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-rw-r--r--src/peds/Ped.h2
-rw-r--r--src/peds/PedAI.cpp6
-rw-r--r--src/peds/PedFight.cpp48
-rw-r--r--src/peds/PlayerPed.cpp34
-rw-r--r--src/peds/PlayerPed.h2
5 files changed, 46 insertions, 46 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 88a16a95..6c0d9987 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -1003,7 +1003,7 @@ public:
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
- return ANIM_WEAPON_FIRE_3RD;
+ return Get3rdFireAnim(weapon);
else
return GetPrimaryFireAnim(weapon);
}
diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp
index 9297f87a..16e6c8e2 100644
--- a/src/peds/PedAI.cpp
+++ b/src/peds/PedAI.cpp
@@ -2147,10 +2147,10 @@ CPed::SelectGunIfArmed(void)
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
- if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
+ if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 ||
+ weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN ||
- weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 ||
- weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
+ weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) {
SetCurrentWeapon(i);
return true;
}
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
index 99894131..eaa2aa3d 100644
--- a/src/peds/PedFight.cpp
+++ b/src/peds/PedFight.cpp
@@ -661,9 +661,7 @@ CPed::Attack(void)
{
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
- eWeaponType ourWeaponType;
float weaponAnimTime;
- eWeaponFire ourWeaponFire;
float animLoopEnd;
CWeaponInfo *ourWeapon;
bool attackShouldContinue;
@@ -673,9 +671,7 @@ CPed::Attack(void)
float animLoopStart;
CVector firePos;
- ourWeaponType = GetWeapon()->m_eWeaponType;
- ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
- ourWeaponFire = ourWeapon->m_eWeaponFire;
+ ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
weaponAnimAssoc = nil;
attackShouldContinue = !!bIsAttacking;
reloadAnimAssoc = nil;
@@ -694,14 +690,15 @@ CPed::Attack(void)
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
}
- } else {
- AnimationId anim = GetFireAnimNotDucking(ourWeapon);
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim);
- if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) {
+ } else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon));
+ if (weaponAnimAssoc) {
animLoopStart = 11.f/30.f;
animLoopEnd = 19.f/30.f;
delayBetweenAnimAndFire = 14.f/30.f;
}
+ } else {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon));
}
if (GetReloadAnim(ourWeapon)) {
@@ -778,15 +775,15 @@ CPed::Attack(void)
if (!weaponAnimAssoc) {
if (!throwAssoc) {
if (attackShouldContinue) {
- if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
+ if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
- } else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE ||
- GetFireAnimGround(ourWeapon) ||
+ } else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE ||
+ !GetFireAnimGround(ourWeapon, false) ||
CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
@@ -831,11 +828,11 @@ CPed::Attack(void)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
- if (ourWeaponType != WEAPONTYPE_CHAINSAW
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW
|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
- if (ourWeaponType == WEAPONTYPE_CHAINSAW) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
@@ -859,11 +856,11 @@ CPed::Attack(void)
GetWeapon()->Fire(this, &firePos);
- if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
- ourWeaponType == WEAPONTYPE_TEARGAS) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) {
RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
}
- if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
+ if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
@@ -875,13 +872,13 @@ CPed::Attack(void)
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8)));
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break;
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break;
default:
break;
@@ -944,14 +941,13 @@ CPed::Attack(void)
}
if (IsPlayer()) {
- eWeaponType weaponType = GetWeapon()->m_eWeaponType;
- if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_GOLFCLUB || weaponType == WEAPONTYPE_KATANA) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) {
float loopEndWithDelay = animLoopEnd;
if (loopEndWithDelay >= 98.0f)
loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
- CSpecialFX::AddWeaponStreak(weaponType);
+ CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
}
}
}
@@ -970,7 +966,7 @@ CPed::Attack(void)
weaponAnimTime = weaponAnimAssoc->currentTime;
// Anim loop end, either start the loop again or finish the attack
- if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
+ if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
@@ -997,7 +993,7 @@ CPed::Attack(void)
PedOnGroundState pedOnGroundState;
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
- || ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
+ || GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
if (weaponAnimAssoc->animId == fireAnim)
@@ -1030,10 +1026,10 @@ CPed::Attack(void)
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
// Fun fact: removing this part leds to reloading flamethrower
- if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0f;
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 8220b370..a3fc608e 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -61,7 +61,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_pWanted->Initialise();
m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED;
- m_nSelectedWepSlot = 0;
+ m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false;
SetWeaponLockOnTarget(nil);
@@ -300,7 +300,7 @@ CPlayerPed::SetInitialState(void)
m_nLastPedState = PED_NONE;
m_animGroup = ASSOCGRP_PLAYER;
m_fMoveSpeed = 0.0f;
- m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
+ m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
m_nEvadeAmount = 0;
m_pEvadingFrom = nil;
bIsPedDieAnimPlaying = false;
@@ -748,17 +748,20 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
- for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
+ // I don't know what kind of loop that was
+ m_nSelectedWepSlot = m_currentWeapon - 1;
+ do {
if (m_nSelectedWepSlot < 0)
m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
- if (m_nSelectedWepSlot == 0)
+ if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED)
break;
- if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed())
break;
- }
- }
+
+ --m_nSelectedWepSlot;
+ } while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
}
}
}
@@ -772,17 +775,17 @@ spentAmmoCheck:
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
return;
- if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
- || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
- m_nSelectedWepSlot = m_currentWeapon - 1;
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR
+ && GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE)
+ m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE;
else
- m_nSelectedWepSlot = 2;
+ m_nSelectedWepSlot = m_currentWeapon - 1;
- for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
+ for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) {
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
#ifdef FIX_BUGS
- if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
+ if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) {
#else
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
@@ -791,15 +794,16 @@ spentAmmoCheck:
goto switchDetectDone;
}
}
- m_nSelectedWepSlot = 0;
+ m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
}
}
switchDetectDone:
if (m_nSelectedWepSlot != m_currentWeapon) {
- if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) {
RemoveWeaponAnims(m_currentWeapon, -1000.0f);
MakeChangesForNewWeapon(m_nSelectedWepSlot);
+ }
}
}
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
index 3c58f7f5..09bd1377 100644
--- a/src/peds/PlayerPed.h
+++ b/src/peds/PlayerPed.h
@@ -15,7 +15,7 @@ public:
float m_fCurrentStamina;
float m_fMaxStamina;
float m_fStaminaProgress;
- int8 m_nSelectedWepSlot; // eWeaponType
+ int8 m_nSelectedWepSlot;
bool m_bSpeedTimerFlag;
uint8 m_nEvadeAmount;
uint32 m_nSpeedTimer; // m_nStandStillTimer?