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author | erorcun <erorcunerorcun@hotmail.com.tr> | 2021-08-16 20:06:06 +0200 |
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committer | erorcun <erorcunerorcun@hotmail.com.tr> | 2021-08-16 20:06:06 +0200 |
commit | 79856dac2567d0950679d6961c0e540797d132db (patch) | |
tree | 96d8aaf252dc464c2ac76c0354ac40fa8203e219 /src/peds/PlayerPed.cpp | |
parent | Switch PR & remove X11 part from CMakeLists (diff) | |
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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 41 |
1 files changed, 31 insertions, 10 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 416fb949..deb409b5 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -504,7 +504,7 @@ CPlayerPed::DoWeaponSmoothSpray(void) if (m_nPedState == PED_ATTACK && !m_pPointGunAt) { eWeaponType weapon = GetWeapon()->m_eWeaponType; #ifdef FREE_CAM - if(TheCamera.Cams[0].Using3rdPersonMouseCam() && (weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI)) + if(CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam() && (weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI)) return false; #endif if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN || @@ -1060,7 +1060,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) #ifdef FREE_CAM static int8 changedHeadingRate = 0; + static int8 pointedGun = 0; if (changedHeadingRate == 2) changedHeadingRate = 1; + if (pointedGun == 2) pointedGun = 1; // Rotate player/arm when shooting. We don't have auto-rotation anymore if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam && @@ -1071,22 +1073,28 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) if ((padUsed->GetTarget() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) || padUsed->GetWeapon()) { float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); + m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source; + m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front; + m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up; + // On this one we can rotate arm. 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 - } - + pointedGun = 2; + m_bFreeAimActive = true; SetLookFlag(limitedCam, true); SetAimFlag(limitedCam); #ifdef VC_PED_PORTS SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs. #endif + ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) { + // This is a seperate ped state just for pointing gun. Used for target button + SetPointGunAt(nil); + } } else { m_fRotationDest = limitedCam; changedHeadingRate = 2; - m_headingRate = 50.0f; + m_headingRate = 12.5f; // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly) if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) { @@ -1102,14 +1110,27 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2; } } - } else if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && m_nPedState != PED_ATTACK) - ClearPointGunAt(); + } } } if (changedHeadingRate == 1) { changedHeadingRate = 0; RestoreHeadingRate(); } + if (pointedGun == 1) { + if (m_nPedState == PED_ATTACK) { + if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) { + float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); + + SetAimFlag(limitedCam); + ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + m_bFreeAimActive = true; + } + } else { + pointedGun = 0; + ClearPointGunAt(); + } + } #endif if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { @@ -1188,7 +1209,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) } #ifdef FREE_CAM - if(TheCamera.Cams[0].Using3rdPersonMouseCam() && doSmoothSpray) { + if(CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam() && doSmoothSpray) { padMoveInGameUnit = 0.0f; smoothSprayWithoutMove = false; } |