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-rw-r--r--src/peds/PlayerPed.cpp77
1 files changed, 69 insertions, 8 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 6d6fc714..ef877965 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -20,6 +20,10 @@
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
+#ifdef VC_PED_PORTS
+bool CPlayerPed::bDontAllowWeaponChange;
+#endif
+
const uint32 CPlayerPed::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1520;
@@ -503,6 +507,10 @@ CPlayerPed::DoWeaponSmoothSpray(void)
{
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
eWeaponType weapon = GetWeapon()->m_eWeaponType;
+#ifdef FREE_CAM
+ 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 ||
weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
return true;
@@ -599,7 +607,11 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
if (CDarkel::FrenzyOnGoing())
goto switchDetectDone;
+#ifdef VC_PED_PORTS
+ if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt && !bDontAllowWeaponChange) {
+#else
if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
+#endif
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
@@ -615,7 +627,11 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
}
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
}
+#ifdef VC_PED_PORTS
+ } else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt && !bDontAllowWeaponChange) {
+#else
} else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
+#endif
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
@@ -853,7 +869,11 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
// nextTarget = nil; // duplicate
float lastCloseness = -10000.0f;
// CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused
+#ifdef VC_PED_PORTS
+ CVector distVec = previousTarget->GetPosition() - TheCamera.GetPosition();
+#else
CVector distVec = previousTarget->GetPosition() - GetPosition();
+#endif
float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
@@ -878,6 +898,9 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
return false;
SetWeaponLockOnTarget(nextTarget);
+#ifdef VC_PED_PORTS
+ bDontAllowWeaponChange = true;
+#endif
SetPointGunAt(nextTarget);
return true;
}
@@ -923,6 +946,9 @@ CPlayerPed::FindWeaponLockOnTarget(void)
return false;
SetWeaponLockOnTarget(nextTarget);
+#ifdef VC_PED_PORTS
+ bDontAllowWeaponChange = true;
+#endif
SetPointGunAt(nextTarget);
return true;
}
@@ -1056,7 +1082,9 @@ 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 &&
@@ -1067,22 +1095,28 @@ 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()) {
@@ -1098,14 +1132,27 @@ 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) {
@@ -1183,6 +1230,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE;
}
+#ifdef FREE_CAM
+ if(CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam() && doSmoothSpray) {
+ padMoveInGameUnit = 0.0f;
+ smoothSprayWithoutMove = false;
+ }
+#endif
+
if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) {
float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
@@ -1479,6 +1533,13 @@ CPlayerPed::ProcessControl(void)
m_bSpeedTimerFlag = false;
}
+#ifdef VC_PED_PORTS
+ if (bDontAllowWeaponChange && FindPlayerPed() == this) {
+ if (!CPad::GetPad(0)->GetTarget())
+ bDontAllowWeaponChange = false;
+ }
+#endif
+
#ifdef PED_SKIN
if (!bIsVisible && IsClumpSkinned(GetClump()))
UpdateRpHAnim();