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-rw-r--r--src/weapons/Weapon.cpp750
1 files changed, 586 insertions, 164 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index deb77cb9..eaf86bfc 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -29,28 +29,51 @@
#include "WaterLevel.h"
#include "WeaponInfo.h"
#include "World.h"
+#include "SurfaceTable.h"
-uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
+// TODO(Miami)
+#define AUDIO_NOT_READY
+
+// TODO(Miami): Those are mostly placeholders!!!
+uint16 gReloadSampleTime[] =
{
0, // UNARMED
- 0, // BASEBALLBAT
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0, // GRENADE
+ 0, // DETONATEGRENADE
+ 0, // TEARGAS
+ 0, // MOLOTOV
+ 0, // ROCKET
250, // COLT45
+ 250, // PYTHON
+ 650, // SHOTGUN
+ 650, // SPAS12 SHOTGUN
+ 650, // STUBBY SHOTGUN
400, // TEC9
400, // UZIhec
400, // SILENCED_INGRAM
400, // MP5
- 650, // SHOTGUN
- 300, // AK47
300, // M16
+ 300, // AK47
423, // SNIPERRIFLE
+ 423, // LASERSCOPE
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
- 0, // MOLOTOV
- 0, // ROCKET
- 0, // GRENADE
- 0, // DETONATEGRENADE
+ 0, // M60
+ 0, // MINIGUN
0, // DETONATOR
- 0 // HELICANNON
+ 0, // HELICANNON
+ 0 // CAMERA
};
CWeaponInfo *
@@ -96,10 +119,7 @@ CWeapon::Initialise(eWeaponType type, int32 ammo)
{
m_eWeaponType = type;
m_eWeaponState = WEAPONSTATE_READY;
- if (ammo > 99999)
- m_nAmmoTotal = 99999;
- else
- m_nAmmoTotal = ammo;
+ m_nAmmoTotal = Min(ammo, 99999);
m_nAmmoInClip = 0;
Reload();
m_nTimer = 0;
@@ -156,6 +176,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
return false;
bool fired;
+ bool addFireRateAsDelay = true;
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
{
@@ -165,33 +186,40 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
switch ( m_eWeaponType )
{
case WEAPONTYPE_SHOTGUN:
+ case WEAPONTYPE_SPAS12_SHOTGUN:
+ case WEAPONTYPE_STUBBY_SHOTGUN:
{
+ addFireRateAsDelay = true;
fired = FireShotgun(shooter, source);
break;
}
case WEAPONTYPE_COLT45:
+ case WEAPONTYPE_PYTHON:
case WEAPONTYPE_UZI:
case WEAPONTYPE_TEC9:
case WEAPONTYPE_SILENCED_INGRAM:
case WEAPONTYPE_MP5:
- case WEAPONTYPE_AK47:
- case WEAPONTYPE_M16:
+ case WEAPONTYPE_M4:
+ case WEAPONTYPE_RUGER:
+ case WEAPONTYPE_M60:
+ case WEAPONTYPE_MINIGUN:
case WEAPONTYPE_HELICANNON:
{
if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
- && shooter == FindPlayerPed())
- {
+ && shooter == FindPlayerPed()) {
+ addFireRateAsDelay = false;
fired = FireM16_1stPerson(shooter);
- }
- else
+ } else {
+ addFireRateAsDelay = true;
fired = FireInstantHit(shooter, source);
-
+ }
break;
}
case WEAPONTYPE_SNIPERRIFLE:
+ case WEAPONTYPE_LASERSCOPE:
{
fired = FireSniper(shooter);
@@ -218,6 +246,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_DETONATOR_GRENADE:
+ case WEAPONTYPE_TEARGAS:
{
if ( shooter == FindPlayerPed() )
{
@@ -267,51 +296,58 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
}
- if ( fired )
+ if (fired)
{
bool isPlayer = false;
- if ( shooter->IsPed() )
+ if (shooter->IsPed())
{
- CPed *shooterPed = (CPed*)shooter;
+ CPed* shooterPed = (CPed*)shooter;
shooterPed->bIsShooting = true;
- if ( shooterPed->IsPlayer() )
+ if (shooterPed->IsPlayer())
isPlayer = true;
DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
}
- if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
- if ( m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) ) m_nAmmoTotal--;
+ if (m_nAmmoInClip > 0)
+ m_nAmmoInClip--;
- if ( m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER )
+ if (m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) && (!isPlayer || CStats::GetPercentageProgress() < 100.0f || m_eWeaponType == WEAPONTYPE_DETONATOR))
+ m_nAmmoTotal--;
+
+ if (m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f);
m_eWeaponState = WEAPONSTATE_FIRING;
- }
- if ( m_nAmmoInClip == 0 )
- {
- if ( m_nAmmoTotal == 0 )
- return true;
+ if (m_nAmmoInClip == 0)
+ {
+ if (m_nAmmoTotal == 0)
+ return true;
- m_eWeaponState = WEAPONSTATE_RELOADING;
- m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
+ m_eWeaponState = WEAPONSTATE_RELOADING;
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
- if ( shooter == FindPlayerPed() )
- {
- if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload )
- m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
+ if (shooter == FindPlayerPed())
+ {
+ if (CWorld::Players[CWorld::PlayerInFocus].m_bFastReload)
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
+ }
+
+ return true;
}
- return true;
- }
+ if (addFireRateAsDelay)
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nFiringRate;
+ else
+ m_nTimer = CTimer::GetTimeInMilliseconds();
- m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
- if ( shooter == FindPlayerPed() )
- CStats::RoundsFiredByPlayer++;
+ if (shooter == FindPlayerPed())
+ CStats::RoundsFiredByPlayer++;
+ }
}
else
{
@@ -319,9 +355,15 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
m_eWeaponState = WEAPONSTATE_FIRING;
+#ifndef AUDIO_NOT_READY
+ if (shooter->IsPed() && m_eWeaponType != WEAPONTYPE_CHAINSAW)
+ {
+ DMAudio.PlayOneShot(((CPed*)shooter)->m_audioEntityId, 188, m_eWeaponType << 8);
+ }
+#endif
}
- FireMelee(shooter, *source);
+ fired = FireMelee(shooter, *source);
}
if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
@@ -331,7 +373,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
bool
-CWeapon::FireFromCar(CAutomobile *shooter, bool left)
+CWeapon::FireFromCar(CVehicle *shooter, bool left)
{
ASSERT(shooter!=nil);
@@ -369,7 +411,7 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left)
return true;
}
-// --MIAMI: Just a few lines is done
+// --MIAMI: Done, except commented things
bool
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
@@ -383,20 +425,33 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
CPed *shooterPed = (CPed*)shooter;
+ if (shooterPed == FindPlayerPed()) {
+ if (m_eWeaponType == WEAPONTYPE_GOLFCLUB || m_eWeaponType == WEAPONTYPE_NIGHTSTICK ||
+ (m_eWeaponType >= WEAPONTYPE_BASEBALLBAT && m_eWeaponType <= WEAPONTYPE_CHAINSAW)) {
+
+ // TODO(Miami): BreakGlassPhysically
+ if (m_eWeaponType == WEAPONTYPE_CHAINSAW) {
+ CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
+ }
+ }
+ }
+
+ int damageEntityRegistered = 0;
+
for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ )
{
CPed *victimPed = shooterPed->m_nearPeds[i];
ASSERT(victimPed!=nil);
if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget)
- && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) )
+ && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31)
+ && (!shooterPed->IsGangMember() || victimPed->CanBeDamagedByThisGangMember(shooterPed)) )
{
bool collided = false;
- CColModel *victimPedCol = &CTempColModels::ms_colModelPed1;
- if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) )
- victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
-
+ if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE
+ || info->m_bFightMode))
+ continue;
float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
@@ -405,12 +460,29 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
{
CVector collisionDist;
+ CColModel* victimPedCol = &CTempColModels::ms_colModelPed1;
+ bool useLocalPos = false;
+ if (victimPed->m_nPedState == PED_FALL
+ || victimPed->m_nPedState == PED_DIE && victimPed->bIsPedDieAnimPlaying
+ || victimPed->m_nWaitState == WAITSTATE_SIT_IDLE
+ || victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE)
+ {
+ useLocalPos = true;
+ victimPedCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(victimPed->GetModelIndex()))->AnimatePedColModelSkinnedWorld(victimPed->GetClump());
+ } else if (victimPed->DyingOrDead()) {
+ victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
+ }
int32 s = 0;
while ( s < victimPedCol->numSpheres )
{
CColSphere *sphere = &victimPedCol->spheres[s];
- collisionDist = victimPedPos+sphere->center-(*fireSource);
+
+ if (useLocalPos) {
+ collisionDist = sphere->center - (*fireSource);
+ } else {
+ collisionDist = victimPedPos + sphere->center - (*fireSource);
+ }
if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
{
@@ -431,65 +503,115 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
int32 localDir = victimPed->GetLocalDirection(posOffset);
- bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
+ bool isHeavy = m_eWeaponType >= WEAPONTYPE_GOLFCLUB && m_eWeaponType <= WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_HAMMER;
+
+ if (shooterPed->m_fDamageImpulse == 0.0f) {
+ shooterPed->m_pDamageEntity = victimPed;
+ victimPed->RegisterReference(&shooterPed->m_pDamageEntity);
+ }
+
+ damageEntityRegistered = 3;
+ // TODO(Miami): Bike
if ( !victimPed->DyingOrDead() )
victimPed->ReactToAttack(shooterPed);
uint8 hitLevel = HITLEVEL_HIGH;
- if ( isBat && victimPed->OnGround() )
+ if ( isHeavy && (victimPed->OnGround() || victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE))
hitLevel = HITLEVEL_GROUND;
victimPed->StartFightDefend(localDir, hitLevel, 10);
if ( !victimPed->DyingOrDead() )
{
- if ( shooterPed->IsPlayer() && isBat && anim2Playing )
+ if ( shooterPed->IsPlayer() && isHeavy && anim2Playing )
victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir);
else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive )
victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir);
else
{
- if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair
+ if ( victimPed->IsPlayer() && isHeavy ) // wtf, it's not fair
victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir);
else
victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir);
}
}
- if ( CGame::nastyGame )
+ if ( CGame::nastyGame && victimPed->GetIsOnScreen() )
{
- if ( victimPed->GetIsOnScreen() )
- {
- CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
+ CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+
+ if ( isHeavy )
+ {
+ dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+
+ dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
- CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ }
- if ( isBat )
+ if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
+ {
+ if (victimPed->m_nPedState != PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 1)
+ || victimPed->m_nPedState == PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 3))
{
- dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
- dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
- CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
-
- dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
- dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
- CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_TEST, bloodPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
}
+ CVector newDir(dir);
+ newDir.z += 0.2f;
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL, bloodPos, newDir);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir);
+ newDir.z = dir.z + 0.1f;
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir);
+ newDir.x = 0.0f;
+ newDir.y = 0.0f;
+ newDir.z = 0.01f;
+ CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir);
+
+ // TODO(Miami): New particle
+ /*
+ v116.z = 0.0;
+ v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
+ v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
+ v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
+ v115.z = 1.0;
+ v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
+ CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
+ CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0);
+
+ */
+ }
+ if (info->m_AnimToPlay == ASSOCGRP_KNIFE)
+ {
+ dir.x += 0.1f * shooterPed->GetUp().x + 0.05f * shooterPed->GetRight().x;
+ dir.y += 0.1f * shooterPed->GetUp().y + 0.05f * shooterPed->GetRight().y;
+ dir.z += 0.1f * shooterPed->GetUp().z + 0.05f * shooterPed->GetRight().z;
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir);
}
}
if ( !victimPed->OnGround() )
{
if ( victimPed->m_fHealth > 0.0f
- && (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) )
+ && (victimPed->m_fHealth < 30.0f && victimPedHealth > 20.0f ||
+ (isHeavy || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) && !victimPed->IsPlayer()) )
{
posOffset.Normalise();
victimPed->bIsStanding = false;
- victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
+ if(m_eWeaponType == WEAPONTYPE_CHAINSAW)
+ victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 2.0f);
+ else
+ victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
- if ( isBat && victimPed->IsPlayer() )
+ if ( isHeavy && victimPed->IsPlayer() )
victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
else
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
@@ -502,21 +624,152 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
posOffset.Normalise();
victimPed->bIsStanding = false;
- victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
+ if(m_eWeaponType == WEAPONTYPE_CHAINSAW)
+ victimPed->ApplyMoveForce(posOffset.x*-1.0f, posOffset.y*-1.0f, 1.0f);
+ else
+ victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
}
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
- if ( victimPed->m_nPedType == PEDTYPE_COP )
- CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
- else
- CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ if (m_eWeaponType != WEAPONTYPE_KNIFE && m_eWeaponType != WEAPONTYPE_MACHETE
+ && m_eWeaponType != WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_CHAINSAW) {
+
+ if (victimPed->m_nPedType == PEDTYPE_COP)
+ CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ } else {
+ if (victimPed->m_nPedType == PEDTYPE_COP)
+ CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ }
}
}
}
}
}
}
+ CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, false, true, false, false, false, false);
+ if (nearVeh && nearVeh->IsCar())
+ {
+ CAutomobile *nearCar = (CAutomobile*)nearVeh;
+ m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
+ if (shooterPed == FindPlayerPed())
+ {
+ if (nearCar->IsLawEnforcementVehicle())
+ {
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_VEHICLE, nearCar, shooterPed, 2000);
+ }
+ float oldHealth = nearCar->m_fHealth;
+ if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
+ {
+ for(int i=0; i<4; i++) {
+ CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f));
+ CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, gaTempSphereColPoints[0].normal * 0.1f);
+ }
+ }
+ if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
+ {
+ nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
+
+ // TODO(Miami): Particle not in III
+ // CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
+ }
+ else
+ {
+ nearCar->VehicleDamage(info->m_nDamage* (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
+ }
+ if (nearCar->m_fHealth < oldHealth)
+ {
+ nearCar->m_nLastWeaponDamage = m_eWeaponType;
+ nearCar->m_pLastDamageEntity = shooterPed;
+ }
+ if (shooterPed->m_fDamageImpulse == 0.0f)
+ {
+ shooterPed->m_pDamageEntity = nearCar;
+ nearCar->RegisterReference(&shooterPed->m_pDamageEntity);
+ }
+ damageEntityRegistered = 2;
+ if (FindPlayerPed()->GetWeapon() == this && nearCar->VehicleCreatedBy != MISSION_VEHICLE)
+ {
+ if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH
+ && (CGeneral::GetRandomTrueFalse() || nearCar->AutoPilot.m_nCarMission != MISSION_CRUISE))
+ {
+ int leaveCarDelay = 200;
+ CPed *driver = nearCar->pDriver;
+ if (driver && driver->CharCreatedBy != MISSION_CHAR)
+ {
+ if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear)
+ {
+ driver->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
+ }
+ else
+ {
+ driver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
+ driver->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ driver->m_prevObjective = OBJECTIVE_KILL_CHAR_ON_FOOT;
+ }
+ driver->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 200;
+ leaveCarDelay = 400;
+ }
+ for (int j = 0; j < nearCar->m_nNumPassengers; ++j)
+ {
+ CPed *passenger = nearCar->pPassengers[j];
+ if (passenger && passenger->CharCreatedBy != MISSION_CHAR)
+ {
+ nearCar->pPassengers[j]->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
+ passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + leaveCarDelay;
+ leaveCarDelay += 200;
+ }
+ }
+ }
+ else
+ {
+ CPed *driver = nearCar->pDriver;
+ if (driver)
+ {
+ if (driver->m_objective != OBJECTIVE_LEAVE_VEHICLE && driver->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT &&
+ driver->m_objective != OBJECTIVE_FLEE_TILL_SAFE)
+ {
+ if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH)
+ nearCar->AutoPilot.m_nCruiseSpeed = nearCar->AutoPilot.m_nCruiseSpeed * 1.5f;
+
+ nearCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
+ }
+ }
+ }
+ }
+ }
+ if (m_eWeaponType == WEAPONTYPE_CHAINSAW)
+ {
+ CEntity *nearStatic = (CObject*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, true, false, false, true, false, false);
+ if (nearStatic)
+ {
+ for(int i=0; i < 4; i++) {
+ CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f), 0, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0);
+ }
+
+ // TODO(Miami): Particle not in III
+ //CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
+
+ if (!damageEntityRegistered)
+ {
+ m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
+ if (shooterPed->m_fDamageImpulse == 0.0f)
+ {
+ shooterPed->m_pDamageEntity = nearStatic;
+ nearStatic->RegisterReference(&shooterPed->m_pDamageEntity);
+ }
+ }
+ if (nearStatic->IsObject() && ((CObject*)nearStatic)->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY)
+ ((CObject*)nearStatic)->ObjectDamage(200.0f);
+ }
+ }
return true;
}
@@ -564,7 +817,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
if ( threatAttack->IsPed() )
{
- threatAttack->m_pedIK.GetComponentPosition(target, PED_MID);
+ threatAttack->m_pedIK.GetComponentPosition(*(RwV3d *)&target, PED_MID);
threatAttack->ReactToPointGun(shooter);
}
else
@@ -606,7 +859,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeDeadPeds = false;
int32 rotSpeed = 1;
- if ( m_eWeaponType == WEAPONTYPE_M16 )
+ if ( m_eWeaponType == WEAPONTYPE_M4 )
rotSpeed = 4;
CVector bulletPos;
@@ -634,7 +887,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
int32 rotSpeed = 1;
- if ( m_eWeaponType == WEAPONTYPE_M16 )
+ if ( m_eWeaponType == WEAPONTYPE_M4 )
rotSpeed = 4;
CVector bulletPos;
@@ -659,45 +912,15 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
switch ( m_eWeaponType )
{
- case WEAPONTYPE_AK47:
+ case WEAPONTYPE_M4:
+ case WEAPONTYPE_RUGER:
+ case WEAPONTYPE_M60:
+ case WEAPONTYPE_MINIGUN:
+ case WEAPONTYPE_HELICANNON:
{
static uint8 counter = 0;
- if ( !(++counter & 1) )
- {
- CPointLights::AddLight(CPointLights::LIGHT_POINT,
- *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
- 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
- CVector gunflashPos = *fireSource;
- gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.10f);
- gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
- gunflashPos += CVector(0.05f*ahead.x, 0.05f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
- gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
-
- CVector gunsmokePos = *fireSource;
- float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
-
- CVector gunshellPos = *fireSource;
- gunshellPos -= CVector(0.5f*ahead.x, 0.5f*ahead.y, 0.0f);
- CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
- dir.Normalise2D();
- AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.018f);
- }
-
- break;
- }
-
- case WEAPONTYPE_M16:
- {
- static uint8 counter = 0;
-
- if ( !(++counter & 1) )
+ if ( info->m_nFiringRate >= 50 && !(++counter & 1) )
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
@@ -805,6 +1028,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
case WEAPONTYPE_COLT45:
+ case WEAPONTYPE_PYTHON:
+ case WEAPONTYPE_SNIPERRIFLE:
+ case WEAPONTYPE_LASERSCOPE:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
@@ -918,7 +1144,8 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
}
else
{
- if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
+ if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON
+ || m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_PYTHON)
{
posOffset.Normalise();
victimPed->bIsStanding = false;
@@ -943,7 +1170,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
- if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 )
+ if ( m_eWeaponType == WEAPONTYPE_M4 )
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
else
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
@@ -972,7 +1199,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
- if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
+ if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON )
bloodAmount = 32;
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
@@ -1044,7 +1271,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
}
case ENTITY_TYPE_VEHICLE:
{
- ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
+ ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, point->point);
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
@@ -1188,10 +1415,35 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
else
shooterAngle = RADTODEG(shooter->GetForward().Heading());
+ int shootsAtOnce;
+ int checkObstacleOnShootNo;
+ float angleRange;
+ switch (m_eWeaponType) {
+ case WEAPONTYPE_SHOTGUN:
+ angleRange = DEGTORAD(9.0f);
+ checkObstacleOnShootNo = 1;
+ shootsAtOnce = 3;
+ break;
+ case WEAPONTYPE_SPAS12_SHOTGUN:
+ angleRange = DEGTORAD(6.0f);
+ checkObstacleOnShootNo = 1;
+ shootsAtOnce = 3;
+ break;
+ case WEAPONTYPE_STUBBY_SHOTGUN:
+ angleRange = DEGTORAD(18.0f);
+ checkObstacleOnShootNo = 2;
+ shootsAtOnce = 5;
+ break;
+ default:
+ break;
+ }
+ bool statUpdated = false;
+ float halfAngleRange = angleRange / 2.f;
+ float angleBetweenTwoShot = angleRange / (shootsAtOnce - 1.f);
- for ( int32 i = 0; i < 5; i++ ) // five shoots at once
+ for ( int32 i = 0; i < shootsAtOnce; i++ )
{
- float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
+ float shootAngle = DEGTORAD(RADTODEG(halfAngleRange - angleBetweenTwoShot * i) + shooterAngle);
CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
CVector source, target;
@@ -1203,12 +1455,17 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
- float f = float(i - 2) * (DEGTORAD(7.5f) / 2);
+ float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
target = f * Left + target - source;
target *= info->m_fRange;
target += source;
+ CWorld::bIncludeDeadPeds = true;
+ //bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
+ //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
- ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
+ CWorld::bIncludeDeadPeds = false;
+ //bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
}
else
{
@@ -1224,24 +1481,84 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
DoDoomAiming(shooter, fireSource, &target);
else
{
- float distToTarget = (shooterPed->m_pPointGunAt->GetPosition() - (*fireSource)).Magnitude2D();
- target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z);
+ CVector pos;
+ if (shooterPed->m_pPointGunAt->IsPed()) {
+ ((CPed*)shooterPed->m_pPointGunAt)->m_pedIK.GetComponentPosition(*(RwV3d *)&pos, PED_MID);
+ } else {
+ pos = ((CPed*)shooterPed->m_pPointGunAt)->GetPosition();
+ }
+
+ float distToTarget = (pos - (*fireSource)).Magnitude2D();
+ target.z += info->m_fRange / distToTarget * (pos.z - target.z);
}
}
+ if (shooter == FindPlayerPed())
+ CWorld::bIncludeDeadPeds = true;
- ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
+ ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
+ CWorld::bIncludeDeadPeds = false;
}
+ //bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes
if ( victim )
{
CGlass::WasGlassHitByBullet(victim, point.point);
+ CWeapon::BlowUpExplosiveThings(victim);
+ if (i == checkObstacleOnShootNo)
+ {
+ if (shooter)
+ {
+ if (shooter->IsPed() && !((CPed*)shooter)->IsPlayer())
+ {
+ CPed *shooterPed = (CPed*)shooter;
+ CEntity *guyWePointGun = shooterPed->m_pPointGunAt;
+ if (guyWePointGun)
+ {
+ if (victim != guyWePointGun)
+ {
+ float distWithAim = (guyWePointGun->GetPosition() - shooter->GetPosition()).Magnitude();
+ float distWithBullet = (point.point - shooter->GetPosition()).Magnitude();
+ if (distWithAim > 0.1f && distWithBullet > 0.1f)
+ {
+ // Normalize
+ CVector aimDir = (guyWePointGun->GetPosition() - shooter->GetPosition()) * (1.0f / distWithAim);
+ CVector bulletDir = (point.point - shooter->GetPosition()) * (1.0f / distWithBullet);
+
+ float dotProd = DotProduct(aimDir, bulletDir);
+ float aimAndBulletAngle;
+ if (dotProd <= 0.35f)
+ aimAndBulletAngle = PI;
+ else
+ aimAndBulletAngle = Acos(dotProd);
+ if (aimAndBulletAngle <= DEGTORAD(45.0f) && (aimAndBulletAngle <= DEGTORAD(15.0f) || distWithBullet / distWithAim >= 0.75f) && distWithBullet / distWithAim >= 0.99f)
+ {
+ shooterPed->bObstacleShowedUpDuringKillObjective = false;
+ shooterPed->m_shotTime = 0;
+ }
+ else
+ {
+ shooterPed->bObstacleShowedUpDuringKillObjective = true;
+ shooterPed->m_shootTimer = 0;
+ shooterPed->m_shotTime = CTimer::GetTimeInMilliseconds();
+ if (distWithAim >= 10.0f)
+ shooterPed->SetAttackTimer(3000);
+ else
+ shooterPed->SetAttackTimer(1500);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
CBulletTraces::AddTrace(fireSource, &point.point);
if ( victim->IsPed() )
{
CPed *victimPed = (CPed *)victim;
- if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) )
+ if ( !victimPed->DyingOrDead() && victim != shooter )
{
bool cantStandup = true;
