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-rw-r--r--src/peds/PlayerPed.cpp92
1 files changed, 88 insertions, 4 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index c6580d32..6dbf7687 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -1,11 +1,16 @@
#include "common.h"
#include "patcher.h"
#include "PlayerPed.h"
+#include "Wanted.h"
+#include "Fire.h"
+#include "DMAudio.h"
+#include "Pad.h"
#include "Camera.h"
#include "WeaponEffects.h"
#include "ModelIndices.h"
#include "World.h"
#include "RpAnimBlend.h"
+#include "AnimBlendAssociation.h"
#include "General.h"
#include "Pools.h"
#include "Darkel.h"
@@ -60,7 +65,7 @@ void CPlayerPed::ClearWeaponTarget()
TheCamera.ClearPlayerWeaponMode();
CWeaponEffects::ClearCrossHair();
}
- ClearPointGunAt();
+ ClearPointGunAt();
}
void
@@ -683,7 +688,14 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
float padMove = CVector2D(leftRight, upDown).Magnitude();
float padMoveInGameUnit = padMove / PAD_MOVE_TO_GAME_WORLD_MOVE;
if (padMoveInGameUnit > 0.0f) {
+#ifdef FREE_CAM
+ if (!CCamera::bFreeCam)
+ m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
+ else
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
+#else
m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
+#endif
m_fMoveSpeed = min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
} else {
m_fMoveSpeed = 0.0f;
@@ -976,6 +988,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if (padUsed->TargetJustDown()) {
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
+ m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
+ SetHeading(m_fRotationCur);
+ }
+#endif
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0);
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE)
@@ -995,7 +1013,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) {
if (m_nSelectedWepSlot == m_currentWeapon) {
if (m_pPointGunAt) {
- SetAttack(m_pPointGunAt);
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE && m_fMoveSpeed < 1.0f)
+ StartFightAttack(padUsed->GetWeapon());
+ else
+#endif
+ SetAttack(m_pPointGunAt);
} else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
if (m_nPedState == PED_ATTACK) {
if (padUsed->WeaponJustDown()) {
@@ -1022,11 +1045,65 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
bIsAttacking = false;
}
}
+
+#ifdef FREE_CAM
+ // Rotate player/arm when shooting. We don't have auto-rotation anymore
+ if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
+ m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
+
+ // Weapons except throwable and melee ones
+ if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) {
+ if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
+ float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
+
+ // On this one we can rotate arm.
+ if (weaponInfo->m_bCanAimWithArm) {
+ if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
+ SetPointGunAt(nil);
+ bIsPointingGunAt = false; // to not stop after attack
+ }
+
+ SetLookFlag(limitedCam, true);
+ SetAimFlag(limitedCam);
+#ifdef VC_PED_PORTS
+ SetLookTimer(INT_MAX); // removing this makes head move for real, but I experinced some bugs.
+#endif
+ } else {
+ m_fRotationDest = limitedCam;
+ m_headingRate = 50.0f;
+
+ // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
+ if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float limitedRotDest = m_fRotationDest;
+
+ if (m_fRotationCur - PI > m_fRotationDest) {
+ limitedRotDest += 2 * PI;
+ } else if (PI + m_fRotationCur < m_fRotationDest) {
+ limitedRotDest -= 2 * PI;
+ }
+
+ m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
+ }
+ }
+ } else if (weaponInfo->m_bCanAimWithArm)
+ ClearPointGunAt();
+ else
+ RestoreHeadingRate();
+ }
+ }
+#endif
+
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
if (m_pPointGunAt) {
// what??
if (!m_pPointGunAt
- || CCamera::m_bUseMouse3rdPerson || m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->bInVehicle) {
+#ifdef FREE_CAM
+ || (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson)
+#else
+ || CCamera::m_bUseMouse3rdPerson
+#endif
+ || m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->bInVehicle) {
ClearWeaponTarget();
return;
}
@@ -1042,7 +1119,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SYPHON, 0, 0);
TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
- } else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
+ }
+#ifdef FREE_CAM
+ else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
+#else
+ else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
+#endif
if (padUsed->TargetJustDown())
FindWeaponLockOnTarget();
}
@@ -1414,6 +1496,8 @@ CPlayerPed::ProcessControl(void)
}
}
+#include <new>
+
class CPlayerPed_ : public CPlayerPed
{
public: