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-rw-r--r--src/weapons/Weapon.cpp32
1 files changed, 31 insertions, 1 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 36303c2c..c0319a11 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -932,11 +932,37 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeBikers = false;
}
+#ifdef FIX_BUGS
+ // fix muzzleflash rotation
+ heading = CGeneral::GetAngleBetweenPoints(source.x, source.y, target.x, target.y);
+ angle = DEGTORAD(heading);
+
+ ahead = CVector2D(-Sin(angle), Cos(angle));
+ ahead.Normalise();
+#endif
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
+#ifdef FREE_CAM
+ CPed *shooterPed = (CPed *)shooter;
+ if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
+ target.x = info->m_fRange;
+ target.y = 0.0f;
+ target.z = 0.0f;
+ shooterPed->TransformToNode(target, PED_HANDR);
+ }
+#endif
+
+#ifdef FIX_BUGS
+ // fix muzzleflash rotation
+ heading = CGeneral::GetAngleBetweenPoints(source.x, source.y, target.x, target.y);
+ angle = DEGTORAD(heading);
+
+ ahead = CVector2D(-Sin(angle), Cos(angle));
+ ahead.Normalise();
+#endif
CWorld::bIncludeBikers = true;
CWorld::bIncludeDeadPeds = true;
CWorld::bIncludeCarTyres = true;
@@ -3137,7 +3163,11 @@ CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
void
CWeapon::BlowUpExplosiveThings(CEntity *thing)
{
+#ifdef FIX_BUGS
+ if ( thing && thing->IsObject() )
+#else
if ( thing )
+#endif
{
CObject *object = (CObject*)thing;
int32 mi = object->GetModelIndex();
@@ -3182,7 +3212,7 @@ bool
CPed::IsPedDoingDriveByShooting(void)
{
#ifdef FIX_BUGS
- if (FindPlayerPed() == this && CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5) {
+ if (FindPlayerPed() == this && CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == WEAPONSLOT_SUBMACHINEGUN) {
#else
if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
#endif