
+ if (attackAssoc)
+ {
+ if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW)
+ {
+ if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0)
+ {
+ ped->RemoveWeaponModel(currentWeapon->m_nModelId);
ped->AddWeaponModel(currentWeapon->m_nModelId);
}
- break;
- default:
- break;
+ }
}
+
+ if (!ped->bIsAttacking)
+ ped->ClearAttack();
}
-
- if (!ped->bIsAttacking)
- ped->ClearAttack();
}
void
@@ -1176,7 +1297,6 @@ CPed::Attack(void)
{
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
- float animStart;
eWeaponType ourWeaponType;
float weaponAnimTime;
eWeaponFire ourWeaponFire;
@@ -1185,58 +1305,132 @@ CPed::Attack(void)
bool attackShouldContinue;
AnimationId reloadAnim;
CAnimBlendAssociation *reloadAnimAssoc;
+ CAnimBlendAssociation *throwAssoc;
float delayBetweenAnimAndFire;
+ float animLoopStart;
CVector firePos;
ourWeaponType = GetWeapon()->m_eWeaponType;
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
+ weaponAnimAssoc = nil;
attackShouldContinue = bIsAttacking;
reloadAnimAssoc = nil;
+ throwAssoc = nil;
reloadAnim = NUM_ANIMS;
+ animLoopStart = ourWeapon->m_fAnimLoopStart;
+ animLoopEnd = ourWeapon->m_fAnimLoopEnd;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
weaponAnim = ourWeapon->m_AnimToPlay;
- if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
- reloadAnim = ANIM_HGUN_RELOAD;
- else if (weaponAnim == ANIM_WEAPON_AK_BODY)
- reloadAnim = ANIM_AK_RELOAD;
+ if (bIsDucking) {
+ if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ if (weaponAnimAssoc) {
+ animLoopStart = ourWeapon->m_fAnim2LoopStart;
+ animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+ }
+ }
+ } else {
+ AnimationId anim = GetFireAnimNotDucking(ourWeapon);
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim);
+ if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) {
+ animLoopStart = 11.f/30.f;
+ animLoopEnd = 19.f/30.f;
+ delayBetweenAnimAndFire = 14.f/30.f;
+ }
+ }
- if (reloadAnim != NUM_ANIMS)
- reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim);
+ if (ourWeapon->m_bReload) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD);
+ }
- if (bIsDucking)
- return;
+ if (!!ourWeapon->m_bReload && !reloadAnimAssoc) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
+ }
- if (reloadAnimAssoc) {
+ if ( reloadAnimAssoc && reloadAnimAssoc->IsRunning() ) {
if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
ClearAttack();
-
return;
}
- if (CTimer::GetTimeInMilliseconds() < m_shootTimer)
+ if ( reloadAnimAssoc ) {
+ reloadAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if ( reloadAnimAssoc->blendDelta >= 0.0f )
+ reloadAnimAssoc->blendDelta = -8.0f;
+ }
+
+ if (!!ourWeapon->m_bThrow) {
+ throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_THROWABLE_START_THROW);
+ }
+
+ if ( CTimer::GetTimeInMilliseconds() < m_shootTimer )
attackShouldContinue = true;
+ bool meleeAttackStarted = false;
+ if ( !weaponAnimAssoc ) {
+ if (!!ourWeapon->m_bPartialAttack) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_ATTACK_START);
+ if ( weaponAnimAssoc ) {
+ if ( IsPlayer() )
+ meleeAttackStarted = true;
+
+ switch ( ourWeapon->m_AnimToPlay ) {
+ case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported
+ case ASSOCGRP_UNARMED:
+ case ASSOCGRP_SCREWDRIVER:
+ case ASSOCGRP_KNIFE:
+ case ASSOCGRP_BASEBALLBAT:
+ case ASSOCGRP_GOLFCLUB:
+ case ASSOCGRP_CHAINSAW:
+ delayBetweenAnimAndFire = 0.2f;
+ animLoopStart = 0.1f;
+ break;
+ default:
+ break;
+ }
+ animLoopEnd = 99.9f;
+ }
+ }
+ }
if (!weaponAnimAssoc) {
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay);
- delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
-
- // Long throw granade, molotov
- if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
- delayBetweenAnimAndFire = 0.2f;
+ if (!!ourWeapon->m_bUse2nd) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
+ if (weaponAnimAssoc) {
+ animLoopStart = ourWeapon->m_fAnim2LoopStart;
+ animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+ }
+ }
+ }
+ if (!weaponAnimAssoc) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(ourWeapon));
+ if (weaponAnimAssoc) {
+ animLoopStart = ourWeapon->m_fAnim2LoopStart;
+ animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
+ }
- if (!weaponAnimAssoc) {
+ if (!weaponAnimAssoc) {
+ if (!throwAssoc) {
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
- if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
- weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
- }
- else {
- weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
+
+ } else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
+
+ } else if (!CGame::nastyGame || (!ourWeapon->m_bGround2nd && !ourWeapon->m_bGround3rd) ||
+ ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
+
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
+
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimGround(ourWeapon, false), 8.0f);
}
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
@@ -1253,66 +1447,79 @@ CPed::Attack(void)
} else
FinishedAttackCB(nil, this);
- return;
+ }
+ return;
+ }
+
+ if (meleeAttackStarted && IsPlayer()) {
+ if (((CPlayerPed*)this)->m_bHaveTargetSelected || ((CPlayerPed*)this)->m_fMoveSpeed < 0.5f) {
+ weaponAnimAssoc->SetRun();
+ } else {
+ if (weaponAnimAssoc->currentTime > animLoopStart && weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= animLoopStart)
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
}
}
- animStart = ourWeapon->m_fAnimLoopStart;
+ float animStart = ourWeapon->m_fAnimLoopStart * 0.4f;
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
- if (ourWeapon->m_bCanAimWithArm)
+ if (!bIsDucking && !(m_nPedType == PEDTYPE_COP && ourWeapon->m_bCop3rd && weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_3RD) && ourWeapon->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
+ // TODO(Miami): Chainsaw
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0f;
} else {
firePos = ourWeapon->m_vecFireOffset;
- if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
- if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
- firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
+ // TODO(Miami): Katana & Chainsaw
+ if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
firePos = GetMatrix() * firePos;
- } else if (ourWeaponType != WEAPONTYPE_UNARMED) {
- TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
} else {
- firePos = GetMatrix() * firePos;
+ // TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done
+ TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR ||
+ weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
}
GetWeapon()->Fire(this, &firePos);
- if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
+ // TODO(Miami)
+ if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE
+ /* ourWeaponType == WEAPONTYPE_TEARGAS*/) {
RemoveWeaponModel(ourWeapon->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
- if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
- // If reloading just began, start the animation
- // Last condition will always return true, even IDA hides it
- if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) {
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
- ClearLookFlag();
- ClearAimFlag();
- bIsAttacking = false;
- bIsPointingGunAt = false;
- m_shootTimer = CTimer::GetTimeInMilliseconds();
- return;
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
+ int damagerType = 0;
+ if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
+ damagerType = m_pDamageEntity->GetType();
}
- } else {
- if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
- } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
+ switch (ourWeapon->m_AnimToPlay) {
+ case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done
+ case ASSOCGRP_UNARMED:
+ if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done
+ weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, (damagerType | (ourWeaponType << 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)));
+ break;
+ default:
+ break;
}
- weaponAnimAssoc->speed = 0.5f;
-
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
weaponAnimAssoc->callbackType = 0;
}
@@ -1321,10 +1528,11 @@ CPed::Attack(void)
attackShouldContinue = false;
}
- if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
