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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r--src/peds/PlayerPed.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index c84ed4b4..2dbdb59c 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -228,7 +228,7 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
- if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM))
ClearWeaponTarget();
// WEAPONTYPE_SNIPERRIFLE? Wut?
@@ -855,7 +855,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
bIsAttacking = false;
}
- if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) {
if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
m_nEvadeAmount = 0;
@@ -900,13 +900,13 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
return;
}
- if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
m_nMoveState = PEDMOVE_SPRINT;
}
if (m_nPedState != PED_FIGHT)
SetRealMoveAnim();
- if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) &&
+ if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)) &&
padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
ClearAttack();
@@ -1034,14 +1034,14 @@ CPlayerPed::CanIKReachThisTarget(CVector target, CWeapon* weapon, bool zRotImpor
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(target.x, target.y, GetPosition().x, GetPosition().y);
float angleDiff = CGeneral::LimitRadianAngle(angleToFace - m_fRotationCur);
- return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_bCanAimWithArm || Abs(angleDiff) <= HALFPI) &&
- (CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_bCanAimWithArm || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D());
+ return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(angleDiff) <= HALFPI) &&
+ (CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D());
}
void
CPlayerPed::RotatePlayerToTrackTarget(void)
{
- if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
return;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
@@ -1250,7 +1250,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
bCrouchWhenShooting = false;
}
- if(weaponInfo->m_bCanAim)
+ if(weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM))
m_wepAccuracy = 95;
else
m_wepAccuracy = 100;
@@ -1310,7 +1310,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_bHaveTargetSelected = false;
}
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
- !weaponInfo->m_bFightMode) {
+ !weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
padUsed->WeaponJustDown())
@@ -1342,7 +1342,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
-#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting)
+#define CAN_AIM_WITH_ARM (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && !bIsDucking && !bCrouchWhenShooting)
// Weapons except throwable and melee ones
if (weaponInfo->m_nWeaponSlot > 2) {
if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
@@ -1365,7 +1365,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_headingRate = 12.5f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
- if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) {
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float limitedRotDest = m_fRotationDest;
@@ -1392,7 +1392,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
#endif
- if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
+ if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) {
if (m_pPointGunAt) {
// what??
if (!m_pPointGunAt
@@ -1415,7 +1415,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
return;
}
if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) ||
- (!bCanPointGunAtTarget && !weaponInfo->m_bCanAimWithArm)) { // this line isn't on Mobile, idk why
+ (!bCanPointGunAtTarget && !weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))) { // this line isn't on Mobile, idk why
ClearWeaponTarget();
return;
}
@@ -1460,7 +1460,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
bool
CPlayerPed::MovementDisabledBecauseOfTargeting(void)
{
- return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm;
+ return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
}
// --MIAMI: Done
@@ -1521,7 +1521,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
return;
}
- if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
if (!m_pCurrentPhysSurface || (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08))
m_nMoveState = PEDMOVE_SPRINT;
}
@@ -1529,7 +1529,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
if (m_nPedState != PED_FIGHT)
SetRealMoveAnim();
- if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
+ if (!bIsInTheAir && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)
&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
ClearAttack();
ClearWeaponTarget();