@@ -1254,7 +1571,8 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
posOffset.Normalise();
- if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) )
+ if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) ||
+ !victimPed->bCanBeShotInVehicle)
cantStandup = false;
if ( victimPed->bIsStanding && cantStandup )
@@ -1279,7 +1597,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
- if ( m_eWeaponType == WEAPONTYPE_SHOTGUN )
+ if ( IsShotgun(m_eWeaponType) )
bloodAmount = 32;
CVector dir = (point.point - victim->GetPosition()) * 0.01f;
@@ -1291,6 +1609,36 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point, dir);
}
}
+ } else {
+ if (CGame::nastyGame)
+ {
+ CVector dir = (point.point - victim->GetPosition()) * 0.01f;
+ dir.z = 0.01f;
+
+ if (victimPed->GetIsOnScreen())
+ {
+ for (uint8 i = 0; i < 8; i++)
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point + CVector(0.0f, 0.0f, 0.15f), dir);
+ }
+ if (victimPed->Dead())
+ {
+ CAnimBlendAssociation *hitAssoc;
+ if (RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL))
+ {
+ hitAssoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
+ }
+ else
+ {
+ hitAssoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
+ }
+ if (hitAssoc)
+ {
+ hitAssoc->SetCurrentTime(0.0f);
+ hitAssoc->SetRun();
+ hitAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
+ }
+ }
+ }
}
}
else
@@ -1299,21 +1647,29 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
case ENTITY_TYPE_VEHICLE:
{
- ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
+ if (point.pieceB >= SURFACE_LAMP_POST && point.pieceB <= SURFACE_METAL_CHAIN_FENCE) {
+ ((CVehicle*)victim)->BurstTyre(point.pieceB, true);
- for ( int32 i = 0; i < 16; i++ )
- CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
+ for (int32 i = 0; i < 4; i++)
+ CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, point.point, point.normal * 0.05f);
+ }
+ else
+ {
+ ((CVehicle*)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
+
+ for (int32 i = 0; i < 16; i++)
+ CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal * 0.05f);
#ifndef FIX_BUGS
- CVector dist = point.point - (*fireSource);
- CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
- CVector smokePos = *fireSource + offset;
+ CVector dist = point.point - (*fireSource);
+ CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
+ CVector smokePos = *fireSource + offset;
#else
- CVector smokePos = point.point;
+ CVector smokePos = point.point;
#endif
- CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
-
+ CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
+ }
break;
}
@@ -1343,13 +1699,15 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( !victimObject->bInfiniteMass )
{
- if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
+ bool notStatic = !victimObject->IsStatic();
+ if ( notStatic && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
- if ( !victimObject->IsStatic())
+ notStatic = !victimObject->IsStatic();
+ if ( !notStatic )
{
CVector moveForce = point.normal*-5.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
@@ -1372,17 +1730,29 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
}
case ENTITY_TYPE_VEHICLE:
{
+ if (!statUpdated) {
+ //CStats::NumBulletsHit++; // TODO(Miami): Stats
+ statUpdated = true;
+ }
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
}
case ENTITY_TYPE_PED:
{
+ if (!statUpdated) {
+ //CStats::NumBulletsHit++; // TODO(Miami): Stats
+ statUpdated = true;
+ }
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
break;
}
case ENTITY_TYPE_OBJECT:
{
+ if (!statUpdated) {
+ //CStats::NumBulletsHit++; // TODO(Miami): Stats
+ statUpdated = true;
+ }
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
break;
}
@@ -1631,8 +2001,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
CVector bulletPos;
- // TODO(Miami): M60
- if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (/*m_eWeaponType == WEAPONTYPE_M60 || */ m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) )
+ if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) )
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
@@ -1642,15 +2011,14 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
{
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
- // TODO(Miami)
float mult;
switch (m_eWeaponType) {
- case WEAPONTYPE_M16: // case WEAPONTYPE_M4:
+ case WEAPONTYPE_M4:
case WEAPONTYPE_HELICANNON:
- // case WEAPONTYPE_M60:
+ case WEAPONTYPE_M60:
mult = 0.0003f;
break;
- case WEAPONTYPE_AK47: // case WEAPONTYPE_RUGER:
+ case WEAPONTYPE_RUGER:
mult = 0.00015f;
break;
default:
@@ -1669,7 +2037,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
}
bool
-CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
+CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left)
{
CWeaponInfo *info = GetInfo();
@@ -2040,8 +2408,10 @@ CWeapon::Reload(void)
}
void
-CWeapon::Update(int32 audioEntity)
+CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
{
+ CWeaponInfo *info = GetInfo();
+
switch ( m_eWeaponState )
{
case WEAPONSTATE_MELEE_MADECONTACT:
@@ -2052,9 +2422,9 @@ CWeapon::Update(int32 audioEntity)
case WEAPONSTATE_FIRING:
{
- if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) )
+ if ( IsShotgun(m_eWeaponType) && AEHANDLE_IS_OK(audioEntity) )
{
- uint32 timePassed = m_nTimer - gReloadSampleTime[WEAPONTYPE_SHOTGUN];
+ uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
}
@@ -2072,11 +2442,59 @@ CWeapon::Update(int32 audioEntity)
case WEAPONSTATE_RELOADING:
{
- if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
+ if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_TOTALWEAPONS)
{
- uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
- if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
- DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+ CAnimBlendAssociation *reloadAssoc = nil;
+ if (pedToAdjustSound) {
+ if (CPed::GetReloadAnim(info) && (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload || !pedToAdjustSound->IsPlayer())) {
+ reloadAssoc = RpAnimBlendClumpGetAssociation(pedToAdjustSound->GetClump(), CPed::GetReloadAnim(info));
+ if (!reloadAssoc) {
+ reloadAssoc = RpAnimBlendClumpGetAssociation(pedToAdjustSound->GetClump(), CPed::GetCrouchReloadAnim(info));
+ }
+ }
+ }
+ if (reloadAssoc && reloadAssoc->IsRunning() && reloadAssoc->blendAmount > 0.2f) {
+ float soundStart = 0.75f;
+ switch (info->m_AnimToPlay) {
+ case ASSOCGRP_PYTHON:
+ soundStart = 0.5f;
+ break;
+ case ASSOCGRP_COLT:
+ case ASSOCGRP_TEC:
+ soundStart = 0.7f;
+ break;
+ case ASSOCGRP_UZI:
+ soundStart = 0.75f;
+ break;
+ case ASSOCGRP_RIFLE:
+ soundStart = 0.75f;
+ break;
+ case ASSOCGRP_M60:
+ soundStart = 0.7f;
+ break;
+ default:
+ break;
+ }
+ if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart) {
+#ifdef AUDIO_NOT_READY
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+#else
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
+#endif
+ }
+ if (CTimer::GetTimeInMilliseconds() > m_nTimer && reloadAssoc->GetProgress() < 0.9f) {
+ m_nTimer = CTimer::GetTimeInMilliseconds();
+ }
+ } else {
+ uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
+ if (CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed) {
+#ifdef AUDIO_NOT_READY
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+#else
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
+#endif
+ }
+ }
}
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
@@ -2199,13 +2617,15 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
bool
CWeapon::IsTypeMelee(void)
{
- return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
+ return CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE;
}
bool
CWeapon::IsType2Handed(void)
{
- return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
+ return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || m_eWeaponType == WEAPONTYPE_M60 ||
+ m_eWeaponType == WEAPONTYPE_M4 || IsShotgun(m_eWeaponType) ||
+ m_eWeaponType == WEAPONTYPE_RUGER || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || m_eWeaponType == WEAPONTYPE_LASERSCOPE;
}
void
@@ -2312,13 +2732,15 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
bool
CWeapon::HasWeaponAmmoToBeUsed(void)
{
- switch (m_eWeaponType) {
- case WEAPONTYPE_UNARMED:
- case WEAPONTYPE_BASEBALLBAT:
- return true;
- default:
- return m_nAmmoTotal != 0;
- }
+ // FIX: This is better (not bug tho)
+#if 0
+ if (m_eWeaponType <= WEAPONTYPE_CHAINSAW)
+#else
+ if (CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE)
+#endif
+ return true;
+ else
+ return m_nAmmoTotal != 0;
}
bool