+ if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && ourWeapon->m_AnimToPlay == ASSOCGRP_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
firePos = ourWeapon->m_vecFireOffset;
+ //TODO(Miami): Check
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
TransformToNode(firePos, PED_HANDR);
@@ -1343,85 +1551,112 @@ CPed::Attack(void)
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
-#ifdef VC_PED_PORTS
+
+ // TODO(Miami): CSpecialFX::AddWeaponStreak
+
+ // Anim breakout on running
if (IsPlayer()) {
if (CPad::GetPad(0)->GetSprint()) {
- // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
- float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
- if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
+ if (!attackShouldContinue && weaponAnimAssoc->currentTime > ourWeapon->m_fAnimBreakout) {
weaponAnimAssoc->blendDelta = -4.0f;
FinishedAttackCB(nil, this);
return;
}
}
}
-#endif
- animLoopEnd = ourWeapon->m_fAnimLoopEnd;
- if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
- animLoopEnd = 3.4f/6.0f;
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 (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
+ if (ourWeapon->m_bReload && !reloadAnimAssoc) {
+ if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
+ CAnimBlendAssociation *newReloadAssoc;
+ if (bIsDucking) {
+ newReloadAssoc = CAnimManager::BlendAnimation(
+ GetClump(), ourWeapon->m_AnimToPlay,
+ ANIM_WEAPON_CROUCHRELOAD,
+ 8.0f);
+ } else {
+ newReloadAssoc = CAnimManager::BlendAnimation(
+ GetClump(), ourWeapon->m_AnimToPlay,
+ ANIM_WEAPON_RELOAD,
+ 8.0f);
+ }
+ newReloadAssoc->SetFinishCallback(FinishedReloadCB, this);
+ }
+ ClearLookFlag();
+ ClearAimFlag();
+ bIsAttacking = false;
+ bIsPointingGunAt = false;
+ m_shootTimer = CTimer::GetTimeInMilliseconds();
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
+ return;
+ }
+ }
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
- && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+ && (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
+ /* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) {
+
+ PedOnGroundState pedOnGroundState;
+ if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
+ (CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
+ || GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
- weaponAnim = weaponAnimAssoc->animId;
- if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
- if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
- weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
+ AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
+ if (weaponAnimAssoc->animId == fireAnim)
+ weaponAnimAssoc->SetCurrentTime(0.1f);
+ else {
+ if (fireAnim) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, fireAnim, 8.0f);
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_KICK_FLOOR, 8.0f);
+ }
+ }
+ weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
+ } else if (!!ourWeapon->m_bUse2nd) {
+ if (weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_2ND) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f);
} else {
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
}
+ weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
} else {
- if (weaponAnim == ourWeapon->m_Anim2ToPlay)
- weaponAnimAssoc->SetCurrentTime(0.1f);
- else
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ weaponAnimAssoc->SetCurrentTime(animLoopStart);
+ weaponAnimAssoc->SetRun();
}
-#ifdef VC_PED_PORTS
- } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
- weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
- weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
- SetPointGunAt(m_pPointGunAt);
-#endif
- } else {
- ClearAimFlag();
+ }
+ } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+ weaponAnimAssoc->SetCurrentTime(animLoopEnd);
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ SetPointGunAt(m_pPointGunAt);
+ } else {
+ ClearAimFlag();
- // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
- if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
- switch (ourWeaponType) {
- case WEAPONTYPE_UZI:
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
- break;
- case WEAPONTYPE_AK47:
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
- break;
- case WEAPONTYPE_M16:
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
- break;
- default:
- break;
- }
- }
+ // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
+ if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
- // Fun fact: removing this part leds to reloading flamethrower
- if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
- weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
- weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
- weaponAnimAssoc->blendDelta = -4.0f;
- }
+ // What?! Weapon id as volume??
+ 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()) {
+ weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ weaponAnimAssoc->blendDelta = -4.0f;
}
}
+
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
attackShouldContinue = false;
bIsAttacking = attackShouldContinue;
}
+// --MIAMI: Done
void
CPed::RemoveWeaponModel(int modelId)
{
@@ -1429,32 +1664,63 @@ CPed::RemoveWeaponModel(int modelId)
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
if(m_pWeaponModel){
- RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
- RpAtomicDestroy(m_pWeaponModel);
- RwFrameDestroy(frm);
- m_pWeaponModel = nil;
+ if (modelId == -1
+ || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) {
+ CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef();
+ RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel);
+ RpAtomicDestroy(m_pWeaponModel);
+ RwFrameDestroy(frm);
+ m_pWeaponModel = nil;
+ }
}
}else
#endif
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
+
+ // TODO(Miami): Minigun
+ if (IsPlayer() && (modelId == -1 /* || modelId == MI_MINIGUN)*/)) {
+ RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic;
+ if (atm) {
+ RwFrame *frm = RpAtomicGetFrame(atm);
+ RpAtomicDestroy(atm);
+ RwFrameDestroy(frm);
+ atm = nil;
+ }
+ }
m_wepModelID = -1;
}
+// --MIAMI: Done
void
-CPed::SetCurrentWeapon(uint32 weaponType)
+CPed::SetCurrentWeapon(eWeaponType weaponType)
{
- CWeaponInfo *weaponInfo;
- if (HasWeapon(weaponType)) {
+ SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot);
+}
+
+// --MIAMI: Done
+void
+CPed::SetCurrentWeapon(int slot)
+{
+ if (slot == -1)
+ return;
+
+ CWeaponInfo* weaponInfo;
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
+ }
+ m_currentWeapon = slot;
- m_currentWeapon = weaponType;
+ if (FindPlayerPed() && IsPlayer())
+ ((CPlayerPed*)this)->m_nSelectedWepSlot = m_currentWeapon;
+ if (HasWeaponSlot(slot)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(weaponInfo->m_nModelId);
}
}
+// --MIAMI: TODO when weapons got converted
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
@@ -1504,6 +1770,7 @@ CPed::ClearDuck(void)
}
}
+// --MIAMI: Done except commented thing
void
CPed::ClearPointGunAt(void)
{
@@ -1513,27 +1780,24 @@ CPed::ClearPointGunAt(void)
ClearLookFlag();
ClearAimFlag();
bIsPointingGunAt = false;
-#ifndef VC_PED_PORTS
- if (m_nPedState == PED_AIM_GUN) {
- RestorePreviousState();
-#else
if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
+
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
m_nPedState = PED_IDLE;
RestorePreviousState();
}
-#endif
- weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
- if (!animAssoc || animAssoc->blendDelta < 0.0f) {
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
- }
- if (animAssoc) {
- animAssoc->flags |= ASSOC_DELETEFADEDOUT;
- animAssoc->blendDelta = -4.0f;
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ if (!!weaponInfo->m_bCrouchFire) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
}
-#ifndef VC_PED_PORTS
}
-#endif
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0f;
+ }
}
void
@@ -3609,29 +3873,45 @@ CPed::ClearAttack(void)
}
}
+// --MIAMI: Done
void
CPed::ClearAttackByRemovingAnim(void)
{
- if (m_nPedState != PED_ATTACK || bIsDucking)
+ if (m_nPedState != PED_ATTACK)
return;
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay);
+ CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE);
+
+ // TODO(Miami): Remove when fighting got ported
if (!weaponAssoc) {
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);
-
- if (!weaponAssoc && weapon->m_bThrow)
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
+ }
- if (!weaponAssoc) {
- ClearAttack();
- return;
- }
+ if (!weaponAssoc) {
+ if (!!weapon->m_bCrouchFire)
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ }
+ if (!weaponAssoc) {
+ if(!!weapon->m_bFinish3rd)
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
+ }
+ if (!weaponAssoc) {
+ if(!!weapon->m_bUse2nd)
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ }
+ if (!weaponAssoc) {
+ if(!!weapon->m_bCop3rd)
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
+ }
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = -8.0f;
+ weaponAssoc->flags &= ~ASSOC_RUNNING;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
+ } else {
+ ClearAttack();
}
- weaponAssoc->blendDelta = -8.0f;
- weaponAssoc->flags &= ~ASSOC_RUNNING;
- weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
- weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
}
void
@@ -3885,6 +4165,9 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
+ case WEAPONTYPE_TEC9:
+ case WEAPONTYPE_SILENCED_INGRAM:
+ case WEAPONTYPE_MP5:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
@@ -4254,7 +4537,7 @@ CPed::SetGetUp(void)
if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE ||
collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE
&& ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 ||
- CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(),
+ CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(),
aTempPedColPts, nil, nil) > 0)) {
bGetUpAnimStarted = false;
@@ -4433,25 +4716,15 @@ CPed::SetWanderPath(int8 pathStateDest)
}
}
+// --MIAMI: Done
void
CPed::ClearWeapons(void)
{
- CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- RemoveWeaponModel(currentWeapon->m_nModelId);
-
- m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
- m_currentWeapon = WEAPONTYPE_UNARMED;
-
- currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- AddWeaponModel(currentWeapon->m_nModelId);
- for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
- CWeapon &weapon = GetWeapon(i);
- weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
- weapon.m_eWeaponState = WEAPONSTATE_READY;
- weapon.m_nAmmoInClip = 0;
- weapon.m_nAmmoTotal = 0;
- weapon.m_nTimer = 0;
+ RemoveWeaponModel(-1);
+ for (int i = 0; i < ARRAY_SIZE(m_weapons); i++) {
+ GetWeapon(i).Shutdown();
}
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
}
void
@@ -4556,68 +4829,100 @@ CPed::SetAimFlag(float angle)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
+// --MIAMI: Done
void
CPed::SetPointGunAt(CEntity *to)
{
if (to) {
SetLookFlag(to, true);
SetAimFlag(to);
-#ifdef VC_PED_PORTS
SetLookTimer(INT32_MAX);
-#endif
}
- if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
+ CWeaponInfo* curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (m_nPedState == PED_AIM_GUN || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK || curWeapon->m_AnimToPlay == ASSOCGRP_STD)
return;
if (m_nPedState != PED_ATTACK)
SetStoredState();
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
m_nPedState = PED_AIM_GUN;
bIsPointingGunAt = true;
- CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
SetMoveState(PEDMOVE_NONE);
CAnimBlendAssociation *aimAssoc;
- if (bCrouchWhenShooting)
- aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay);
- else
- aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay);
+ if (bCrouchWhenShooting && bIsDucking) {
+ if (!!curWeapon->m_bCrouchFire) {
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ }
+ } else {
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ }
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
- if (bCrouchWhenShooting)
- aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
- else
- aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay);
+ if (bCrouchWhenShooting && bIsDucking) {
+ if (!!curWeapon->m_bCrouchFire) {
+ aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f);
+ }
+ } else {
+ aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
+ }
aimAssoc->blendAmount = 0.0f;
aimAssoc->blendDelta = 8.0f;
}
- if (to)
+ if (to && !IsPlayer())
Say(SOUND_PED_ATTACK);
}
+// --MIAMI: Done
void
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
{
- if (HasWeapon(weaponType)) {
- GetWeapon(weaponType).m_nAmmoTotal = ammo;
+ int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+ if (slot == -1)
+ return;
+
+ 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);
} else {
- GetWeapon(weaponType).Initialise(weaponType, ammo);
- m_maxWeaponTypeAllowed++;
+ GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
}
+ uint32 newClip = GetWeapon(slot).m_nAmmoTotal;
+ if (newClip >= GetWeapon(slot).m_nAmmoInClip)
+ newClip = GetWeapon(slot).m_nAmmoInClip;
+ GetWeapon(slot).m_nAmmoInClip = newClip;
+
+ if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
}
+// --MIAMI: Done
void
CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
{
- if (HasWeapon(weaponType)) {
- GetWeapon(weaponType).m_nAmmoTotal += ammo;
+ int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+ if (slot == -1)
+ return;
+
+ 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);
} else {
- GetWeapon(weaponType).Initialise(weaponType, ammo);
- m_maxWeaponTypeAllowed++;
+ GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
}
+
+ if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
}
void
@@ -4808,28 +5113,22 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
}
}
+// --MIAMI: Done
void
CPed::SetAttack(CEntity *victim)
{
CPed *victimPed = nil;
+ CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *animAssoc;
+
if (victim && victim->IsPed())
victimPed = (CPed*)victim;
- CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
- if (animAssoc) {
- animAssoc->blendDelta = -1000.0f;
- animAssoc->flags |= ASSOC_DELETEFADEDOUT;
- }
-
- if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE)
- return;
-
- if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
- bIsAttacking = false;
+ if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE || (bIsDucking && !bCrouchWhenShooting))
return;
- }
- if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
+ if (curWeapon->m_bReload &&
+ (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD))) {
if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
bIsAttacking = false;
else
@@ -4838,20 +5137,23 @@ CPed::SetAttack(CEntity *victim)
return;
}
- CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) {
- if (GetWeapon()->HitsGround(this, nil, victim))
- return;
- }
-
- if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
+ // TODO(Miami): Brass knuckles
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) {
if (IsPlayer() ||
- (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) {
+ (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
+ && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
if (m_nPedState != PED_ATTACK) {
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
m_nPedState = PED_ATTACK;
bIsAttacking = false;
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
+
+ // TODO(Miami): Revert when fighting got ported
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay,
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f);
+ // CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
@@ -4859,33 +5161,66 @@ CPed::SetAttack(CEntity *victim)
animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
} else {
- StartFightAttack(CGeneral::GetRandomNumber() % 256);
+ StartFightAttack(CGeneral::GetRandomNumber());
+ }
+ return;
+ }
+
+ if (curWeapon->m_bPartialAttack &&
+ (IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed >= 1.0f ||
+ m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) {
+
+ if (m_nPedState != PED_ATTACK) {
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
+ m_nPedState = PED_ATTACK;
+ bIsAttacking = false;
+ CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
+ animAssoc->SetRun();
+ if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
+ animAssoc->SetCurrentTime(0.0f);
+
+ animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
return;
}
+ // TODO(Miami): Clean up old referene
m_pSeekTarget = victim;
if (m_pSeekTarget)
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
if (curWeapon->m_bCanAim) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
+ aimPos += GetUp() * 0.35f;
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
- if (obstacle)
- return;
+ if (obstacle) {
+ if(gaTempSphereColPoints[0].surfaceB != SURFACE_SCAFFOLD && gaTempSphereColPoints[0].surfaceB != SURFACE_METAL_FENCE &&
+ gaTempSphereColPoints[0].surfaceB != SURFACE_WOOD_BOX && gaTempSphereColPoints[0].surfaceB != SURFACE_METAL_POLE) {
+ if (!IsPlayer()) {
+ bObstacleShowedUpDuringKillObjective = true;
+ m_shootTimer = 0;
+ SetAttackTimer(1500);
+ m_shotTime = CTimer::GetTimeInMilliseconds();
+ }
+ return;
+ }
+ }
m_pLookTarget = victim;
if (victim) {
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
}
+
if (m_pLookTarget) {
SetAimFlag(m_pLookTarget);
- } else {
+ } else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
+ SetAimFlag(m_fRotationCur);
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
+ } else if (curWeapon->m_bCanAimWithArm) {
SetAimFlag(m_fRotationCur);
-
- if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam())
- ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
}
}
if (m_nPedState == PED_ATTACK) {
@@ -4893,7 +5228,7 @@ CPed::SetAttack(CEntity *victim)
return;
}
- if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) {
+ if (IsPlayer() || (!victimPed || victimPed->IsPedInControl())) {
if (IsPlayer())
CPad::GetPad(0)->ResetAverageWeapon();
@@ -4907,7 +5242,7 @@ CPed::SetAttack(CEntity *victim)
ClearAimFlag();
// This condition is pointless
- if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
+ if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed && (IsPlayer() || !m_carInObjective))
StartFightAttack(200);
} else {
if (!curWeapon->m_bCanAim)
@@ -4916,21 +5251,45 @@ CPed::SetAttack(CEntity *victim)
if (m_nPedState != PED_AIM_GUN)
SetStoredState();
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
m_nPedState = PED_ATTACK;
SetMoveState(PEDMOVE_NONE);
- if (bCrouchWhenShooting) {
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
+ if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
+ CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ if (curMoveAssoc) {
+ if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
+ delete curMoveAssoc;
+ }
+ }
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
} else {
float animDelta = 8.0f;
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
animDelta = 1000.0f;
- if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
- || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta);
+ AnimationId fireAnim;
+ if (curWeapon->m_bThrow)
+ fireAnim = ANIM_THROWABLE_START_THROW;
+ else if (CGame::nastyGame && (curWeapon->m_bGround2nd || curWeapon->m_bGround3rd)) {
+ PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil);
+ if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) {
+ fireAnim = GetFireAnimGround(curWeapon, false);
+ } else {
+ fireAnim = GetFireAnimNotDucking(curWeapon);
+ }
} else {
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta);
+ fireAnim = GetFireAnimNotDucking(curWeapon);
}
+
+ CAnimBlendAssociation* curFireAssoc = RpAnimBlendClumpGetAssociation(GetClump(), fireAnim);
+ if (curFireAssoc) {
+ if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, fireAnim)->hierarchy->name, curFireAssoc->hierarchy->name) != 0) {
+ delete curFireAssoc;
+ }
+ }
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, fireAnim, animDelta);
}
animAssoc->SetRun();
@@ -4945,7 +5304,8 @@ CPed::SetAttack(CEntity *victim)
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP)
SetWaitState(WAITSTATE_SURPRISE, nil);
- SetLookFlag(victim, false);
+ // TODO(Miami): New parameter
+ SetLookFlag(victim, true); //true);
SetLookTimer(100);
}
@@ -5123,7 +5483,7 @@ CPed::GetLocalDirection(const CVector2D &posOffset)
bool
CPed::FightStrike(CVector &touchedNodePos)
{
- CColModel *ourCol;
+ CColModel *hisCol;
CVector attackDistance;
ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
float maxDistanceToBeBeaten;
@@ -5147,33 +5507,20 @@ CPed::FightStrike(CVector &touchedNodePos)
if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
CVector nearPedCentre;
+
+ // Have to animate a skinned clump because the initial col model is useless
+ hisCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(nearPed->GetModelIndex()))->AnimatePedColModelSkinnedWorld(nearPed->GetClump());
+
nearPed->GetBoundCentre(nearPedCentre);
CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
// He can beat us
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
- // Have to animate a skinned clump because the initial col model is useless
- ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump());
-/* this should all be gone, right?
- if (nearPed->m_nPedState == PED_FALL
- || nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
- || !nearPed->IsPedHeadAbovePos(-0.3f)) {
- ourCol = &CTempColModels::ms_colModelPedGroundHit;
- } else {
-#ifdef ANIMATE_PED_COL_MODEL
- ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->GetHitColModel(),
- RpClumpGetFrame(GetClump()));
-#else
- ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
-#endif
- }
-*/
-
- for (int j = 0; j < ourCol->numSpheres; j++) {
- attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
+ for (int j = 0; j < hisCol->numSpheres; j++) {
+ attackDistance = hisCol->spheres[j].center;
attackDistance -= touchedNodePos;
- CColSphere *ourPieces = ourCol->spheres;
+ CColSphere *ourPieces = hisCol->spheres;
float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
// We can beat him too
@@ -5958,7 +6305,7 @@ CPed::CreateDeadPedWeaponPickups(void)
if (bInVehicle)
return;
- for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
+ for(int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
eWeaponType weapon = GetWeapon(i).m_eWeaponType;
int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
@@ -6083,18 +6430,64 @@ CPed::SetChat(CEntity *chatWith, uint32 time)
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
+// --MIAMI: Done
+void
+CPed::RemoveWeaponAnims(int unused, float animDelta)
+{
+ CAnimBlendAssociation *weaponAssoc;
+ //CWeaponInfo::GetWeaponInfo(unused);
+
+ // TODO(Miami): Remove when fighting got ported
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
+ if (weaponAssoc) {
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (weaponAssoc->flags & ASSOC_PARTIAL)
+ weaponAssoc->blendDelta = animDelta;
+ else
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, -animDelta);
+ }
+}
+
+// --MIAMI: Done
void
CPed::SetDead(void)
{
-#ifdef VC_PED_PORTS
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
-#endif
bUsesCollision = false;
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING)
bIsVisible = false;
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
m_nPedState = PED_DEAD;
m_pVehicleAnim = nil;
m_pCollidingEntity = nil;
@@ -6105,6 +6498,7 @@ CPed::SetDead(void)
m_currentWeapon = WEAPONTYPE_UNARMED;
CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250);
if (this != FindPlayerPed()) {
+ RemoveWeaponAnims(0, -1000.0f);
CreateDeadPedWeaponPickups();
CreateDeadPedMoney();
}
@@ -6474,6 +6868,7 @@ CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
return 1;
}
+#ifdef GTA_TRAIN
void
CPed::LineUpPedWithTrain(void)
{
@@ -6525,6 +6920,7 @@ CPed::ExitTrain(void)
{
LineUpPedWithTrain();
}
+#endif
void
CPed::ExitCar(void)
@@ -7061,9 +7457,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
if (obstacle) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
-
- // ANIM_HIT_WALL in VC (which makes more sense)
- CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
+ CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 8.0f);
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
ped->bIsLanding = true;
@@ -8041,14 +8435,11 @@ CPed::GetPedRadioCategory(uint32 modelIndex)
return 1;
}
-// Some kind of VC leftover I think
+// --MIAMI: Done
int
CPed::GetWeaponSlot(eWeaponType weaponType)
{
- if (HasWeapon(weaponType))
- return weaponType;
- else
- return -1;
+ return CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
}
void
@@ -8198,6 +8589,11 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void)
{
// FIX: If there were no translations on enter anims, there were overflows all over this function.
+ int vanBlock = CAnimManager::GetAnimationBlockIndex("van");
+ CStreaming::RequestAnim(vanBlock, STREAMFLAGS_DEPENDENCY);
+ CStreaming::LoadAllRequestedModels(false);
+ CAnimManager::AddAnimBlockRef(vanBlock);
+
CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy;
CAnimBlendSequence *seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
@@ -8246,7 +8642,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void)
}
}
- enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy;
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_VAN, ANIM_VAN_GETIN_L)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
@@ -8257,7 +8653,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void)
vecPedVanRearDoorAnimOffset = lastFrame->translation;
}
}
-
+#ifdef GTA_TRAIN
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
@@ -8269,6 +8665,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void)
vecPedTrainDoorAnimOffset = lastFrame->translation;
}
}
+#endif
}
void
@@ -8474,7 +8871,7 @@ CPed::InvestigateEvent(void)
bool
CPed::IsPedDoingDriveByShooting(void)
{
- if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
+ if (FindPlayerPed() == this && CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5) {
if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
return true;
}
@@ -8724,7 +9121,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
&& !m_pCollidingEntity &&
- (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
+ (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
}
@@ -9224,7 +9621,6 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
bool itsLow = !!veh->bLowVehicle;
#endif
eDoors enterDoor;
- AnimationId enterAnim;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
@@ -9254,28 +9650,27 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
}
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
if (itsVan) {
- enterAnim = ANIM_VAN_GETIN;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN);
} else if (itsBus) {
- enterAnim = ANIM_COACH_IN_R;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_R);
#ifdef FIX_BUGS
} else if (itsLow) {
- enterAnim = ANIM_CAR_GETIN_LOW_RHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_RHS);
#endif
} else {
- enterAnim = ANIM_CAR_GETIN_RHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_RHS);
}
} else if (itsVan) {
- enterAnim = ANIM_VAN_GETIN_L;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN_L);
} else if (itsBus) {
- enterAnim = ANIM_COACH_IN_L;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_L);
#ifdef FIX_BUGS
} else if (itsLow) {
- enterAnim = ANIM_CAR_GETIN_LOW_LHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
#endif
} else {
- enterAnim = ANIM_CAR_GETIN_LHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
}
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
} else if (veh->CanPedOpenLocks(ped)) {
@@ -9283,16 +9678,16 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
veh->AutoPilot.m_nCruiseSpeed = 0;
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
if (itsVan) {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN);
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_OPEN);
} else if (itsBus) {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R);
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_OPEN_R);
} else {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS);
}
} else if (itsVan) {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L);
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_OPEN_L);
} else if (itsBus) {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L);
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_OPEN_L);
} else {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) {
@@ -10270,12 +10665,13 @@ CPed::ProcessControl(void)
CPhysical::ProcessControl();
#endif
if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
+ RequestDelayedWeapon();
+ PlayFootSteps();
if (m_nPedState != PED_DEAD) {
CalculateNewVelocity();
CalculateNewOrientation();
}
UpdatePosition();
- PlayFootSteps();
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
SetInTheAir();
#ifdef VC_PED_PORTS
@@ -10471,12 +10867,14 @@ CPed::ProcessControl(void)
case PED_GETUP:
SetGetUp();
break;
+#ifdef GTA_TRAIN
case PED_ENTER_TRAIN:
EnterTrain();
break;
case PED_EXIT_TRAIN:
ExitTrain();
break;
+#endif
case PED_DRIVING:
{
if (!m_pMyVehicle) {
@@ -10681,18 +11079,27 @@ CPed::RestoreHeadPosition(void)
}
}
+// --MIAMI: Done
void
CPed::PointGunAt(void)
{
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
- if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f)
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
+ float animLoopStart = weaponInfo->m_fAnimLoopStart;
+ CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
+ if (!!weaponInfo->m_bCrouchFire) {
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ animLoopStart = weaponInfo->m_fAnim2LoopStart;
+ }
+ }
- if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) {
- weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart);
+ if (weaponAssoc && weaponAssoc->currentTime > animLoopStart * 0.4f) {
+ weaponAssoc->SetCurrentTime(animLoopStart);
weaponAssoc->flags &= ~ASSOC_RUNNING;
+ if (bIsDucking)
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+
if (weaponInfo->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
@@ -10871,28 +11278,26 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
isVan = false;
if (ped->m_nPedState != PED_CARJACK || isBus) {
- AnimationId animToPlay;
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
if (isVan) {
- animToPlay = ANIM_VAN_GETIN;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN);
} else if (isBus) {
- animToPlay = ANIM_COACH_IN_R;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_R);
} else if (isLow) {
- animToPlay = ANIM_CAR_GETIN_LOW_RHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_RHS);
} else {
- animToPlay = ANIM_CAR_GETIN_RHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_RHS);
}
} else if (isVan) {
- animToPlay = ANIM_VAN_GETIN_L;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN_L);
} else if (isBus) {
- animToPlay = ANIM_COACH_IN_L;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_L);
} else if (isLow) {
- animToPlay = ANIM_CAR_GETIN_LOW_LHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
} else {
- animToPlay = ANIM_CAR_GETIN_LHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
}
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
} else {
CPed *pedToDragOut = nil;
@@ -11001,51 +11406,17 @@ CPed::ServiceTalkingWhenDead(void)
return m_queuedSound == SOUND_PED_DEATH;
}
+// --MIAMI: Done
void
CPed::RemoveInCarAnims(void)
{
- if (!IsPlayer())
- return;
-
- CAnimBlendAssociation *animAssoc;
+ CAnimBlendAssociation* assoc;
- if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) {
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- } else {
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_DRIVING); assoc;
+ assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_DRIVING)) {
+ assoc->flags |= ASSOC_DELETEFADEDOUT;
+ assoc->blendDelta = -1000.0f;
}
-
-#ifdef VC_PED_PORTS
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
-#endif
-
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
}
void
@@ -11167,32 +11538,32 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
if (veh->IsDoorMissing(enterDoor) || isBus) {
PedAnimDoorCloseCB(nil, ped);
} else {
- AnimationId animToPlay;
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
if (isVan) {
- animToPlay = ANIM_VAN_CLOSE;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_CLOSE);
} else if (isLow) {
- animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_LOW_RHS);
} else {
- animToPlay = ANIM_CAR_CLOSEDOOR_RHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_RHS);
}
} else if (isVan) {
- animToPlay = ANIM_VAN_CLOSE_L;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_CLOSE_L);
} else if (isLow) {
- animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_LOW_LHS);
} else {
- animToPlay = ANIM_CAR_CLOSEDOOR_LHS;
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_LHS);
}
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped);
}
}
+#ifdef GTA_TRAIN
void
CPed::SetPedPositionInTrain(void)
{
LineUpPedWithTrain();
}
+#endif
void
CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
@@ -12189,14 +12560,14 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
-// It was inlined in III but not in VC.
+// --MIAMI: Done, but enumarate weapon slots
inline void
CPed::ReplaceWeaponWhenExitingVehicle(void)
{
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
- if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
+ if (IsPlayer() && GetWeaponSlot(weaponType) == 5) {
if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
SetCurrentWeapon(m_storedWeapon);
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
@@ -12206,14 +12577,14 @@ CPed::ReplaceWeaponWhenExitingVehicle(void)
}
}
-// Same, it's inlined in III.
