diff options
Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 330d209b..ef5815ed 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -192,7 +192,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 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(); CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay); @@ -685,7 +685,7 @@ 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; @@ -723,13 +723,13 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed) m_fMoveSpeed = 0.0f; } } - 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(); ClearWeaponTarget(); @@ -1061,12 +1061,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { // Weapons except throwable and melee ones - if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) { - if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) { + if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) || weaponInfo->IsFlagSet(WEAPONFLAG_1ST_PERSON) || weaponInfo->IsFlagSet(WEAPONFLAG_EXPANDS)) { + if ((padUsed->GetTarget() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) || padUsed->GetWeapon()) { float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); // On this one we can rotate arm. - if (weaponInfo->m_bCanAimWithArm) { + if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) { 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 @@ -1083,7 +1083,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_headingRate = 50.0f; // 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; @@ -1096,7 +1096,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2; } } - } else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK) + } else if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && m_nPedState != PED_ATTACK) ClearPointGunAt(); } } @@ -1133,7 +1133,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition()); } #ifdef FREE_CAM - else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) { + else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && !CCamera::m_bUseMouse3rdPerson)) { #else else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) { #endif @@ -1215,13 +1215,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) } } - 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(); ClearWeaponTarget(); |