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-rw-r--r--src/entities/Ped.cpp78
-rw-r--r--src/entities/Ped.h14
-rw-r--r--src/weapons/Weapon.h2
3 files changed, 39 insertions, 55 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp
index 83852132..963454b8 100644
--- a/src/entities/Ped.cpp
+++ b/src/entities/Ped.cpp
@@ -461,11 +461,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
for(int i = 0; i < NUM_PED_WEAPONTYPES; i++)
{
- GetWeapon(i)->m_eWeaponType = WEAPONTYPE_UNARMED;
- GetWeapon(i)->m_eWeaponState = WEAPONSTATE_READY;
- GetWeapon(i)->m_nAmmoInClip = 0;
- GetWeapon(i)->m_nAmmoTotal = 0;
- GetWeapon(i)->m_nTimer = 0;
+ CWeapon *weapon = GetWeapon(i);
+ weapon->m_eWeaponType = WEAPONTYPE_UNARMED;
+ weapon->m_eWeaponState = WEAPONSTATE_READY;
+ weapon->m_nAmmoInClip = 0;
+ weapon->m_nAmmoTotal = 0;
+ weapon->m_nTimer = 0;
}
m_lastHitState = 0;
@@ -479,26 +480,22 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
}
void
-CPed::GiveWeapon(eWeaponType weaponType, int ammo)
+CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
{
- CWeapon *weapon = GetWeapon(weaponType);
- if (HasWeapon(weaponType))
- {
+ if (HasWeapon(weaponType)) {
if (ammo > 99999)
- weapon->m_nAmmoTotal = 99999;
+ m_weapons[weaponType].m_nAmmoTotal = 99999;
else
- weapon->m_nAmmoTotal = ammo;
+ m_weapons[weaponType].m_nAmmoTotal = ammo;
- weapon->Reload();
- }
- else
- {
- weapon->Initialise(weaponType, ammo);
+ m_weapons[weaponType].Reload();
+ } else {
+ m_weapons[weaponType].Initialise(weaponType, ammo);
// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
m_maxWeaponTypeAllowed++;
}
- if (weapon->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
- weapon->m_eWeaponState = WEAPONSTATE_READY;
+ if (m_weapons[weaponType].m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
+ m_weapons[weaponType].m_eWeaponState = WEAPONSTATE_READY;
}
static RwObject*
@@ -1211,10 +1208,9 @@ CPed::RemoveWeaponModel(int modelId)
}
void
-CPed::SetCurrentWeapon(eWeaponType weaponType)
+CPed::SetCurrentWeapon(uint32 weaponType)
{
CWeaponInfo *weaponInfo;
-
if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
@@ -1230,15 +1226,11 @@ CPed::SetCurrentWeapon(eWeaponType weaponType)
bool
CPed::SelectGunIfArmed(void)
{
- eWeaponType weaponType;
-
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
-
if (GetWeapon(i)->m_nAmmoTotal > 0) {
- weaponType = GetWeapon(i)->m_eWeaponType;
-
+ eWeaponType weaponType = GetWeapon(i)->m_eWeaponType;
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
- SetCurrentWeapon(weaponType);
+ SetCurrentWeapon(i);
return true;
}
}
@@ -1920,7 +1912,7 @@ CPed::IsPointerValid(void)
return false;
}
-// Binary insertion sort
+// Some kind of binary sort
void
CPed::SortPeds(CPed** list, int min, int max)
{
@@ -1933,25 +1925,21 @@ CPed::SortPeds(CPed** list, int min, int max)
int left = max;
int right;
- for(right = min; right <= left; )
- {
+ for(right = min; right <= left; ){
// Those 1.0s are to make sure loop always run for first time.
- for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++)
- {
+ for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
rightDiff = GetPosition() - list[right]->GetPosition();
rightDist = rightDiff.Magnitude();
}
right--;
- for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--)
- {
+ for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) {
leftDiff = GetPosition() - list[left]->GetPosition();
leftDist = leftDiff.Magnitude();
}
left++;
- if (right <= left)
- {
+ if (right <= left) {
CPed *ped = list[right];
list[right] = list[left];
list[left] = ped;
@@ -1967,7 +1955,7 @@ void
CPed::BuildPedLists(void)
{
static CPed* unsortedNearPeds[10];
- static uint16 nextNearPedSlot;
+ uint16 nextNearPedSlot = 0;
if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) {
@@ -2000,16 +1988,11 @@ CPed::BuildPedLists(void)
(centre.x + 20.0f) * 0.025f + 50.0f,
(centre.y + 20.0f) * 0.025f + 50.0f);
- nextNearPedSlot = 0;
- for(int y = rect.top; y <= rect.bottom; y++)
- {
- for(int x = rect.left; x <= rect.right; x++)
- {
- for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next)
- {
+ for(int y = rect.top; y <= rect.bottom; y++) {
+ for(int x = rect.left; x <= rect.right; x++) {
+ for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
CPed *ped = (CPed*)pedPtrNode->item;
- if (ped != this && !ped->bInVehicle)
- {
+ if (ped != this && !ped->bInVehicle) {
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
if (distanceMultToCountPedNear * 30.0f > dist)
{
@@ -2022,8 +2005,7 @@ CPed::BuildPedLists(void)
}
unsortedNearPeds[nextNearPedSlot] = nil;
SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1);
- for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++)
- {
+ for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) {
CPed *ped = unsortedNearPeds[m_numNearPeds];
if (!ped)
break;
@@ -2052,6 +2034,8 @@ CPed::SetModelIndex(uint32 mi)
m_headingRate = m_pedStats->m_headingChangeRate;
m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup);
CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
+
+ // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
}
diff --git a/src/entities/Ped.h b/src/entities/Ped.h
index 741004a2..572ed17d 100644
--- a/src/entities/Ped.h
+++ b/src/entities/Ped.h
@@ -250,7 +250,7 @@ public:
float m_movedY;
float m_fRotationCur;
float m_fRotationDest;
- uint32 m_headingRate;
+ float m_headingRate;
uint16 m_vehEnterType;
uint16 m_walkAroundType;
CEntity *m_pCurrentPhysSurface;
@@ -368,7 +368,7 @@ public:
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int modelId);
- void SetCurrentWeapon(eWeaponType weaponType);
+ void SetCurrentWeapon(uint32 weaponType);
bool SelectGunIfArmed(void);
void Duck(void);
void ClearDuck(void);
@@ -382,7 +382,7 @@ public:
bool IsPointerValid(void);
void SortPeds(CPed**, int, int);
void BuildPedLists(void);
- void GiveWeapon(eWeaponType weaponType, int ammo);
+ void GiveWeapon(eWeaponType weaponType, uint32 ammo);
void SetPedStats(ePedStats);
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
@@ -416,10 +416,10 @@ public:
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
- bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
- CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
- CWeapon* GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
- RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
+ inline bool HasWeapon(uint32 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
+ inline CWeapon *GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
+ inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
+ inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
// to make patching virtual functions possible
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index 7327e1f9..055e2ff3 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -1,7 +1,7 @@
#pragma once
#include "Entity.h"
-enum eWeaponType
+enum eWeaponType : uint32
{
WEAPONTYPE_UNARMED = 0,
WEAPONTYPE_BASEBALLBAT,