+// --MIAMI: Add driveby check, enumarate weapon slots
inline void
CPed::RemoveWeaponWhenEnteringVehicle(void)
{
- if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
+ if (IsPlayer() && GetWeapon(5).m_eWeaponType && GetWeapon(5).m_nAmmoTotal > 0) {
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
m_storedWeapon = GetWeapon()->m_eWeaponType;
- SetCurrentWeapon(WEAPONTYPE_UZI);
+ SetCurrentWeapon(GetWeapon(5).m_eWeaponType);
} else {
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
@@ -12798,8 +13169,8 @@ CPed::ProcessObjective(void)
int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass);
CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
if (newVeh) {
- newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition();
- newVeh->GetMatrix().GetPosition().z += 4.0f;
+ newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition();
+ newVeh->GetMatrix().GetPosition().z += 4.0f;
newVeh->SetHeading(DEGTORAD(200.0f));
newVeh->SetStatus(STATUS_ABANDONED);
newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
@@ -13726,7 +14097,7 @@ CPed::ProcessObjective(void)
float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
if (distWithTargetScSqr <= sq(10.0f)) {
if (distWithTargetScSqr <= sq(1.4f)) {
- CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD);
+ CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
GetPosition().x, GetPosition().y);
@@ -13763,7 +14134,7 @@ CPed::ProcessObjective(void)
if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT)
SetCurrentWeapon(WEAPONTYPE_UNARMED);
- CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f);
+ CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FUCKU, 8.0f);
newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT;
newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE;
}
@@ -13796,23 +14167,21 @@ CPed::ProcessObjective(void)
case OBJECTIVE_LEAVE_VEHICLE:
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
if (InVehicle()
-#ifdef VC_PED_PORTS
&& (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate()
|| bBusJacked)
-#endif
) {
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
&& (m_nPedType != PEDTYPE_COP
-#ifdef VC_PED_PORTS
|| m_pMyVehicle->IsBoat()
-#endif
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) {
+#ifdef GTA_TRAIN
if (m_pMyVehicle->IsTrain())
SetExitTrain(m_pMyVehicle);
-#ifdef VC_PED_PORTS
- else if (m_pMyVehicle->IsBoat())
- SetExitBoat(m_pMyVehicle);
+ else
#endif
+ if (m_pMyVehicle->IsBoat())
+ SetExitBoat(m_pMyVehicle);
+
else
SetExitCar(m_pMyVehicle, 0);
}
@@ -13916,6 +14285,7 @@ CPed::SetSeekBoatPosition(CVehicle *boat)
m_nPedState = PED_SEEK_IN_BOAT;
}
+#ifdef GTA_TRAIN
void
CPed::SetExitTrain(CVehicle* train)
{
@@ -13933,6 +14303,7 @@ CPed::SetExitTrain(CVehicle* train)
bUsesCollision = false;
LineUpPedWithTrain();
}
+#endif
#ifdef NEW_WALK_AROUND_ALGORITHM
CVector
@@ -14661,7 +15032,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
bSomeVCflag1 = false;
}
#else
- GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_nSurfaceTouched = intersectionPoint.surfaceB;
if (m_nSurfaceTouched == SURFACE_STONE) {
@@ -14669,8 +15040,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
m_vecDamageNormal = intersectionPoint.normal;
}
}
- // VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug:
-#if 0 // #ifdef VC_PED_PORTS
+
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
@@ -14678,7 +15048,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
- if (!m_ped_flagA2) {
+ if (!bWasStanding) {
if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
|| m_pCollidingEntity == collidingEnt) {
@@ -14701,27 +15071,6 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
Say(SOUND_PED_LAND);
}
}
-#else
- float speedSqr = 0.0f;
- if (!bWasStanding) {
- if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {
-
- if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
- InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
- }
- } else {
- if (speedSqr == 0.0f)
- speedSqr = sq(m_vecMoveSpeed.z);
-
- uint8 dir = 2; // from backward
- if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
- CVector2D offset = -m_vecMoveSpeed;
- dir = GetLocalDirection(offset);
- }
- InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
- }
- }
-#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
#ifndef VC_PED_PORTS
@@ -14858,6 +15207,7 @@ CPed::WillChat(CPed *stranger)
return true;
}
+#ifdef GTA_TRAIN
void
CPed::SetEnterTrain(CVehicle *train, uint32 unused)
{
@@ -14883,6 +15233,7 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused)
((CPlayerPed*)this)->ClearAdrenaline();
}
}
+#endif
void
CPed::SetDuck(uint32 time)
@@ -15565,7 +15916,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
switch (m_vehEnterType) {
case CAR_DOOR_RF:
if (veh->bIsBus) {
- m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_COACH, ANIM_COACH_OUT_L);
} else {
if (isLow)
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
@@ -15578,7 +15929,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
break;
case CAR_DOOR_RR:
if (veh->bIsVan) {
- m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT);
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETOUT);
} else if (isLow) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
} else {
@@ -15587,7 +15938,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
break;
case CAR_DOOR_LF:
if (veh->bIsBus) {
- m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_COACH, ANIM_COACH_OUT_L);
} else {
if (isLow)
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
@@ -15600,7 +15951,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
break;
case CAR_DOOR_LR:
if (veh->bIsVan) {
- m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L);
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETOUT_L);
} else if (isLow) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
} else {
@@ -16099,9 +16450,12 @@ CPed::SeekCar(void)
if (Seek()) {
if (!foundBetterPosToSeek) {
if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
+#ifdef GTA_TRAIN
if (vehToSeek->IsTrain()) {
SetEnterTrain(vehToSeek, m_vehEnterType);
- } else {
+ } else
+#endif
+ {
m_fRotationCur = m_fRotationDest;
if (!bVehEnterDoorIsBlocked) {
vehToSeek->bIsStatic = false;
@@ -17222,7 +17576,7 @@ CPed::WanderPath(void)
if (!Seek())
return;
- CPathNode *previousLastNode = m_pLastPathNode;
+ CPathNode *previousLastNode = m_pLastPathNode;
uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100;
// We don't prefer 180-degree turns in normal situations
@@ -17493,7 +17847,7 @@ CPed::SetCarJack(CVehicle* car)
pedInSeat = car->pDriver;
if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
- (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
+ (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
@@ -17640,7 +17994,7 @@ CPed::Save(uint8*& buf)
CopyToBuf(buf, m_fHealth);
CopyToBuf(buf, m_fArmour);
SkipSaveBuf(buf, 148);
- for (int i = 0; i < 13; i++) // has to be hardcoded
+ for (int i = 0; i < 10; i++) // has to be hardcoded
m_weapons[i].Save(buf);
SkipSaveBuf(buf, 5);
CopyToBuf(buf, m_maxWeaponTypeAllowed);
@@ -17660,8 +18014,24 @@ CPed::Load(uint8*& buf)
CopyFromBuf(buf, m_fHealth);
CopyFromBuf(buf, m_fArmour);
SkipSaveBuf(buf, 148);
- for (int i = 0; i < 13; i++) // has to be hardcoded
- m_weapons[i].Load(buf);
+
+ CWeapon bufWeapon;
+ for (int i = 0; i < 10; i++) { // has to be hardcoded
+ bufWeapon.Load(buf);
+
+ if (bufWeapon.m_eWeaponType != WEAPONTYPE_UNARMED) {
+ int modelId = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModelId;
+ if (modelId != -1) {
+ CStreaming::RequestModel(modelId, STREAMFLAGS_DEPENDENCY);
+ int modelId2 = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModel2Id;
+ if (modelId2 != -1)
+ CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
+
+ CStreaming::LoadAllRequestedModels(false);
+ }
+ GiveWeapon(bufWeapon.m_eWeaponType, bufWeapon.m_nAmmoTotal);
+ }
+ }
SkipSaveBuf(buf, 5);
CopyFromBuf(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
@@ -17669,3 +18039,53 @@ CPed::Load(uint8*& buf)
#undef CopyFromBuf
#undef CopyToBuf
#endif
+
+void
+CPed::GiveDelayedWeapon(eWeaponType weapon, uint32 ammo)
+{
+ m_storedWeapon = weapon;
+ m_storedWeaponAmmo = ammo;
+ if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ int modelId1 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModelId;
+ int modelId2 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModel2Id;
+ if (modelId1 != -1)
+ CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY);
+ if (modelId2 != -1)
+ CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
+
+ if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1))
+ && (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) {
+ GiveWeapon(m_storedWeapon, m_storedWeaponAmmo, 1);
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ }
+}
+
+void
+CPed::RequestDelayedWeapon()
+{
+ if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ int modelId1 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModelId;
+ int modelId2 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModel2Id;
+ if (modelId1 != -1)
+ CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY);
+ if (modelId2 != -1)
+ CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
+
+ if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1))
+ && (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) {
+ GiveWeapon(m_storedWeapon, m_storedWeaponAmmo, 1);
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ }
+}
+
+void
+CPed::ClearFollowPath()
+{
+ for (int i = 0; i < ARRAY_SIZE(m_pPathNodesStates); i++) {
+ m_pPathNodesStates[i] = nil;
+ }
+ m_nPathNodes = 0;
+ m_nCurPathNode = 0;
+} \ No newline at end of file
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index ccffc3cb..23f1a376 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -476,8 +476,9 @@ public:
uint8 m_stateUnused;
uint32 m_timerUnused;
CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
- CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
+ CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
eWeaponType m_storedWeapon;
+ uint32 m_storedWeaponAmmo;
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 m_wepSkills;
@@ -503,12 +504,26 @@ public:
uint32 m_duckTimer;
uint32 m_duckAndCoverTimer;
uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
+ uint32 m_shotTime;
+ uint32 m_shotTimeAdd;
uint8 m_panicCounter;
bool m_deadBleeding;
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
- int8 m_lastWepDam;
+ uint16 m_pedMoney;
+ int8 m_lastWepDam;
+ CEntity *m_lastDamEntity;
+ CEntity *m_attachedTo;
+ CVector m_vecAttachOffset;
+ uint16 m_attachType;
+ float m_attachRot;
+ uint32 m_attachWepAmmo;
+ uint32 m_threatFlags;
+ uint32 m_threatCheck;
+ uint32 m_lastThreatCheck;
+ uint32 m_sayType;
+ uint32 m_sayTimer;
uint32 m_lastSoundStart;
uint32 m_soundStart;
uint16 m_lastQueuedSound;
@@ -556,7 +571,8 @@ public:
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int modelId);
- void SetCurrentWeapon(uint32 weaponType);
+ void SetCurrentWeapon(eWeaponType weaponType);
+ void SetCurrentWeapon(int weapon);
void Duck(void);
void ClearDuck(void);
void ClearPointGunAt(void);
@@ -567,7 +583,7 @@ public:
void PlayFootSteps(void);
void QuitEnteringCar(void);
void BuildPedLists(void);
- uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
+ int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = false);
void CalculateNewOrientation(void);
float WorkOutHeadingForMovingFirstPerson(float);
void CalculateNewVelocity(void);
@@ -639,6 +655,7 @@ public:
void RemoveInCarAnims(void);
void CollideWithPed(CPed*);
void SetDirectionToWalkAroundObject(CEntity*);
+ void RemoveWeaponAnims(int, float);
void CreateDeadPedMoney(void);
void CreateDeadPedWeaponPickups(void);
void SetAttackTimer(uint32);
@@ -654,7 +671,6 @@ public:
void EnterCar(void);
uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
uint8 GetNearestTrainDoor(CVehicle*, CVector&);
- void LineUpPedWithTrain(void);
void ExitCar(void);
void Fight(void);
bool FindBestCoordsFromNodes(CVector, CVector*);
@@ -701,7 +717,6 @@ public:
void SetExitCar(CVehicle*, uint32);
void SetFormation(eFormation);
bool WillChat(CPed*);
- void SetEnterTrain(CVehicle*, uint32);
void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
void SetSolicit(uint32 time);
void ScanForInterestingStuff(void);
@@ -710,6 +725,9 @@ public:
bool WarpPedToNearLeaderOffScreen(void);
void Solicit(void);
void SetExitBoat(CVehicle*);
+ void ClearFollowPath();
+ void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
+ void RequestDelayedWeapon();
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@@ -737,8 +755,9 @@ public:
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
- static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); // TODO(Miami): Should be under GTA_TRAIN
static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg);
static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
@@ -767,8 +786,14 @@ public:
void SetPedStats(ePedStats);
bool IsGangMember(void);
void Die(void);
+#ifdef GTA_TRAIN
void EnterTrain(void);
void ExitTrain(void);
+ void SetExitTrain(CVehicle*);
+ void SetPedPositionInTrain(void);
+ void LineUpPedWithTrain(void);
+ void SetEnterTrain(CVehicle*, uint32);
+#endif
void Fall(void);
bool IsPedShootable(void);
void Look(void);
@@ -776,11 +801,9 @@ public:
void RestoreHeadPosition(void);
void PointGunAt(void);
bool ServiceTalkingWhenDead(void);
- void SetPedPositionInTrain(void);
void SetShootTimer(uint32);
void SetSeekCar(CVehicle*, uint32);
void SetSeekBoatPosition(CVehicle*);
- void SetExitTrain(CVehicle*);
void WanderRange(void);
void SetFollowRoute(int16, int16);
void SeekBoatPosition(void);
@@ -793,8 +816,8 @@ public:
bool CanPedJumpThis(CEntity*);
#endif
- bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
- CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
+ bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; }
+ CWeapon &GetWeapon(uint8 slot) { return m_weapons[slot]; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
PedState GetPedState(void) { return m_nPedState; }
@@ -811,6 +834,35 @@ public:
void ReplaceWeaponWhenExitingVehicle(void);
void RemoveWeaponWhenEnteringVehicle(void);
bool IsNotInWreckedVehicle();
+
+ // My addons. Maybe inlined in VC?
+ AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
+ // TODO(Miami): Revert that when weapons got ported
+ if (weapon->m_AnimToPlay == ASSOCGRP_STD)
+ return ANIM_FIGHT_PPUNCH;
+
+ if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
+ return ANIM_WEAPON_FIRE_3RD;
+ else
+ return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE;
+ }
+
+ static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
+ // TODO(Miami): Revert that when weapons got ported
+ if (weapon->m_AnimToPlay == ASSOCGRP_STD)
+ return ANIM_KICK_FLOOR;
+
+ if (!!weapon->m_bGround2nd)
+ return ANIM_WEAPON_CROUCHFIRE;
+ else if (!!weapon->m_bGround3rd)
+ return ANIM_WEAPON_SPECIAL;
+ else if (kickFloorIfNone)
+ return ANIM_KICK_FLOOR;
+ else
+ return (AnimationId)0;
+ }
+ // --
+
// My additions, because there were many, many instances of that.
inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
{
@@ -829,6 +881,7 @@ public:
if (walk)
SetMoveState(PEDMOVE_WALK);
}
+ // --
// Using this to abstract nodes of skinned and non-skinned meshes
CVector GetNodePosition(int32 node)
@@ -898,6 +951,7 @@ public:
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
+// TODO(Miami): Change those when Ped struct is done
#ifndef PED_SKIN
VALIDATE_SIZE(CPed, 0x53C);
#endif
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 3c6fad57..04251860 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -16,6 +16,7 @@
#include "Pools.h"
#include "Darkel.h"
#include "CarCtrl.h"
+#include "MBlur.h"
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
@@ -31,6 +32,7 @@ CPlayerPed::~CPlayerPed()
delete m_pWanted;
}
+// --MIAMI: Done except commented out things
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
@@ -44,26 +46,47 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
m_nEvadeAmount = 0;
- field_1367 = 0;
+ m_pEvadingFrom = nil;
m_nHitAnimDelayTimer = 0;
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
m_bHasLockOnTarget = false;
+ m_bDrunkVisualsWearOff = true;
m_bCanBeDamaged = true;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
+ m_pMinigunTopAtomic = nil;
+ m_fGunSpinSpeed = 0.0;
+ m_fGunSpinAngle = 0.0;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
- field_1413 = 0;
+ unused1 = false;
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
m_pPedAtSafePos[i] = nil;
+ m_pCheckPlayers[i] = nil;
}
+ m_nCheckPlayersIndex = 0;
+ m_nPadUpPressedInMilliseconds = 0;
+ m_nPadDownPressedInMilliseconds = 0;
+ // TODO(Miami): Idle anim block index
}
void CPlayerPed::ClearWeaponTarget()
@@ -181,8 +204,9 @@ CPlayerPed::UseSprintEnergy(void)
}
}
+// --MIAMI: Use that on everywhere except ProcessPlayerWeapon
void
-CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
+CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
{
if (m_nPedState == PED_SNIPER_MODE) {
RestorePreviousState();
@@ -195,7 +219,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
ClearWeaponTarget();
- CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay);
+ CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205);
if (weaponAnim) {
weaponAnim->SetRun();
weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
@@ -203,6 +227,14 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
TheCamera.ClearPlayerWeaponMode();
}
+// --MIAMI: Done, but this should be only called from ProcessPlayerWeapon
+void
+CPlayerPed::MakeChangesForNewWeapon(int32 slot)
+{
+ if(slot != -1)
+ MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
+}
+
void
CPlayerPed::ReApplyMoveAnims(void)
{
@@ -222,14 +254,19 @@ CPlayerPed::ReApplyMoveAnims(void)
}
}
+// --MIAMI: Done
void
CPlayerPed::SetInitialState(void)
{
+ m_nDrunkenness = 0;
+ m_nFadeDrunkenness = 0;
