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authoraap <aap@papnet.eu>2020-05-17 20:20:14 +0200
committerGitHub <noreply@github.com>2020-05-17 20:20:14 +0200
commit8a7210cad162930e800f9632afd99ec15a75ebcf (patch)
treeb4f2b7bcc798fbc86867839b00cb9b79fd6eecf1 /src/weapons/Weapon.cpp
parentloading screens (diff)
parentWeapon fixes and thingies (diff)
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Diffstat (limited to 'src/weapons/Weapon.cpp')
-rw-r--r--src/weapons/Weapon.cpp156
1 files changed, 98 insertions, 58 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 1ae26106..1f901f88 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -30,25 +30,28 @@
#include "WeaponInfo.h"
#include "World.h"
+// TODO(Miami)
+#define AUDIO_NOT_READY
+
uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
{
0, // UNARMED
0, // BASEBALLBAT
+ 0, // GRENADE
+ 0, // DETONATEGRENADE
+ 0, // MOLOTOV
+ 0, // ROCKET
250, // COLT45
+ 650, // SHOTGUN
400, // TEC9
400, // UZIhec
400, // SILENCED_INGRAM
400, // MP5
- 650, // SHOTGUN
- 300, // AK47
300, // M16
+ 300, // AK47
423, // SNIPERRIFLE
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
- 0, // MOLOTOV
- 0, // ROCKET
- 0, // GRENADE
- 0, // DETONATEGRENADE
0, // DETONATOR
0 // HELICANNON
};
@@ -96,10 +99,7 @@ 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;
@@ -283,8 +283,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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_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);
@@ -331,7 +334,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
bool
-CWeapon::FireFromCar(CAutomobile *shooter, bool left)
+CWeapon::FireFromCar(CVehicle *shooter, bool left)
{
ASSERT(shooter!=nil);
@@ -393,10 +396,10 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
bool collided = false;
- CColModel *victimPedCol = &CTempColModels::ms_colModelPed1;
- if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) )
- victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
-
+ // TODO(Miami)
+ if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED /*|| m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES*/
+ || info->m_bFightMode))
+ continue;
float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
@@ -405,12 +408,29 @@ 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() )
{
@@ -659,45 +679,15 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
switch ( m_eWeaponType )
{
- case WEAPONTYPE_AK47:
- {
- 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:
+ case WEAPONTYPE_AK47:
+ // case WEAPONTYPE_M60:
+ // case WEAPONTYPE_MINIGUN:
+ case WEAPONTYPE_HELICANNON:
{
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,
@@ -1669,7 +1659,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
}
bool
-CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
+CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left)
{
CWeaponInfo *info = GetInfo();
@@ -2040,8 +2030,10 @@ CWeapon::Reload(void)
}
void
-CWeapon::Update(int32 audioEntity)
+CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
{
+ CWeaponInfo *info = GetInfo();
+
switch ( m_eWeaponState )
{
case WEAPONSTATE_MELEE_MADECONTACT:
@@ -2074,9 +2066,57 @@ CWeapon::Update(int32 audioEntity)
{
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
{
- 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 )