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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r--src/peds/PlayerPed.cpp45
1 files changed, 26 insertions, 19 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index f6f1cf05..bbdf57ed 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -47,19 +47,12 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false;
- // This should be something inlined
// TODO(Miami)
-
// if (pPointGunAt)
// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
- m_pPointGunAt = nil;
- if (m_nPedState == PED_FOLLOW_PATH)
- ClearFollowPath();
-
- // TODO(Miami)
- // This should be something inlined
- m_nPedState = PED_IDLE;
+ m_pPointGunAt = nil;
+ SetPedState(PED_IDLE);
m_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
@@ -290,10 +283,7 @@ CPlayerPed::SetInitialState(void)
m_pFire->Extinguish();
RpAnimBlendClumpRemoveAllAssociations(GetClump());
- if (m_nPedState == PED_FOLLOW_PATH)
- ClearFollowPath();
-
- m_nPedState = PED_IDLE;
+ SetPedState(PED_IDLE);
SetMoveState(PEDMOVE_STILL);
m_nLastPedState = PED_NONE;
m_animGroup = ASSOCGRP_PLAYER;
@@ -546,6 +536,8 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
}
+
+// TODO(Miami)
bool
CPlayerPed::DoWeaponSmoothSpray(void)
{
@@ -553,7 +545,7 @@ CPlayerPed::DoWeaponSmoothSpray(void)
eWeaponType weapon = GetWeapon()->m_eWeaponType;
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
- weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
+ weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M4 || weapon == WEAPONTYPE_HELICANNON)
return true;
}
return false;
@@ -574,7 +566,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
return true;
- if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_AK47)
+ if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_RUGER)
return false;
distVec.Normalise();
@@ -1099,8 +1091,8 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
if (!m_pFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
- GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
- GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M4 ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_RUGER) {
if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
@@ -1261,7 +1253,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
#else
CVector markPos;
if (m_pPointGunAt->IsPed()) {
- ((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
+ ((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d)markPos, PED_MID);
} else {
markPos = m_pPointGunAt->GetPosition();
}
@@ -1514,7 +1506,7 @@ CPlayerPed::ProcessControl(void)
}
break;
case PED_SNIPER_MODE:
- if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
+ if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M4) {
if (padUsed)
PlayerControlM16(padUsed);
} else if (padUsed) {
@@ -1624,6 +1616,21 @@ CPlayerPed::ProcessControl(void)
#endif
}
+bool
+CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
+{
+ uint32 slot = CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot;
+
+ if (!HasWeaponSlot(slot) || GetWeapon(slot).m_eWeaponType == weapon)
+ return true;
+
+ if (onlyIfSlotIsEmpty)
+ return false;
+
+ // Check if he's using that slot right now.
+ return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon;
+}
+
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));