+ CMBlur::ClearDrunkBlur();
+ m_nDrunkCountdown = 0;
m_bAdrenalineActive = false;
m_nAdrenalineTime = 0;
- CTimer::SetTimeStep(1.0f);
+ CTimer::SetTimeScale(1.0f);
m_pSeekTarget = nil;
- m_vecSeekPos = { 0.0f, 0.0f, 0.0f };
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_fleeFromPosX = 0.0f;
m_fleeFromPosY = 0.0f;
m_fleeFrom = nil;
@@ -241,9 +278,14 @@ CPlayerPed::SetInitialState(void)
ClearLookFlag();
bIsPointingGunAt = false;
bRenderPedInCar = true;
+
if (m_pFire)
m_pFire->Extinguish();
+
RpAnimBlendClumpRemoveAllAssociations(GetClump());
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
m_nPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
m_nLastPedState = PED_NONE;
@@ -257,6 +299,11 @@ CPlayerPed::SetInitialState(void)
m_bCanBeDamaged = true;
m_pedStats->m_temper = 50;
m_fWalkAngle = 0.0f;
+ if (m_attachedTo && !bUsesCollision)
+ bUsesCollision = true;
+
+ m_attachedTo = nil;
+ m_attachWepAmmo = 0;
}
void
@@ -497,8 +544,9 @@ CPlayerPed::DoWeaponSmoothSpray(void)
{
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
eWeaponType weapon = GetWeapon()->m_eWeaponType;
- if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN ||
- weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
+ 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)
return true;
}
return false;
@@ -586,56 +634,71 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId);
}
+// --MIAMI: Made compatible with slots, but still TODO
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
{
- if (CDarkel::FrenzyOnGoing())
+ if (CDarkel::FrenzyOnGoing() || m_attachedTo)
goto switchDetectDone;
- if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
+ if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
+ if (padUsed->CycleWeaponRightJustDown()) {
- if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
+ if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
- for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; ++m_nSelectedWepSlot) {
- if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
- goto switchDetectDone;
+ for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
+ goto spentAmmoCheck;
+ }
}
+ m_nSelectedWepSlot = 0;
}
- m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
- }
- } else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
- if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
+ } else if (padUsed->CycleWeaponLeftJustDown()) {
+ if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
- for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
- if (m_nSelectedWepSlot < WEAPONTYPE_UNARMED)
- m_nSelectedWepSlot = WEAPONTYPE_DETONATOR;
+ for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
+ if (m_nSelectedWepSlot < 0)
+ m_nSelectedWepSlot = 9;
- if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
- goto switchDetectDone;
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
+ break;
+ }
}
}
}
- } else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) {
- if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) {
+ }
+
+spentAmmoCheck:
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
+ /*&& (!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
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
- for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
- if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT)
- || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) {
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
+ || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
+ m_nSelectedWepSlot = m_currentWeapon - 1;
+ 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
+ || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
+ /*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) {
goto switchDetectDone;
}
}
- m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
+ m_nSelectedWepSlot = 0;
}
}
}
@@ -643,6 +706,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
switchDetectDone:
if (m_nSelectedWepSlot != m_currentWeapon) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
+ RemoveWeaponAnims(m_currentWeapon, -1000.0f);
MakeChangesForNewWeapon(m_nSelectedWepSlot);
}
}
@@ -934,6 +998,7 @@ CPlayerPed::FindWeaponLockOnTarget(void)
return true;
}
+// --MIAMI: Done, but uncomment new weapon types when weapons got ported
void
CPlayerPed::ProcessAnimGroups(void)
{
@@ -946,17 +1011,29 @@ 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*/ )
+ 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*/)
+ groupToSet = ASSOCGRP_CHAINSAWRIGHT;
else
groupToSet = ASSOCGRP_PLAYERRIGHT;
}
} 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*/)
+ groupToSet = ASSOCGRP_CHAINSAWBACK;
else
groupToSet = ASSOCGRP_PLAYERBACK;
}
@@ -964,9 +1041,21 @@ CPlayerPed::ProcessAnimGroups(void)
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
groupToSet = ASSOCGRP_PLAYERROCKET;
} else {
- if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT
+ /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */)
groupToSet = ASSOCGRP_PLAYERBBBAT;
- } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) {
+ 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 /*
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA
+ */) {
if (!GetWeapon()->IsType2Handed()) {
groupToSet = ASSOCGRP_PLAYER;
} else {
@@ -1185,7 +1274,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
if (doSmoothSpray) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45
- || GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI)
+ || CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5)
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep();
else
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * CTimer::GetTimeStep();
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
index e8173c8c..354140df 100644
--- a/src/peds/PlayerPed.h
+++ b/src/peds/PlayerPed.h
@@ -18,22 +18,32 @@ public:
int8 m_nSelectedWepSlot; // eWeaponType
bool m_bSpeedTimerFlag;
uint8 m_nEvadeAmount;
- int8 field_1367;
- uint32 m_nSpeedTimer;
- uint32 m_nHitAnimDelayTimer;
+ uint32 m_nSpeedTimer; // m_nStandStillTimer?
+ uint32 m_nHitAnimDelayTimer; // m_nShotDelay?
float m_fAttackButtonCounter;
bool m_bHaveTargetSelected; // may have better name
CEntity *m_pEvadingFrom; // is this CPhysical?
int32 m_nTargettableObjects[4];
+ uint32 m_nAdrenalineTime;
+ uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame
+ uint8 m_nFadeDrunkenness;
+ uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends
bool m_bAdrenalineActive;
bool m_bHasLockOnTarget;
- uint32 m_nAdrenalineTime;
bool m_bCanBeDamaged;
- int8 field_1413;
+ bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
CPed *m_pPedAtSafePos[6];
- float m_fWalkAngle;
+ CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
+ char unused1;
+ int16 m_nCheckPlayersIndex;
+ float m_fWalkAngle; //angle between heading and walking direction
float m_fFPSMoveHeading;
+ RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model
+ float m_fGunSpinSpeed; // for minigun
+ float m_fGunSpinAngle;
+ unsigned int m_nPadDownPressedInMilliseconds;
+ unsigned int m_nPadUpPressedInMilliseconds;
CPlayerPed();
~CPlayerPed();
@@ -45,7 +55,8 @@ public:
void SetWantedLevelNoDrop(int32 level);
void KeepAreaAroundPlayerClear(void);
void AnnoyPlayerPed(bool);
- void MakeChangesForNewWeapon(int8);
+ void MakeChangesForNewWeapon(int32);
+ void MakeChangesForNewWeapon(eWeaponType);
void SetInitialState(void);
void ProcessControl(void);
void ClearAdrenaline(void);
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp
index 2dc0bbab..14bd042c 100644
--- a/src/peds/Population.cpp
+++ b/src/peds/Population.cpp
@@ -471,9 +471,28 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
if (ms_bGivePedsWeapons) {
- eWeaponType weapon = (eWeaponType)CGeneral::GetRandomNumberInRange(WEAPONTYPE_UNARMED, WEAPONTYPE_DETONATOR);
+ eWeaponType weapon;
+
+ // TODO(Miami): Look here when weapons have been ported
+ switch (CGeneral::GetRandomNumber() & 3) {
+ case 0:
+ weapon = WEAPONTYPE_COLT45;
+ break;
+ case 1:
+ //weapon = WEAPONTYPE_NIGHTSTICK;
+ //break;
+ case 2:
+ //weapon = WEAPONTYPE_GOLFCLUB;
+ //break;
+ case 3:
+ weapon = WEAPONTYPE_TEC9;
+ break;
+ default:
+ break;
+ }
if (weapon != WEAPONTYPE_UNARMED) {
- ped->SetCurrentWeapon(ped->GiveWeapon(weapon, 25001));
+ ped->GiveDelayedWeapon(weapon, 25001);
+ ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot);
}
}
return ped;
@@ -501,12 +520,14 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
- uint32 weapon;
+ eWeaponType weapon;
if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
- weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
+ weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2;
else
- weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
- ped->SetCurrentWeapon(weapon);
+ weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1;
+
+ ped->GiveDelayedWeapon(weapon, 25001);
+ ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot);
return ped;
}
case PEDTYPE_EMERGENCY: