diff options
Diffstat (limited to 'src/weapons')
-rw-r--r-- | src/weapons/BulletInfo.cpp | 32 | ||||
-rw-r--r-- | src/weapons/Explosion.cpp | 4 | ||||
-rw-r--r-- | src/weapons/Explosion.h | 5 | ||||
-rw-r--r-- | src/weapons/ProjectileInfo.cpp | 82 | ||||
-rw-r--r-- | src/weapons/ProjectileInfo.h | 1 | ||||
-rw-r--r-- | src/weapons/ShotInfo.cpp | 2 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 1511 | ||||
-rw-r--r-- | src/weapons/Weapon.h | 21 | ||||
-rw-r--r-- | src/weapons/WeaponEffects.cpp | 2 | ||||
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 138 | ||||
-rw-r--r-- | src/weapons/WeaponInfo.h | 32 | ||||
-rw-r--r-- | src/weapons/WeaponType.h | 47 |
12 files changed, 1415 insertions, 462 deletions
diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp index 15dde011..41d9c730 100644 --- a/src/weapons/BulletInfo.cpp +++ b/src/weapons/BulletInfo.cpp @@ -91,7 +91,6 @@ void CBulletInfo::Update(void) if (bulletInfoInUse == 0) return; #endif - bool bAddSound = true; bPlayerSniperBullet = false; for (int i = 0; i < NUM_BULLETS; i++) { CBulletInfo* pBullet = &gaBulletInfo[i]; @@ -112,29 +111,26 @@ void CBulletInfo::Update(void) CWorld::pIgnoreEntity = pBullet->m_pSource; CColPoint point; CEntity* pHitEntity; - if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, true)) { + if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, false, false, true)) { if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle())) CStats::InstantHitsHitByPlayer++; + + CWeapon::CheckForShootingVehicleOccupant(&pHitEntity, &point, pBullet->m_eWeaponType, vecOldPos, vecNewPos); if (pHitEntity->IsPed()) { CPed* pPed = (CPed*)pHitEntity; if (!pPed->DyingOrDead() && pPed != pBullet->m_pSource) { - if (pPed->DoesLOSBulletHitPed(point)) { - if (pPed->IsPedInControl() && !pPed->bIsDucking) { - pPed->ClearAttackByRemovingAnim(); - CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL); - pAnim->SetBlend(0.0f, 8.0f); - } - pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point)); - CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000); - pBullet->m_bInUse = false; + if (pPed->IsPedInControl() && !pPed->bIsDucking) { + pPed->ClearAttackByRemovingAnim(); + CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL); + pAnim->SetBlend(0.0f, 8.0f); + } + pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point)); + CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000); + pBullet->m_bInUse = false; #ifdef SQUEEZE_PERFORMANCE bulletInfoInUse--; #endif - vecNewPos = point.point; - } - else { - bAddSound = false; - } + vecNewPos = point.point; } if (CGame::nastyGame) { CVector vecParticleDirection = (point.point - pPed->GetPosition()) * 0.01f; @@ -201,7 +197,7 @@ void CBulletInfo::Update(void) vecNewPos = point.point; #endif } - if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE && bAddSound) { + if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) { cAudioScriptObject* pAudio; switch (pHitEntity->GetType()) { case ENTITY_TYPE_BUILDING: @@ -241,7 +237,7 @@ void CBulletInfo::Update(void) CWorld::pIgnoreEntity = nil; CWorld::bIncludeDeadPeds = false; CWorld::bIncludeCarTyres = false; - if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE) { + if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) { bPlayerSniperBullet = true; PlayerSniperBulletStart = pBullet->m_vecPosition; PlayerSniperBulletEnd = vecNewPos; diff --git a/src/weapons/Explosion.cpp b/src/weapons/Explosion.cpp index d0a68279..74af1375 100644 --- a/src/weapons/Explosion.cpp +++ b/src/weapons/Explosion.cpp @@ -86,7 +86,7 @@ CExplosion::GetExplosionPosition(uint8 id) } bool -CExplosion::AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionType type, const CVector &pos, uint32 lifetime) +CExplosion::AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionType type, const CVector &pos, uint32 lifetime, bool unk) { CVector pPosn; CVector posGround; @@ -170,6 +170,7 @@ CExplosion::AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionT break; case EXPLOSION_CAR: case EXPLOSION_CAR_QUICK: + case EXPLOSION_BOAT: explosion.m_fRadius = 9.0f; explosion.m_fPower = 300.0f; explosion.m_fStopTime = lifetime + CTimer::GetTimeInMilliseconds() + 4250; @@ -205,6 +206,7 @@ CExplosion::AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionT } break; case EXPLOSION_HELI: + case EXPLOSION_HELI2: explosion.m_fRadius = 6.0f; explosion.m_fPower = 300.0f; explosion.m_fStopTime = lifetime + CTimer::GetTimeInMilliseconds() + 750; diff --git a/src/weapons/Explosion.h b/src/weapons/Explosion.h index bf54328c..cfa75ec1 100644 --- a/src/weapons/Explosion.h +++ b/src/weapons/Explosion.h @@ -10,7 +10,9 @@ enum eExplosionType EXPLOSION_ROCKET, EXPLOSION_CAR, EXPLOSION_CAR_QUICK, + EXPLOSION_BOAT, EXPLOSION_HELI, + EXPLOSION_HELI2, EXPLOSION_MINE, EXPLOSION_BARREL, EXPLOSION_TANK_GRENADE, @@ -40,7 +42,8 @@ public: static void ResetExplosionActiveCounter(uint8 id); static uint8 GetExplosionType(uint8 id); static CVector *GetExplosionPosition(uint8 id); - static bool AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionType type, const CVector &pos, uint32 lifetime); +// TODO(MIAMI): that new parameter + static bool AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionType type, const CVector &pos, uint32 lifetime, bool unk = true); static void Update(); static bool TestForExplosionInArea(eExplosionType type, float x1, float x2, float y1, float y2, float z1, float z2); static void RemoveAllExplosionsInArea(CVector pos, float radius); diff --git a/src/weapons/ProjectileInfo.cpp b/src/weapons/ProjectileInfo.cpp index b56e3a29..4150852a 100644 --- a/src/weapons/ProjectileInfo.cpp +++ b/src/weapons/ProjectileInfo.cpp @@ -53,6 +53,7 @@ CProjectileInfo::GetProjectileInfo(int32 id) return &gaProjectileInfo[id]; } +// --MIAMI: Mostly done bool CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, float speed) { @@ -66,32 +67,36 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, switch (weapon) { - case WEAPONTYPE_ROCKETLAUNCHER: + case WEAPONTYPE_ROCKET: { - float vy = 1.25f; - time = CTimer::GetTimeInMilliseconds() + 1400; - if (ped->IsPlayer()) { - matrix.GetForward() = TheCamera.Cams[TheCamera.ActiveCam].Front; - matrix.GetUp() = TheCamera.Cams[TheCamera.ActiveCam].Up; - matrix.GetRight() = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Up, TheCamera.Cams[TheCamera.ActiveCam].Front); + float vy = 0.35f; + time = CTimer::GetTimeInMilliseconds() + 2000; + if (entity->GetModelIndex() == MI_SPARROW || entity->GetModelIndex() == MI_HUNTER || entity->GetModelIndex() == MI_SENTINEL) { + matrix = ped->GetMatrix(); matrix.GetPosition() = pos; - } else if (ped->m_pSeekTarget != nil) { + CVector vecSpeed = ((CPhysical*)entity)->m_vecMoveSpeed; + vy += Max(0.0f, DotProduct(vecSpeed, entity->GetForward())) + Max(0.0f, DotProduct(vecSpeed, entity->GetUp())); + } else { + if (ped->IsPlayer()) { + matrix.GetForward() = TheCamera.Cams[TheCamera.ActiveCam].Front; + matrix.GetUp() = TheCamera.Cams[TheCamera.ActiveCam].Up; + matrix.GetRight() = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Up, TheCamera.Cams[TheCamera.ActiveCam].Front); + matrix.GetPosition() = pos; + } else if (ped->m_pSeekTarget != nil) { float ry = CGeneral::GetRadianAngleBetweenPoints(1.0f, ped->m_pSeekTarget->GetPosition().z, 1.0f, pos.z); float rz = Atan2(-ped->GetForward().x, ped->GetForward().y); vy = 0.35f * speed + 0.15f; matrix.SetTranslate(0.0f, 1.0f, 1.0f); matrix.Rotate(0.0f, ry, rz); matrix.GetPosition() += pos; - } else { - matrix = ped->GetMatrix(); + } else { + matrix = ped->GetMatrix(); + } } velocity = Multiply3x3(matrix, CVector(0.0f, vy, 0.0f)); gravity = false; break; } - case WEAPONTYPE_FLAMETHROWER: - Error("Undefined projectile type, AddProjectile, ProjectileInfo.cpp"); - break; case WEAPONTYPE_MOLOTOV: { time = CTimer::GetTimeInMilliseconds() + 2000; @@ -108,6 +113,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, break; } case WEAPONTYPE_GRENADE: + case WEAPONTYPE_DETONATOR_GRENADE: { time = CTimer::GetTimeInMilliseconds() + 2000; float scale = 0.0f; @@ -124,7 +130,9 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, elasticity = 0.5f; break; } - default: break; + default: + Error("Undefined projectile type, AddProjectile, ProjectileInfo.cpp"); + break; } int i = 0; @@ -135,7 +143,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, switch (weapon) { - case WEAPONTYPE_ROCKETLAUNCHER: + case WEAPONTYPE_ROCKET: ms_apProjectile[i] = new CProjectile(MI_MISSILE); break; case WEAPONTYPE_FLAMETHROWER: @@ -144,6 +152,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, ms_apProjectile[i] = new CProjectile(MI_MOLOTOV); break; case WEAPONTYPE_GRENADE: + case WEAPONTYPE_DETONATOR_GRENADE: ms_apProjectile[i] = new CProjectile(MI_GRENADE); break; default: break; @@ -170,6 +179,10 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, CWorld::Add(ms_apProjectile[i]); gaProjectileInfo[i].m_vecPos = ms_apProjectile[i]->GetPosition(); + + if (entity && entity->IsPed() && !ped->m_pCollidingEntity) { + ped->m_pCollidingEntity = ms_apProjectile[i]; + } return true; } @@ -197,7 +210,7 @@ CProjectileInfo::RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector p case WEAPONTYPE_MOLOTOV: CExplosion::AddExplosion(nil, entity, EXPLOSION_MOLOTOV, pos, 0); break; - case WEAPONTYPE_ROCKETLAUNCHER: + case WEAPONTYPE_ROCKET: CExplosion::AddExplosion(nil, entity, EXPLOSION_ROCKET, pos, 0); break; default: break; @@ -228,17 +241,17 @@ CProjectileInfo::Update() continue; } - if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) { + if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET) { CParticle::AddParticle(PARTICLE_SMOKE, ms_apProjectile[i]->GetPosition(), CVector(0.0f, 0.0f, 0.0f)); } if (CTimer::GetTimeInMilliseconds() <= gaProjectileInfo[i].m_nExplosionTime) { - if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) { + if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET) { CVector pos = ms_apProjectile[i]->GetPosition(); CWorld::pIgnoreEntity = ms_apProjectile[i]; if (ms_apProjectile[i]->bHasCollided || !CWorld::GetIsLineOfSightClear(gaProjectileInfo[i].m_vecPos, pos, true, true, true, true, false, false) - || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) { + || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) { RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]); } CWorld::pIgnoreEntity = nil; @@ -251,14 +264,25 @@ CProjectileInfo::Update() { if (ms_apProjectile[i]->bHasCollided || !CWorld::GetIsLineOfSightClear(gaProjectileInfo[i].m_vecPos, pos, true, true, true, true, false, false) - || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) { + || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) { RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]); } } CWorld::pIgnoreEntity = nil; } } else { - RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]); + if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) { + CEntity *ent = gaProjectileInfo[i].m_pSource; + if (ent->IsPed() && ((CPed*)ped)->IsPlayer()) { + CPed *ped = (CPed*)ent; + if (ped->GetWeapon(ped->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_eWeaponType != WEAPONTYPE_DETONATOR + || ped->GetWeapon(ped->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_nAmmoTotal == 0) { + gaProjectileInfo[i].m_nExplosionTime = 0; + } + } + } else { + RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]); + } } gaProjectileInfo[i].m_vecPos = ms_apProjectile[i]->GetPosition(); @@ -271,7 +295,7 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo bool result = false; for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) { if (gaProjectileInfo[i].m_bInUse) { - if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_MOLOTOV || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_GRENADE) { + if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_MOLOTOV || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_GRENADE) { const CVector &pos = ms_apProjectile[i]->GetPosition(); if (pos.x >= x1 && pos.x <= x2 && pos.y >= y1 && pos.y <= y2 && pos.z >= z1 && pos.z <= z2) { result = true; @@ -291,6 +315,20 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo return result; } +// --MIAMI: Done +void +CProjectileInfo::RemoveDetonatorProjectiles() +{ + for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) { + if (gaProjectileInfo[i].m_bInUse && gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) { + CExplosion::AddExplosion(nil, gaProjectileInfo[i].m_pSource, EXPLOSION_GRENADE, gaProjectileInfo[i].m_vecPos, 0); // TODO(Miami): New parameter (1) + gaProjectileInfo[i].m_bInUse = false; + CWorld::Remove(ms_apProjectile[i]); + delete ms_apProjectile[i]; + } + } +} + void CProjectileInfo::RemoveAllProjectiles() { diff --git a/src/weapons/ProjectileInfo.h b/src/weapons/ProjectileInfo.h index 3d8074c9..d1688948 100644 --- a/src/weapons/ProjectileInfo.h +++ b/src/weapons/ProjectileInfo.h @@ -26,6 +26,7 @@ public: static void RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector pos); static bool RemoveIfThisIsAProjectile(CObject *pObject); static void RemoveAllProjectiles(); + static void RemoveDetonatorProjectiles(); static void Update(); static bool IsProjectileInRange(float x1, float x2, float y1, float y2, float z1, float z2, bool remove); }; diff --git a/src/weapons/ShotInfo.cpp b/src/weapons/ShotInfo.cpp index c0ab9ac1..a70f3f7b 100644 --- a/src/weapons/ShotInfo.cpp +++ b/src/weapons/ShotInfo.cpp @@ -146,4 +146,4 @@ CShotInfo::Update() if (!((CTimer::GetFrameCounter() + slot) & 3)) CWorld::SetCarsOnFire(shot.m_startPos.x, shot.m_startPos.y, shot.m_startPos.z, 4.0f, shot.m_sourceEntity); } -}
\ No newline at end of file +} diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index aea14f6a..8e7e4265 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -30,23 +30,52 @@ #include "WaterLevel.h" #include "WeaponInfo.h" #include "World.h" +#include "SurfaceTable.h" +#include "Bike.h" -uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] = +// TODO(Miami) +#define AUDIO_NOT_READY + +// TODO(Miami): Those are mostly placeholders!!! +uint16 gReloadSampleTime[] = { 0, // UNARMED - 0, // BASEBALLBAT + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, // GRENADE + 0, // DETONATEGRENADE + 0, // TEARGAS + 0, // MOLOTOV + 0, // ROCKET 250, // COLT45 - 400, // UZI + 250, // PYTHON 650, // SHOTGUN - 300, // AK47 + 650, // SPAS12 SHOTGUN + 650, // STUBBY SHOTGUN + 400, // TEC9 + 400, // UZIhec + 400, // SILENCED_INGRAM + 400, // MP5 300, // M16 + 300, // AK47 423, // SNIPERRIFLE + 423, // LASERSCOPE 400, // ROCKETLAUNCHER 0, // FLAMETHROWER - 0, // MOLOTOV - 0, // GRENADE + 0, // M60 + 0, // MINIGUN 0, // DETONATOR - 0 // HELICANNON + 0, // HELICANNON + 0 // CAMERA }; CWeaponInfo * @@ -86,18 +115,54 @@ CWeapon::UpdateWeapons(void) CBulletInfo::Update(); } +//--MIAMI: done +CWeapon::CWeapon(eWeaponType type, int32 ammo) +{ + m_eWeaponType = type; + m_eWeaponState = WEAPONSTATE_READY; + m_nAmmoTotal = Min(ammo, 99999); + m_nAmmoInClip = 0; + Reload(); + m_nTimer = 0; + m_bAddRotOffset = false; +} + +// --MIAMI: Done void 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; + int modelId = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModelId; + if (modelId != -1) + CModelInfo::GetModelInfo(modelId)->AddRef(); + + int model2Id = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModel2Id; + if (model2Id != -1) + CModelInfo::GetModelInfo(model2Id)->AddRef(); +} + +// --MIAMI: Done +void +CWeapon::Shutdown() +{ + int modelId = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModelId; + if (modelId != -1) + CModelInfo::GetModelInfo(modelId)->RemoveRef(); + + int model2Id = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModel2Id; + if (model2Id != -1) + CModelInfo::GetModelInfo(model2Id)->RemoveRef(); + + m_eWeaponType = WEAPONTYPE_UNARMED; + m_eWeaponState = WEAPONSTATE_READY; + m_nAmmoInClip = 0; + m_nAmmoTotal = 0; + m_nTimer = 0; } bool @@ -125,44 +190,60 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) return false; bool fired; + bool addFireRateAsDelay = true; if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE ) { - if ( m_nAmmoInClip <= 0 ) - return false; + if (m_nAmmoInClip <= 0) { + if (m_nAmmoTotal <= 0 || m_eWeaponState == WEAPONSTATE_RELOADING) + return false; + + Reload(); + } switch ( m_eWeaponType ) { case WEAPONTYPE_SHOTGUN: + case WEAPONTYPE_SPAS12_SHOTGUN: + case WEAPONTYPE_STUBBY_SHOTGUN: { + addFireRateAsDelay = true; fired = FireShotgun(shooter, source); break; } case WEAPONTYPE_COLT45: + case WEAPONTYPE_PYTHON: case WEAPONTYPE_UZI: - case WEAPONTYPE_AK47: + case WEAPONTYPE_TEC9: + case WEAPONTYPE_SILENCED_INGRAM: + case WEAPONTYPE_MP5: + case WEAPONTYPE_M4: + case WEAPONTYPE_RUGER: + case WEAPONTYPE_M60: + case WEAPONTYPE_MINIGUN: + case WEAPONTYPE_HELICANNON: { - fired = FireInstantHit(shooter, source); - + if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON) + && shooter == FindPlayerPed()) { + addFireRateAsDelay = true; + fired = FireM16_1stPerson(shooter); + } else { + addFireRateAsDelay = false; + fired = FireInstantHit(shooter, source); + } break; } case WEAPONTYPE_SNIPERRIFLE: + case WEAPONTYPE_LASERSCOPE: { - fired = FireSniper(shooter); - - break; - } - - case WEAPONTYPE_M16: - { - if ( TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON && shooter == FindPlayerPed() ) - fired = FireM16_1stPerson(shooter); - else + if (shooter == FindPlayerPed()) { + fired = FireSniper(shooter); + } else { fired = FireInstantHit(shooter, source); - + } break; } @@ -185,6 +266,8 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) case WEAPONTYPE_MOLOTOV: case WEAPONTYPE_GRENADE: + case WEAPONTYPE_DETONATOR_GRENADE: + case WEAPONTYPE_TEARGAS: { if ( shooter == FindPlayerPed() ) { @@ -202,6 +285,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) else fired = FireProjectile(shooter, source, 0.3f); + if (m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) { + ((CPed*)shooter)->GiveWeapon(WEAPONTYPE_DETONATOR, 1, true); + ((CPed*)shooter)->GetWeapon(((CPed*)shooter)->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_eWeaponState = WEAPONSTATE_READY; + ((CPed*)shooter)->SetCurrentWeapon(WEAPONTYPE_DETONATOR); + } break; } @@ -222,19 +310,6 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) break; } - case WEAPONTYPE_HELICANNON: - { - if ( (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON ) - && shooter == FindPlayerPed() ) - { - fired = FireM16_1stPerson(shooter); - } - else - fired = FireInstantHit(shooter, source); - - break; - } - default: { debug("Unknown weapon type, Weapon.cpp"); @@ -258,8 +333,11 @@ 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); @@ -268,8 +346,12 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) if (m_nAmmoInClip == 0) { - if (m_nAmmoTotal == 0) + if (m_nAmmoTotal == 0) { + if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_CAMERA) + CPad::GetPad(0)->Clear(false); + return true; + } m_eWeaponState = WEAPONSTATE_RELOADING; m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; @@ -283,7 +365,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) return true; } - m_nTimer = CTimer::GetTimeInMilliseconds() + 1000; + if (addFireRateAsDelay) + m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nFiringRate; + else + m_nTimer = CTimer::GetTimeInMilliseconds(); + if (shooter == FindPlayerPed()) CStats::RoundsFiredByPlayer++; } @@ -294,9 +380,15 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) { m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; m_eWeaponState = WEAPONSTATE_FIRING; +#ifndef AUDIO_NOT_READY + if (shooter->IsPed() && m_eWeaponType != WEAPONTYPE_CHAINSAW) + { + DMAudio.PlayOneShot(((CPed*)shooter)->m_audioEntityId, 188, m_eWeaponType << 8); + } +#endif } - FireMelee(shooter, *source); + fired = FireMelee(shooter, *source); } if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT ) @@ -305,8 +397,9 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) return fired; } +// --MIAMI: Done bool -CWeapon::FireFromCar(CAutomobile *shooter, bool left) +CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right) { ASSERT(shooter!=nil); @@ -316,12 +409,15 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left) if ( m_nAmmoInClip <= 0 ) return false; - if ( FireInstantHitFromCar(shooter, left) ) + if ( FireInstantHitFromCar(shooter, left, right) ) { DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f); - if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--; - if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--; + if ( m_nAmmoInClip > 0 ) + m_nAmmoInClip--; + + if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 && (!shooter || shooter->GetStatus() != STATUS_PLAYER || CStats::GetPercentageProgress() < 100.f)) + m_nAmmoTotal--; m_eWeaponState = WEAPONSTATE_FIRING; @@ -337,13 +433,12 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left) } m_nTimer = CTimer::GetTimeInMilliseconds() + 1000; - if ( shooter == FindPlayerVehicle() ) - CStats::RoundsFiredByPlayer++; } return true; } +// --MIAMI: Done, except commented things bool CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) { @@ -351,28 +446,39 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) CWeaponInfo *info = GetInfo(); - bool anim2Playing = false; - if ( RpAnimBlendClumpGetAssociation(shooter->GetClump(), info->m_Anim2ToPlay) ) - anim2Playing = true; + bool anim2Playing = RpAnimBlendClumpGetAssociation(shooter->GetClump(), CPed::GetFireAnimGround(info, false)); ASSERT(shooter->IsPed()); CPed *shooterPed = (CPed*)shooter; + if (shooterPed == FindPlayerPed()) { + if (m_eWeaponType == WEAPONTYPE_GOLFCLUB || m_eWeaponType == WEAPONTYPE_NIGHTSTICK || + (m_eWeaponType >= WEAPONTYPE_BASEBALLBAT && m_eWeaponType <= WEAPONTYPE_CHAINSAW)) { + + // TODO(Miami): BreakGlassPhysically + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) { + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000); + } + } + } + + int damageEntityRegistered = 0; + for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ ) { CPed *victimPed = shooterPed->m_nearPeds[i]; ASSERT(victimPed!=nil); if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget) - && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) ) + && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) + && (!shooterPed->IsGangMember() || victimPed->CanBeDamagedByThisGangMember(shooterPed)) ) { bool collided = false; - CColModel *victimPedCol = &CTempColModels::ms_colModelPed1; - if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) ) - victimPedCol = &CTempColModels::ms_colModelPedGroundHit; - + if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE + || info->m_bFightMode)) + continue; float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius; if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() ) @@ -381,12 +487,29 @@ 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() ) { @@ -407,65 +530,124 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) int32 localDir = victimPed->GetLocalDirection(posOffset); - bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT; + bool isHeavy = m_eWeaponType >= WEAPONTYPE_GOLFCLUB && m_eWeaponType <= WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_HAMMER; + + if (shooterPed->m_fDamageImpulse == 0.0f) { + shooterPed->m_pDamageEntity = victimPed; + victimPed->RegisterReference(&shooterPed->m_pDamageEntity); + } + + damageEntityRegistered = 3; + if (victimPed->bInVehicle) { + CVehicle *victimVeh = victimPed->m_pMyVehicle; + if (victimVeh) { + if (victimVeh->IsBike()) { + CBike *victimBike = (CBike*)victimVeh; + victimBike->KnockOffRider(m_eWeaponType, localDir, victimPed, false); + if (victimBike->pDriver) { + victimBike->pDriver->ReactToAttack(shooterPed); + } else { + if (victimVeh->pPassengers[0]) + victimVeh->pPassengers[0]->ReactToAttack(shooterPed); + } + continue; + } + } + } if ( !victimPed->DyingOrDead() ) victimPed->ReactToAttack(shooterPed); uint8 hitLevel = HITLEVEL_HIGH; - if ( isBat && victimPed->OnGround() ) + if ( isHeavy && (victimPed->OnGround() || victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE)) hitLevel = HITLEVEL_GROUND; victimPed->StartFightDefend(localDir, hitLevel, 10); if ( !victimPed->DyingOrDead() ) { - if ( shooterPed->IsPlayer() && isBat && anim2Playing ) + if ( shooterPed->IsPlayer() && isHeavy && anim2Playing ) victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir); else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive ) victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir); else { - if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair + if ( victimPed->IsPlayer() && isHeavy ) // wtf, it's not fair victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir); else victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir); } } - if ( CGame::nastyGame ) + if ( CGame::nastyGame && victimPed->GetIsOnScreen() ) { - if ( victimPed->GetIsOnScreen() ) - { - CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr()); + CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr()); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + + if ( isHeavy ) + { + dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); + dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + + dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); + dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + } - if ( isBat ) + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + if (victimPed->m_nPedState != PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 1) + || victimPed->m_nPedState == PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 3)) { - dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); - - dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + CParticle::AddParticle(PARTICLE_TEST, bloodPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f); } + CVector newDir(dir); + newDir.z += 0.2f; + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, bloodPos, newDir); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir); + newDir.z = dir.z + 0.1f; + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir); + newDir.x = 0.0f; + newDir.y = 0.0f; + newDir.z = 0.01f; + CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir); + + CVector dropDir(CGeneral::GetRandomNumberInRange(-0.15f, 0.15f), CGeneral::GetRandomNumberInRange(0.1f, 0.35f), 0.f); + CVector dropPos(CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f)), + CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f)), 1.f); + CParticle::AddParticle(PARTICLE_BLOODDROP, dropPos, dropDir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f), + CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0); + + } + if (info->m_AnimToPlay == ASSOCGRP_KNIFE) + { + dir.x += 0.1f * shooterPed->GetUp().x + 0.05f * shooterPed->GetRight().x; + dir.y += 0.1f * shooterPed->GetUp().y + 0.05f * shooterPed->GetRight().y; + dir.z += 0.1f * shooterPed->GetUp().z + 0.05f * shooterPed->GetRight().z; + CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir); } } if ( !victimPed->OnGround() ) { if ( victimPed->m_fHealth > 0.0f - && (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) ) + && (victimPed->m_fHealth < 30.0f && victimPedHealth > 20.0f || + (isHeavy || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) && !victimPed->IsPlayer()) ) { posOffset.Normalise(); victimPed->bIsStanding = false; - victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); + if(m_eWeaponType == WEAPONTYPE_CHAINSAW) + victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 2.0f); + else + victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); - if ( isBat && victimPed->IsPlayer() ) + if ( isHeavy && victimPed->IsPlayer() ) victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); else victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); @@ -478,25 +660,155 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) { posOffset.Normalise(); victimPed->bIsStanding = false; - victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); + if(m_eWeaponType == WEAPONTYPE_CHAINSAW) + victimPed->ApplyMoveForce(posOffset.x*-1.0f, posOffset.y*-1.0f, 1.0f); + else + victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); } m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT; - if ( victimPed->m_nPedType == PEDTYPE_COP ) - CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); - else - CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + if (m_eWeaponType != WEAPONTYPE_KNIFE && m_eWeaponType != WEAPONTYPE_MACHETE + && m_eWeaponType != WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_CHAINSAW) { + + if (victimPed->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + } else { + if (victimPed->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + } } } } } } } + CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, false, true, false, false, false, false); + if (nearVeh && nearVeh->IsCar()) + { + CAutomobile *nearCar = (CAutomobile*)nearVeh; + m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT; + if (shooterPed == FindPlayerPed()) + { + if (nearCar->IsLawEnforcementVehicle()) + { + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_VEHICLE, nearCar, shooterPed, 2000); + } + float oldHealth = nearCar->m_fHealth; + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + for(int i=0; i<4; i++) { + CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f)); + CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, gaTempSphereColPoints[0].normal * 0.1f); + } + } + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB); + + CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0); + } + else + { + nearCar->VehicleDamage(info->m_nDamage* (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB); + } + if (nearCar->m_fHealth < oldHealth) + { + nearCar->m_nLastWeaponDamage = m_eWeaponType; + nearCar->m_pLastDamageEntity = shooterPed; + } + if (shooterPed->m_fDamageImpulse == 0.0f) + { + shooterPed->m_pDamageEntity = nearCar; + nearCar->RegisterReference(&shooterPed->m_pDamageEntity); + } + damageEntityRegistered = 2; + if (FindPlayerPed()->GetWeapon() == this && nearCar->VehicleCreatedBy != MISSION_VEHICLE) + { + if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH + && (CGeneral::GetRandomTrueFalse() || nearCar->AutoPilot.m_nCarMission != MISSION_CRUISE)) + { + int leaveCarDelay = 200; + CPed *driver = nearCar->pDriver; + if (driver && driver->CharCreatedBy != MISSION_CHAR) + { + if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear) + { + driver->SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); + } + else + { + driver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed()); + driver->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; + driver->m_prevObjective = OBJECTIVE_KILL_CHAR_ON_FOOT; + } + driver->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 200; + leaveCarDelay = 400; + } + for (int j = 0; j < nearCar->m_nNumPassengers; ++j) + { + CPed *passenger = nearCar->pPassengers[j]; + if (passenger && passenger->CharCreatedBy != MISSION_CHAR) + { + nearCar->pPassengers[j]->SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); + passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + leaveCarDelay; + leaveCarDelay += 200; + } + } + } + else + { + CPed *driver = nearCar->pDriver; + if (driver) + { + if (driver->m_objective != OBJECTIVE_LEAVE_CAR && driver->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && + driver->m_objective != OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE) + { + if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH) + nearCar->AutoPilot.m_nCruiseSpeed = nearCar->AutoPilot.m_nCruiseSpeed * 1.5f; + + nearCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH; + } + } + } + } + } + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + CEntity *nearStatic = (CObject*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, true, false, false, true, false, false); + if (nearStatic) + { + for(int i=0; i < 4; i++) { + CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f), 0, 0.0f, 0, 0, 0, 0); + CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0); + } + + CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0); + + if (!damageEntityRegistered) + { + m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT; + if (shooterPed->m_fDamageImpulse == 0.0f) + { + shooterPed->m_pDamageEntity = nearStatic; + nearStatic->RegisterReference(&shooterPed->m_pDamageEntity); + } + } + if (nearStatic->IsObject() && ((CObject*)nearStatic)->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY) + ((CObject*)nearStatic)->ObjectDamage(200.0f); + } + } return true; } +// --MIAMI: Done except comments bool CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) { @@ -534,32 +846,50 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) int32 accuracy = shooterPed->m_wepAccuracy; int32 inaccuracy = 100-accuracy; - if ( accuracy != 100 ) - FindPlayerPed(); //what ? - CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt; if ( threatAttack->IsPed() ) { - threatAttack->m_pedIK.GetComponentPosition(target, PED_MID); + threatAttack->m_pedIK.GetComponentPosition(*(RwV3d *)&target, PED_MID); threatAttack->ReactToPointGun(shooter); } else target = threatAttack->GetPosition(); target -= *fireSource; - target *= info->m_fRange / target.Magnitude(); + float distToTarget = target.Magnitude(); + target *= info->m_fRange / distToTarget; target += *fireSource; - if ( inaccuracy != 0 ) + if (shooter == FindPlayerPed() && inaccuracy != 0.f) + { + float newInaccuracy = 2.5f * FindPlayerPed()->m_fAttackButtonCounter * (inaccuracy * Min(1.f, 5.f / distToTarget)); + if (FindPlayerPed()->bIsDucking) + newInaccuracy *= 0.4f; + + target.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy; + target.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy; + target.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * newInaccuracy; + FindPlayerPed()->m_fAttackButtonCounter += info->m_nDamage * 0.04f; + } + else if (inaccuracy > 0.f) { + if (threatAttack == FindPlayerPed()) + { + float speed = Min(0.33f, FindPlayerPed()->m_vecMoveSpeed.Magnitude()); + inaccuracy *= (0.3f * speed * 100.f / 33.f + 0.8f); + } target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy; target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy; target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy; } - CWorld::bIncludeDeadPeds = true; - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + if (shooter == FindPlayerPed()) + CWorld::bIncludeDeadPeds = true; + + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); CWorld::bIncludeDeadPeds = false; + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) } else { @@ -569,7 +899,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) shooterPed->TransformToNode(target, PED_HANDR); - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) } } else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) @@ -577,12 +909,19 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) CVector src, trgt; TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt); + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) CWorld::bIncludeDeadPeds = true; - ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + CWorld::bIncludeCarTyres = true; + CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true); + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) CWorld::bIncludeDeadPeds = false; + CWorld::bIncludeCarTyres = false; + + if (victim) + CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, src, trgt); int32 rotSpeed = 1; - if ( m_eWeaponType == WEAPONTYPE_M16 ) + if ( m_eWeaponType == WEAPONTYPE_M4 ) rotSpeed = 4; CVector bulletPos; @@ -594,140 +933,113 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) } else { - float shooterHeading = RADTODEG(shooter->GetForward().Heading()); - float shooterAngle = DEGTORAD(shooterHeading); + uint32 model = shooter->GetModelIndex(); + if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW) + { + float inaccuracyMult = 0.6f; + target = shooter->GetForward(); + if (shooter->GetStatus() == STATUS_PLAYER) + { + target *= info->m_fRange; + target += *fireSource; + CWeapon::DoDriveByAutoAiming(FindPlayerPed(), (CVehicle*)shooter, fireSource, &target); + target -= *fireSource; + target.Normalise(); + if (model == MI_SEASPAR || model == MI_SPARROW) + inaccuracyMult = 0.1f; + else + inaccuracyMult = 0.3f; + } + target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult; + target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult; + target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracyMult; + + target.Normalise(); + target *= info->m_fRange; + target += *fireSource; + CWorld::pIgnoreEntity = shooter; + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + CWorld::pIgnoreEntity = nil; - CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle)); - rotOffset.Normalise(); + int32 rotSpeed = 1; + if (m_eWeaponType == WEAPONTYPE_M4) + rotSpeed = 4; - target = *fireSource; - target.x += rotOffset.x * info->m_fRange; - target.y += rotOffset.y * info->m_fRange; + CVector bulletPos; + if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4)) + { + for (int32 i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed); + } + } + else + { + float shooterHeading = RADTODEG(shooter->GetForward().Heading()); + float shooterAngle = DEGTORAD(shooterHeading); - if ( shooter->IsPed() ) - DoDoomAiming(shooter, fireSource, &target); + CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle)); + rotOffset.Normalise(); - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + target = *fireSource; + target.x += rotOffset.x * info->m_fRange; + target.y += rotOffset.y * info->m_fRange; - int32 rotSpeed = 1; - if ( m_eWeaponType == WEAPONTYPE_M16 ) - rotSpeed = 4; + CParticle::HandleShootableBirdsStuff(shooter, *fireSource); + if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim)) + { + CWeapon::DoDoomAiming(shooter, fireSource, &target); + } - CVector bulletPos; - if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) ) - { - for ( int32 i = 0; i < 16; i++ ) - CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed); + // CWorld::bProcessPedsOnBoatsAndBikes = 1; // TODO(Miami) + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + // CWorld::bProcessPedsOnBoatsAndBikes = 0; // TODO(Miami) + + int32 rotSpeed = 1; + if (m_eWeaponType == WEAPONTYPE_M4) + rotSpeed = 4; + + CVector bulletPos; + if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4)) + { + for (int32 i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed); + } } } - if ( victim && shooter->IsPed() && victim == ((CPed*)shooter)->m_leader ) - return false; + if (victim && shooter->IsPed()) + { + if (victim == ((CPed*)shooter)->m_leader) + return false; - CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed *)shooter, 1000); + if (victim->IsPed() && ((CPed*)shooter)->IsGangMember() && !((CPed*)victim)->CanBeDamagedByThisGangMember((CPed*)shooter)) + return false; + } + + if (shooter->IsPed()) + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed*)shooter, 1000); + else if (shooter->IsVehicle() && ((CVehicle*)shooter)->pDriver) + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_VEHICLE, shooter, ((CVehicle*)shooter)->pDriver, 1000); if ( shooter == FindPlayerPed() ) { - CStats::InstantHitsFiredByPlayer++; if ( !(CTimer::GetFrameCounter() & 3) ) MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target); } 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_M4: + case WEAPONTYPE_RUGER: + 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, - 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false); - - CVector gunflashPos = *fireSource; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f); - 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, 0.06f); - 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, 0.06f); - - gunflashPos = *fireSource; - gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f); - gunflashPos.z += 0.04f; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); - gunflashPos.z += 0.04f; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); - gunflashPos.z += 0.03f; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); - - gunflashPos = *fireSource; - gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f); - gunflashPos.z -= 0.04f; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); - gunflashPos.z -= 0.04f; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); - gunflashPos.z -= 0.03f; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); - - CVector offset = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f)); - offset.Normalise2D(); - - gunflashPos = *fireSource; - gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f); - gunflashPos += CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); - gunflashPos += CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f); - gunflashPos += CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); - - gunflashPos = *fireSource; - gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f); - gunflashPos -= CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); - gunflashPos -= CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f); - gunflashPos -= CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); - - 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)); + AddGunFlashBigGuns(*fireSource, *fireSource + target); CVector gunshellPos = *fireSource; gunshellPos -= CVector(0.65f*ahead.x, 0.65f*ahead.y, 0.0f); @@ -740,6 +1052,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) } case WEAPONTYPE_UZI: + case WEAPONTYPE_TEC9: + case WEAPONTYPE_SILENCED_INGRAM: + case WEAPONTYPE_MP5: { CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f, @@ -778,6 +1093,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) } case WEAPONTYPE_COLT45: + case WEAPONTYPE_PYTHON: + case WEAPONTYPE_SNIPERRIFLE: + case WEAPONTYPE_LASERSCOPE: { CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f, @@ -844,6 +1162,7 @@ CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &d } } +// --MIAMI: Done? void CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead) @@ -857,72 +1176,99 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, if ( victim ) { + if (shooter) + { + if (shooter && shooter->IsPed() && ((CPed*)shooter)->m_attachedTo == victim) + return; + + if (shooter->IsPed() && !((CPed*)shooter)->IsPlayer()) + { + CPed* shooterPed = (CPed*)shooter; + CEntity* guyWePointGun = shooterPed->m_pPointGunAt; + if (guyWePointGun) + { + if (victim != guyWePointGun) + { + float distWithAim = (guyWePointGun->GetPosition() - shooter->GetPosition()).Magnitude(); + float distWithBullet = (point->point - shooter->GetPosition()).Magnitude(); + if (distWithAim > 0.1f && distWithBullet > 0.1f) + { + // Normalize + CVector aimDir = (guyWePointGun->GetPosition() - shooter->GetPosition()) * (1.0f / distWithAim); + CVector bulletDir = (point->point - shooter->GetPosition()) * (1.0f / distWithBullet); + + float dotProd = DotProduct(aimDir, bulletDir); + float aimAndBulletAngle; + if (dotProd <= 0.35f) + aimAndBulletAngle = PI; + else + aimAndBulletAngle = Acos(dotProd); + + if (aimAndBulletAngle <= DEGTORAD(45.0f) && (aimAndBulletAngle <= DEGTORAD(15.0f) || distWithBullet / distWithAim >= 0.75f) && distWithBullet / distWithAim >= 0.99f) + { + shooterPed->bObstacleShowedUpDuringKillObjective = false; + shooterPed->m_shotTime = 0; + } + else + { + shooterPed->bObstacleShowedUpDuringKillObjective = true; + shooterPed->m_shootTimer = 0; + shooterPed->m_shotTime = CTimer::GetTimeInMilliseconds(); + if (distWithAim < 10.0f) + shooterPed->SetAttackTimer(1500); + else + shooterPed->SetAttackTimer(3000); + } + } + } + } + } + } CGlass::WasGlassHitByBullet(victim, point->point); CVector traceTarget = point->point; CBulletTraces::AddTrace(source, &traceTarget); - if ( shooter != nil ) - { - if ( shooter == FindPlayerPed() ) - { - if ( victim->IsPed() || victim->IsVehicle() ) - CStats::InstantHitsHitByPlayer++; - } - } + if (victim->IsPed() && shooter->IsVehicle() && ((CVehicle*)shooter)->pDriver) + shooter = ((CVehicle*)shooter)->pDriver; - if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 ) + if ( victim->IsPed() && shooter->IsPed() && + (((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 || + !((CPed*)shooter)->IsGangMember() && ((CPed*)shooter)->m_nPedType != PEDTYPE_COP)) { CPed *victimPed = (CPed *)victim; if ( !victimPed->DyingOrDead() && victim != shooter ) { - if ( victimPed->DoesLOSBulletHitPed(*point) ) - { - CVector pos = victimPed->GetPosition(); + CVector pos = victimPed->GetPosition(); - CVector2D posOffset(source->x-pos.x, source->y-pos.y); - int32 localDir = victimPed->GetLocalDirection(posOffset); + CVector2D posOffset(source->x-pos.x, source->y-pos.y); + int32 localDir = victimPed->GetLocalDirection(posOffset); - victimPed->ReactToAttack(shooter); + victimPed->ReactToAttack(shooter); - if ( !victimPed->IsPedInControl() || victimPed->bIsDucking ) + if ( !victimPed->IsPedInControl() || victimPed->bIsDucking ) + { + victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir); + } + else + { + if ( victimPed->bCanBeShotInVehicle && (IsShotgun(m_eWeaponType) || + (!victimPed->IsPlayer() && (m_eWeaponType == WEAPONTYPE_HELICANNON || m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_PYTHON)))) { + posOffset.Normalise(); + victimPed->bIsStanding = false; + + victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f); + victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); + victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir); } else { - if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON ) + if ( victimPed->IsPlayer() ) { - posOffset.Normalise(); - victimPed->bIsStanding = false; - - victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f); - victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); - - victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir); - } - else - { - if ( victimPed->IsPlayer() ) - { - CPlayerPed *victimPlayer = (CPlayerPed *)victimPed; - if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() ) - { - victimPed->ClearAttackByRemovingAnim(); - - CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir)); - ASSERT(asoc!=nil); - - asoc->blendAmount = 0.0f; - asoc->blendDelta = 8.0f; - - if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 ) - victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500; - else - victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000; - } - } - else + CPlayerPed *victimPlayer = (CPlayerPed *)victimPed; + if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() && victimPed->m_nPedState != PED_DRIVING ) { victimPed->ClearAttackByRemovingAnim(); @@ -931,31 +1277,53 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, asoc->blendAmount = 0.0f; asoc->blendDelta = 8.0f; + + if ( m_eWeaponType == WEAPONTYPE_M4 ) + victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500; + else + victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000; } + } + else + { + victimPed->ClearAttackByRemovingAnim(); + + CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir)); + ASSERT(asoc!=nil); - victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir); + asoc->blendAmount = 0.0f; + asoc->blendDelta = 8.0f; } + + victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir); } + } - if ( victimPed->m_nPedType == PEDTYPE_COP ) - CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000); - else - CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000); + if ( victimPed->m_nPedType == PEDTYPE_COP ) + CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000); + else + CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000); - if ( CGame::nastyGame ) - { - uint8 bloodAmount = 8; - if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON ) - bloodAmount = 32; + if ( CGame::nastyGame ) + { + uint8 bloodAmount = 8; + if ( IsShotgun(m_eWeaponType) || m_eWeaponType == WEAPONTYPE_HELICANNON ) + bloodAmount = 32; - CVector dir = (point->point - victim->GetPosition()) * 0.01f; - dir.z = 0.01f; + CVector dir = (point->point - victim->GetPosition()) * 0.01f; + dir.z = 0.01f; - if ( victimPed->GetIsOnScreen() ) - { - for ( uint8 i = 0; i < bloodAmount; i++ ) - CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir); - } + if ( victimPed->GetIsOnScreen() ) + { + for ( uint8 i = 0; i < bloodAmount; i++ ) + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir); + } + + if (m_eWeaponType == WEAPONTYPE_MINIGUN) + { + CParticle::AddParticle(PARTICLE_TEST, point->point, CVector(0.f, 0.f, 0.f), nil, 0.f, 0, 0, 0, 0); + CParticle::AddParticle(PARTICLE_TEST, point->point + CVector(0.2f, -0.2f, 0.f), CVector(0.f, 0.f, 0.f), nil, 0.f, 0, 0, 0, 0); + CParticle::AddParticle(PARTICLE_TEST, point->point + CVector(-0.2f, 0.2f, 0.f), CVector(0.f, 0.f, 0.f), nil, 0.f, 0, 0, 0, 0); } } } @@ -1000,9 +1368,8 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); #ifndef FIX_BUGS - CVector dist = point->point - (*source); - CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f); - CVector smokePos = *source + offset; + CVector dist = point->point - (*source); + CVector smokePos = point->point - Max(0.1f * dist.Magnitude(), 0.2f) / dist.Magnitude(); #else CVector smokePos = point->point; #endif // !FIX_BUGS @@ -1017,20 +1384,30 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, } case ENTITY_TYPE_VEHICLE: { - ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage); + if (point->pieceB >= SURFACE_LAMP_POST && point->pieceB <= SURFACE_METAL_CHAIN_FENCE) { + ((CVehicle*)victim)->BurstTyre(point->pieceB, true); - for ( int32 i = 0; i < 16; i++ ) - CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); + for (int32 i = 0; i < 4; i++) + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, point->point, point->normal * 0.05f); + } + else + { + ((CVehicle*)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage); + + for (int32 i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal * 0.05f); #ifndef FIX_BUGS - CVector dist = point->point - (*source); - CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f); - CVector smokePos = *source + offset; + CVector dist = point.point - (*fireSource); + CVector offset = dist - Max(0.2f * dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f); + CVector smokePos = *fireSource + offset; #else - CVector smokePos = point->point; -#endif // !FIX_BUGS + CVector smokePos = point->point; +#endif + + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); + } - CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); if ( shooter->IsPed() ) { @@ -1055,19 +1432,23 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, CObject *victimObject = (CObject *)victim; - if ( !victimObject->bInfiniteMass ) + if ( !victimObject->bInfiniteMass && victimObject->m_fCollisionDamageMultiplier < 99.9f) { - if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f ) + bool notStatic = !victimObject->IsStatic(); + if (notStatic && victimObject->m_fUprootLimit <= 0.0f) { victimObject->bIsStatic = false; victimObject->AddToMovingList(); } - if ( !victimObject->IsStatic()) + notStatic = !victimObject->IsStatic(); + if (!notStatic) { - CVector moveForce = point->normal*-4.0f; + CVector moveForce = point->normal * -4.0f; victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z); } + } else if (victimObject->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY) { + victimObject->ObjectDamage(50.f); } break; @@ -1085,17 +1466,20 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, } case ENTITY_TYPE_VEHICLE: { + CStats::InstantHitsHitByPlayer++; DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f); break; } case ENTITY_TYPE_PED: { + CStats::InstantHitsHitByPlayer++; DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f); ((CPed*)victim)->Say(SOUND_PED_BULLET_HIT); break; } case ENTITY_TYPE_OBJECT: { + CStats::InstantHitsHitByPlayer++; PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point->point); break; } @@ -1116,6 +1500,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, BlowUpExplosiveThings(victim); } +// --MIAMI: Done except comments, and didn't check particle coords precisely bool CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) { @@ -1161,10 +1546,35 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) else shooterAngle = RADTODEG(shooter->GetForward().Heading()); + int shootsAtOnce; + int checkObstacleOnShootNo; + float angleRange; + switch (m_eWeaponType) { + case WEAPONTYPE_SHOTGUN: + angleRange = DEGTORAD(9.0f); + checkObstacleOnShootNo = 1; + shootsAtOnce = 3; + break; + case WEAPONTYPE_SPAS12_SHOTGUN: + angleRange = DEGTORAD(6.0f); + checkObstacleOnShootNo = 1; + shootsAtOnce = 3; + break; + case WEAPONTYPE_STUBBY_SHOTGUN: + angleRange = DEGTORAD(18.0f); + checkObstacleOnShootNo = 2; + shootsAtOnce = 5; + break; + default: + break; + } + bool statUpdated = false; + float halfAngleRange = angleRange / 2.f; + float angleBetweenTwoShot = angleRange / (shootsAtOnce - 1.f); - for ( int32 i = 0; i < 5; i++ ) // five shoots at once + for ( int32 i = 0; i < shootsAtOnce; i++ ) { - float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f); + float shootAngle = DEGTORAD(RADTODEG(halfAngleRange - angleBetweenTwoShot * i) + shooterAngle); CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle)); CVector source, target; @@ -1176,12 +1586,17 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target); CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up); - float f = float(i - 2) * (DEGTORAD(7.5f) / 2); + float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot; target = f * Left + target - source; target *= info->m_fRange; target += source; + CWorld::bIncludeDeadPeds = true; + CWorld::bIncludeCarTyres = true; + //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes - ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true); + CWorld::bIncludeDeadPeds = false; + CWorld::bIncludeCarTyres = false; } else { @@ -1197,24 +1612,84 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) DoDoomAiming(shooter, fireSource, &target); else { - float distToTarget = (shooterPed->m_pPointGunAt->GetPosition() - (*fireSource)).Magnitude2D(); - target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z); + CVector pos; + if (shooterPed->m_pPointGunAt->IsPed()) { + ((CPed*)shooterPed->m_pPointGunAt)->m_pedIK.GetComponentPosition(*(RwV3d *)&pos, PED_MID); + } else { + pos = ((CPed*)shooterPed->m_pPointGunAt)->GetPosition(); + } + + float distToTarget = (pos - (*fireSource)).Magnitude2D(); + target.z += info->m_fRange / distToTarget * (pos.z - target.z); } } + if (shooter == FindPlayerPed()) + CWorld::bIncludeDeadPeds = true; - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + CWorld::bIncludeDeadPeds = false; } + //bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes if ( victim ) { CGlass::WasGlassHitByBullet(victim, point.point); + CWeapon::BlowUpExplosiveThings(victim); + if (i == checkObstacleOnShootNo) + { + if (shooter) + { + if (shooter->IsPed() && !((CPed*)shooter)->IsPlayer()) + { + CPed *shooterPed = (CPed*)shooter; + CEntity *guyWePointGun = shooterPed->m_pPointGunAt; + if (guyWePointGun) + { + if (victim != guyWePointGun) + { + float distWithAim = (guyWePointGun->GetPosition() - shooter->GetPosition()).Magnitude(); + float distWithBullet = (point.point - shooter->GetPosition()).Magnitude(); + if (distWithAim > 0.1f && distWithBullet > 0.1f) + { + // Normalize + CVector aimDir = (guyWePointGun->GetPosition() - shooter->GetPosition()) * (1.0f / distWithAim); + CVector bulletDir = (point.point - shooter->GetPosition()) * (1.0f / distWithBullet); + + float dotProd = DotProduct(aimDir, bulletDir); + float aimAndBulletAngle; + if (dotProd <= 0.35f) + aimAndBulletAngle = PI; + else + aimAndBulletAngle = Acos(dotProd); + if (aimAndBulletAngle <= DEGTORAD(45.0f) && (aimAndBulletAngle <= DEGTORAD(15.0f) || distWithBullet / distWithAim >= 0.75f) && distWithBullet / distWithAim >= 0.99f) + { + shooterPed->bObstacleShowedUpDuringKillObjective = false; + shooterPed->m_shotTime = 0; + } + else + { + shooterPed->bObstacleShowedUpDuringKillObjective = true; + shooterPed->m_shootTimer = 0; + shooterPed->m_shotTime = CTimer::GetTimeInMilliseconds(); + if (distWithAim < 10.0f) + shooterPed->SetAttackTimer(1500); + else + shooterPed->SetAttackTimer(3000); + } + } + } + } + } + } + } CBulletTraces::AddTrace(fireSource, &point.point); if ( victim->IsPed() ) { CPed *victimPed = (CPed *)victim; - if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) ) + if ( !victimPed->DyingOrDead() && victim != shooter ) { bool cantStandup = true; @@ -1227,7 +1702,8 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) posOffset.Normalise(); - if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) ) + if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) || + !victimPed->bCanBeShotInVehicle) cantStandup = false; if ( victimPed->bIsStanding && cantStandup ) @@ -1252,7 +1728,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) if ( CGame::nastyGame ) { uint8 bloodAmount = 8; - if ( m_eWeaponType == WEAPONTYPE_SHOTGUN ) + if ( IsShotgun(m_eWeaponType) ) bloodAmount = 32; CVector dir = (point.point - victim->GetPosition()) * 0.01f; @@ -1264,6 +1740,36 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point, dir); } } + } else { + if (CGame::nastyGame) + { + CVector dir = (point.point - victim->GetPosition()) * 0.01f; + dir.z = 0.01f; + + if (victimPed->GetIsOnScreen()) + { + for (uint8 i = 0; i < 8; i++) + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point + CVector(0.0f, 0.0f, 0.15f), dir); + } + if (victimPed->Dead()) + { + CAnimBlendAssociation *hitAssoc; + if (RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL)) + { + hitAssoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f); + } + else + { + hitAssoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f); + } + if (hitAssoc) + { + hitAssoc->SetCurrentTime(0.0f); + hitAssoc->SetRun(); + hitAssoc->flags &= ~ASSOC_DELETEFADEDOUT; + } + } + } } } else @@ -1272,21 +1778,29 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) { case ENTITY_TYPE_VEHICLE: { - ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage); + if (point.pieceB >= SURFACE_LAMP_POST && point.pieceB <= SURFACE_METAL_CHAIN_FENCE) { + ((CVehicle*)victim)->BurstTyre(point.pieceB, true); - for ( int32 i = 0; i < 16; i++ ) - CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f); + for (int32 i = 0; i < 4; i++) + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, point.point, point.normal * 0.05f); + } + else + { + ((CVehicle*)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage); + + for (int32 i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal * 0.05f); #ifndef FIX_BUGS - CVector dist = point.point - (*fireSource); - CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f); - CVector smokePos = *fireSource + offset; + CVector dist = point.point - (*fireSource); + CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f); + CVector smokePos = *fireSource + offset; #else - CVector smokePos = point.point; + CVector smokePos = point.point; #endif - CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); - + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); + } break; } @@ -1316,13 +1830,15 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) if ( !victimObject->bInfiniteMass ) { - if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f ) + bool notStatic = !victimObject->IsStatic(); + if ( notStatic && victimObject->m_fUprootLimit <= 0.0f ) { victimObject->bIsStatic = false; victimObject->AddToMovingList(); } - if ( !victimObject->IsStatic()) + notStatic = !victimObject->IsStatic(); + if ( !notStatic ) { CVector moveForce = point.normal*-5.0f; victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z); @@ -1345,17 +1861,29 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) } case ENTITY_TYPE_VEHICLE: { + if (!statUpdated) { + CStats::InstantHitsHitByPlayer++; + statUpdated = true; + } DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f); break; } case ENTITY_TYPE_PED: { + if (!statUpdated) { + CStats::InstantHitsHitByPlayer++; + statUpdated = true; + } DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f); ((CPed*)victim)->Say(SOUND_PED_BULLET_HIT); break; } case ENTITY_TYPE_OBJECT: { + if (!statUpdated) { + CStats::InstantHitsHitByPlayer++; + statUpdated = true; + } PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point); break; } @@ -1388,10 +1916,12 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) ASSERT(fireSource!=nil); CVector source, target; + eWeaponType projectileType = m_eWeaponType; if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ) { source = *fireSource; + projectileType = WEAPONTYPE_ROCKET; if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() ) { @@ -1433,7 +1963,7 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) ) { if ( m_eWeaponType != WEAPONTYPE_GRENADE ) - CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource); + CProjectileInfo::RemoveNotAdd(shooter, projectileType, *fireSource); else { if ( shooter->IsPed() ) @@ -1442,14 +1972,14 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) source.z -= 0.4f; if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, nil, false, false, true, false, false, false) ) - CProjectileInfo::AddProjectile(shooter, m_eWeaponType, source, 0.0f); + CProjectileInfo::AddProjectile(shooter, WEAPONTYPE_GRENADE, source, 0.0f); else - CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource); + CProjectileInfo::RemoveNotAdd(shooter, WEAPONTYPE_GRENADE, *fireSource); } } } else - CProjectileInfo::AddProjectile(shooter, m_eWeaponType, *fireSource, power); + CProjectileInfo::AddProjectile(shooter, projectileType, *fireSource, power); return true; } @@ -1533,7 +2063,7 @@ CWeapon::FireSniper(CEntity *shooter) CVector dir = cam->Front; if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f ) - CCoronas::bSmallMoon = !CCoronas::bSmallMoon; + CCoronas::MoonSize = (CCoronas::MoonSize+1) & 7; dir.Normalise(); dir *= 16.0f; @@ -1556,6 +2086,7 @@ CWeapon::FireSniper(CEntity *shooter) return true; } +// --MIAMI: Done bool CWeapon::FireM16_1stPerson(CEntity *shooter) { @@ -1565,6 +2096,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) if (!( mode == CCam::MODE_M16_1STPERSON || mode == CCam::MODE_SNIPER + || mode == CCam::MODE_CAMERA || mode == CCam::MODE_ROCKETLAUNCHER || mode == CCam::MODE_M16_1STPERSON_RUNABOUT || mode == CCam::MODE_SNIPER_RUNABOUT @@ -1576,10 +2108,12 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) CWeaponInfo *info = GetInfo(); + CWorld::bIncludeCarTyres = true; + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) + CColPoint point; CEntity *victim; - CWorld::bIncludeCarTyres = true; CWorld::pIgnoreEntity = shooter; CWorld::bIncludeDeadPeds = true; @@ -1589,9 +2123,12 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) CVector source = cam->Source; CVector target = cam->Front*info->m_fRange + source; - ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); - CWorld::bIncludeDeadPeds = false; + if (CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true)) { + CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target); + } CWorld::pIgnoreEntity = nil; + CWorld::bIncludeDeadPeds = false; + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) CWorld::bIncludeCarTyres = false; CVector2D front(cam->Front.x, cam->Front.y); @@ -1600,7 +2137,8 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) DoBulletImpact(shooter, victim, &source, &target, &point, front); CVector bulletPos; - if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, 4) ) + + if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (m_eWeaponType == WEAPONTYPE_M60 || m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) ) { for ( int32 i = 0; i < 16; i++ ) CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f)); @@ -1608,26 +2146,44 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) if ( shooter == FindPlayerPed() ) { - CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z); - - if ( m_eWeaponType == WEAPONTYPE_M16 ) - { - TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f; - TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f; - } - else if ( m_eWeaponType == WEAPONTYPE_HELICANNON ) - { - TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f; - TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f; + float mult; + switch (m_eWeaponType) { + case WEAPONTYPE_M4: + mult = 0.0003f; + break; + case WEAPONTYPE_RUGER: + mult = 0.00015f; + break; + case WEAPONTYPE_HELICANNON: + case WEAPONTYPE_M60: + mult = 0.0003f; + break; + default: + mult = 0.0002f; + break; } + + if (FindPlayerPed()->bIsDucking || FindPlayerPed()->m_attachedTo) + mult *= 0.3f; + + TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * mult; + TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * mult; + + // yes, double + double notFiringRate = (20.0 - info->m_nFiringRate) / 80.0; + double raisedNotFiringRate = Max(1.0, Max(0.0, notFiringRate)); + + uint8 shakeFreq = 80.0 * raisedNotFiringRate + 130.0; + CPad::GetPad(0)->StartShake(20000.0f * CTimer::GetTimeStep() / shakeFreq, shakeFreq); } return true; } bool -CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) +CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right) { +// TODO(MIAMI): bikes CWeaponInfo *info = GetInfo(); CVehicleModelInfo *modelInfo = shooter->GetModelInfo(); @@ -1668,7 +2224,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f, float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f); - DoDriveByAutoAiming(FindPlayerPed(), &source, &target); + DoDriveByAutoAiming(FindPlayerPed(), shooter, &source, &target); CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000); @@ -1788,6 +2344,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) return true; } +// --MIAMI: Done void CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) { @@ -1800,8 +2357,6 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) #endif CPed *shooterPed = (CPed*)shooter; - if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting ) - return; int16 lastEntity; CEntity *entities[16]; @@ -1820,7 +2375,8 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING || victim->GetStatus() == STATUS_TRAIN_NOT_MOVING || victim->GetStatus() == STATUS_HELI - || victim->GetStatus() == STATUS_PLANE) ) + || victim->GetStatus() == STATUS_PLANE + || victim->GetStatus() == STATUS_WRECKED) ) { float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D(); float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z); @@ -1839,7 +2395,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) } } - if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST ) + CColPoint foundCol; + CEntity *foundEnt; + if (closestEntityDist < DOOMAUTOAIMING_MAXDIST + && !CWorld::ProcessLineOfSight(*source, entities[closestEntity]->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false, true)) { CEntity *victim = entities[closestEntity]; ASSERT(victim !=nil); @@ -1928,10 +2487,11 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV } } +// --MIAMI: Done void -CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) +CWeapon::DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target) { - ASSERT(shooter!=nil); + ASSERT(driver!=nil); ASSERT(source!=nil); ASSERT(target!=nil); @@ -1939,27 +2499,36 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) CEntity entity; // unused #endif - CPed *shooterPed = (CPed*)shooter; - if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting ) - return; + CPed *shooterPed = (CPed*)driver; int16 lastEntity; - CEntity *entities[16]; - CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false); + CEntity *peds[16]; + CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, peds, false, false, true, false, false); float closestEntityDist = 10000.0f; int16 closestEntity; for ( int32 i = 0; i < lastEntity; i++ ) { - CEntity *victim = entities[i]; + CPed *victim = (CPed*)peds[i]; ASSERT(victim!=nil); - if ( shooter != victim ) + if (driver != victim && !victim->DyingOrDead() && victim->m_attachedTo != vehicle) { float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition()); - float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude(); - float pedDist = 0.15f*distToVictim + lineDist; + + uint32 model = vehicle->GetModelIndex(); + float pedDist; + if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW) + { + float distToVictim = (victim->GetPosition() - vehicle->GetPosition()).Magnitude(); + pedDist = lineDist / Max(5.f, distToVictim); + } + else + { + float distToVictim = (victim->GetPosition() - driver->GetPosition()).Magnitude(); + pedDist = 0.15f * distToVictim + lineDist; + } if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist) { @@ -1968,14 +2537,24 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) } } } + uint32 model = vehicle->GetModelIndex(); + float maxAimDistance = CAR_DRIVEBYAUTOAIMING_MAXDIST; + if (model == MI_HUNTER) + { + maxAimDistance = Tan(DEGTORAD(30.f)); + } + else if (model == MI_SEASPAR || model == MI_SPARROW) + { + maxAimDistance = Tan(DEGTORAD(10.f)); + } - if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST ) + if ( closestEntityDist < maxAimDistance ) { - CEntity *victim = entities[closestEntity]; + CEntity *victim = peds[closestEntity]; ASSERT(victim!=nil); float distToTarget = (*source - *target).Magnitude(); - float distToSource = (*source - victim->GetPosition()).Magnitude(); + float distToSource = (*source - victim->GetPosition()).Magnitude(); *target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source; } } @@ -1995,8 +2574,10 @@ CWeapon::Reload(void) } void -CWeapon::Update(int32 audioEntity) +CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound) { + CWeaponInfo *info = GetInfo(); + switch ( m_eWeaponState ) { case WEAPONSTATE_MELEE_MADECONTACT: @@ -2007,18 +2588,19 @@ CWeapon::Update(int32 audioEntity) case WEAPONSTATE_FIRING: { - if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) ) + if ( IsShotgun(m_eWeaponType) && AEHANDLE_IS_OK(audioEntity) ) { - uint32 timePassed = m_nTimer - gReloadSampleTime[WEAPONTYPE_SHOTGUN]; + uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType]; if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed ) DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f); } if ( CTimer::GetTimeInMilliseconds() > m_nTimer ) { - if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 ) + if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 ) { m_eWeaponState = WEAPONSTATE_OUT_OF_AMMO; - else + // TODO(Miami): CPickups::RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo + } else m_eWeaponState = WEAPONSTATE_READY; } @@ -2027,11 +2609,59 @@ CWeapon::Update(int32 audioEntity) case WEAPONSTATE_RELOADING: { - if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE ) + if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_TOTALWEAPONS) { - 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 ) @@ -2154,13 +2784,15 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage) bool CWeapon::IsTypeMelee(void) { - return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT; + return CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE; } bool CWeapon::IsType2Handed(void) { - return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER; + return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || m_eWeaponType == WEAPONTYPE_M60 || + m_eWeaponType == WEAPONTYPE_M4 || IsShotgun(m_eWeaponType) || + m_eWeaponType == WEAPONTYPE_RUGER || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || m_eWeaponType == WEAPONTYPE_LASERSCOPE; } void @@ -2234,6 +2866,7 @@ CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo) return false; } +// --MIAMI: Done void CWeapon::BlowUpExplosiveThings(CEntity *thing) { @@ -2241,14 +2874,14 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing) { CObject *object = (CObject*)thing; int32 mi = object->GetModelIndex(); - if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged ) + if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged && object->IsObject() ) { object->bHasBeenDamaged = true; CExplosion::AddExplosion(object, FindPlayerPed(), EXPLOSION_BARREL, object->GetPosition()+CVector(0.0f,0.0f,0.5f), 100); if ( MI_EXPLODINGBARREL == mi ) - object->m_vecMoveSpeed.z += 0.75f; + object->m_vecMoveSpeed.z += 0.55f; else object->m_vecMoveSpeed.z += 0.45f; @@ -2267,13 +2900,15 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing) bool CWeapon::HasWeaponAmmoToBeUsed(void) { - switch (m_eWeaponType) { - case WEAPONTYPE_UNARMED: - case WEAPONTYPE_BASEBALLBAT: - return true; - default: - return m_nAmmoTotal != 0; - } + // FIX: This is better (not bug tho) +#if 0 + if (m_eWeaponType <= WEAPONTYPE_CHAINSAW) +#else + if (CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE) +#endif + return true; + else + return m_nAmmoTotal != 0; } bool @@ -2282,6 +2917,146 @@ CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPo return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects); } +void +CWeapon::AddGunFlashBigGuns(CVector start, CVector end) +{ + CPointLights::AddLight(CPointLights::LIGHT_POINT, + start, CVector(0.0f, 0.0f, 0.0f), 5.0f, + 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false); + CVector gunflashPos = start; + + CVector shootVec = end - start; + + // Wtf did you do there R*? + shootVec.Normalise(); + CVector2D ahead = shootVec; + ahead.Normalise(); + + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f); + 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, 0.06f); + 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, 0.06f); + + gunflashPos = start; + gunflashPos += CVector(-0.1f * ahead.x, -0.1f * ahead.y, 0.0f); + gunflashPos.z += 0.04f; + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); + gunflashPos.z += 0.04f; + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + gunflashPos.z += 0.03f; + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + + gunflashPos = start; + gunflashPos += CVector(-0.1f * ahead.x, -0.1f * ahead.y, 0.0f); + gunflashPos.z -= 0.04f; + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); + gunflashPos.z -= 0.04f; + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + gunflashPos.z -= 0.03f; + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + + CVector offset = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f)); + offset.Normalise2D(); + + gunflashPos = start; + gunflashPos += CVector(-0.1f * ahead.x, -0.1f * ahead.y, 0.0f); + gunflashPos += CVector(0.06f * offset.x, 0.06f * offset.y, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); + gunflashPos += CVector(0.04f * offset.x, 0.04f * offset.y, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f); + gunflashPos += CVector(0.03f * offset.x, 0.03f * offset.y, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + + gunflashPos = start; + gunflashPos += CVector(-0.1f * ahead.x, -0.1f * ahead.y, 0.0f); + gunflashPos -= CVector(0.06f * offset.x, 0.06f * offset.y, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); + gunflashPos -= CVector(0.04f * offset.x, 0.04f * offset.y, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f); + gunflashPos -= CVector(0.03f * offset.x, 0.03f * offset.y, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + + CVector gunsmokePos = start; + float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f); + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x * rnd, ahead.y * rnd, 0.0f)); +} + +// --MIAMI: Done +void +CWeapon::CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target) +{ + if (!(*victim)->IsVehicle()) + return; + + CColSphere headSphere; + + CVehicle *veh = (CVehicle*)*victim; + CColPoint origPoint(*point); + float radius = 1.0f; + bool found = false; + CColLine shootLine(source, target); + + if (veh->pDriver && veh->pDriver->bCanBeShotInVehicle) { + CVector pos(0.f, 0.f, 0.f); + veh->pDriver->TransformToNode(pos, PED_HEAD); + headSphere.Set(0.2f, pos + CVector(0.f, 0.f, 0.1f), 0, PEDPIECE_HEAD); + if (CCollision::ProcessLineSphere(shootLine, headSphere, *point, radius)) { + *victim = veh->pDriver; + found = true; + } + } + + for(int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) { + CPed *passenger = veh->pPassengers[i]; + if (passenger && passenger->bCanBeShotInVehicle) { + CVector pos(0.f, 0.f, 0.f); + passenger->TransformToNode(pos, PED_HEAD); + headSphere.Set(0.2f, pos + CVector(0.f, 0.f, 0.1f), 0, PEDPIECE_HEAD); + if (CCollision::ProcessLineSphere(shootLine, headSphere, *point, radius)) { + *victim = passenger; + found = true; + } + } + } + if (veh->IsCar()) { + CVector distVec = target - source; + if (DotProduct(distVec, veh->GetForward()) < 0.0f && DotProduct(distVec, veh->GetUp()) <= 0.0f) { + CColModel *colModel = veh->GetColModel(); + if (colModel->numTriangles > 0) { + bool passesGlass = false; + CMatrix invVehMat; + Invert(veh->GetMatrix(), invVehMat); + shootLine.p0 = invVehMat * shootLine.p0; + shootLine.p1 = invVehMat * shootLine.p1; + CCollision::CalculateTrianglePlanes(colModel); + for (int i = 0; i < colModel->numTriangles; i++) { + if (colModel->triangles[i].surface == SURFACE_GLASS && + CCollision::TestLineTriangle(shootLine, colModel->vertices, colModel->triangles[i], colModel->trianglePlanes[i])) { + passesGlass = true; + break; + } + } + CAutomobile *car = (CAutomobile*)veh; + + // No need to damage windscreen if there isn't one. + if (passesGlass && car->Damage.ProgressPanelDamage(VEHPANEL_WINDSCREEN)) { + if (car->Damage.GetPanelStatus(VEHPANEL_WINDSCREEN) == PANEL_STATUS_SMASHED2) + car->Damage.ProgressPanelDamage(VEHPANEL_WINDSCREEN); + + car->SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN, true); + DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.f); + } + } + } + } + + if (!found) { + *victim = veh; + *point = origPoint; + } +} + #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)); diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index c7685e0d..cb59582f 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -2,12 +2,13 @@ #include "WeaponType.h" -#define DRIVEBYAUTOAIMING_MAXDIST (2.5f) +#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f) #define DOOMAUTOAIMING_MAXDIST (9000.0f) class CEntity; class CPhysical; -class CAutomobile; +class CVehicle; +class CPed; struct CColPoint; class CWeaponInfo; @@ -24,6 +25,7 @@ public: CWeapon() { m_bAddRotOffset = false; } + CWeapon(eWeaponType type, int32 ammo); CWeaponInfo *GetInfo(); @@ -32,9 +34,10 @@ public: static void UpdateWeapons (void); void Initialise(eWeaponType type, int32 ammo); + void Shutdown(); bool Fire (CEntity *shooter, CVector *fireSource); - bool FireFromCar (CAutomobile *shooter, bool left); + bool FireFromCar (CVehicle *shooter, bool left, bool right); bool FireMelee (CEntity *shooter, CVector &fireSource); bool FireInstantHit(CEntity *shooter, CVector *fireSource); @@ -49,14 +52,14 @@ public: bool FireAreaEffect (CEntity *shooter, CVector *fireSource); bool FireSniper (CEntity *shooter); bool FireM16_1stPerson (CEntity *shooter); - bool FireInstantHitFromCar(CAutomobile *shooter, bool left); + bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right); static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); - static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target); + static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target); void Reload(void); - void Update(int32 audioEntity); + void Update(int32 audioEntity, CPed *pedToAdjustSound); bool IsTypeMelee (void); bool IsType2Handed(void); @@ -65,9 +68,15 @@ public: bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo); static void BlowUpExplosiveThings(CEntity *thing); bool HasWeaponAmmoToBeUsed(void); + static void AddGunFlashBigGuns(CVector, CVector); + static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; } + + // TODO(Miami): Is that still used? static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects); + static void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&); + #ifdef COMPATIBLE_SAVES void Save(uint8*& buf); void Load(uint8*& buf); diff --git a/src/weapons/WeaponEffects.cpp b/src/weapons/WeaponEffects.cpp index 46195d2c..fb50bbe0 100644 --- a/src/weapons/WeaponEffects.cpp +++ b/src/weapons/WeaponEffects.cpp @@ -36,7 +36,7 @@ CWeaponEffects::Init(void) int32 slot = CTxdStore::FindTxdSlot("particle"); CTxdStore::SetCurrentTxd(slot); - gpCrossHairTex = RwTextureRead("crosshair", nil); + gpCrossHairTex = RwTextureRead("target256", "target256m"); gpCrossHairRaster = RwTextureGetRaster(gpCrossHairTex); CTxdStore::PopCurrentTxd(); diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index 93370a18..0f71aeda 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -6,70 +6,119 @@ #include "AnimManager.h" #include "AnimBlendAssociation.h" #include "Weapon.h" +#include "ModelInfo.h" +#include "ModelIndices.h" + +// Yeah... +int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = { + -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, + -1, -1, -1, -1, -1, -1, -1, -1, -1 +}; CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; +// --MIAMI: Todo static char ms_aWeaponNames[][32] = { "Unarmed", + "BrassKnuckle", + "ScrewDriver", + "GolfClub", + "NightStick", + "Knife", "BaseballBat", + "Hammer", + "Cleaver", + "Machete", + "Katana", + "Chainsaw", + "Grenade", + "DetonateGrenade", + "TearGas", + "Molotov", + "Rocket", "Colt45", - "Uzi", + "Python", "Shotgun", - "AK47", - "M16", + "Spas12Shotgun", + "StubbyShotgun", + "Tec9", + "Uzi", + "SilencedIngram", + "Mp5", + "m4", + "Ruger", "SniperRifle", + "LaserScope", "RocketLauncher", "FlameThrower", - "Molotov", - "Grenade", + "M60", + "Minigun", "Detonator", - "HeliCannon" + "HeliCannon", + "Camera", }; CWeaponInfo* -CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) { +CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) +{ return &CWeaponInfo::ms_apWeaponInfos[weaponType]; } +// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value void CWeaponInfo::Initialise(void) { debug("Initialising CWeaponInfo...\n"); for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) { ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT; - ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R; - ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS; + ms_apWeaponInfos[i].m_fRange = 0.0f; + ms_apWeaponInfos[i].m_nFiringRate = 0; + ms_apWeaponInfos[i].m_nReload = 0; + ms_apWeaponInfos[i].m_nAmountofAmmunition = 0; + ms_apWeaponInfos[i].m_nDamage = 0; + ms_apWeaponInfos[i].m_fSpeed = 0.0f; + ms_apWeaponInfos[i].m_fRadius = 0.0f; + ms_apWeaponInfos[i].m_fLifespan = 0.0f; + ms_apWeaponInfos[i].m_fSpread = 0.0f; + ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f); + ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED; + ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f; + ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f; + ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f; + ms_apWeaponInfos[i].m_fAnim2LoopStart = 0.0f; + ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f; + ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f; + ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f; ms_apWeaponInfos[i].m_bUseGravity = 1; ms_apWeaponInfos[i].m_bSlowsDown = 1; ms_apWeaponInfos[i].m_bRandSpeed = 1; ms_apWeaponInfos[i].m_bExpands = 1; ms_apWeaponInfos[i].m_bExplodes = 1; + ms_apWeaponInfos[i].m_nWeaponSlot = 0; } debug("Loading weapon data...\n"); LoadWeaponData(); debug("CWeaponInfo ready\n"); } +// --MIAMI: Done, commented parts wait for weapons port void CWeaponInfo::LoadWeaponData(void) { float spread, speed, lifeSpan, radius; float range, fireOffsetX, fireOffsetY, fireOffsetZ; - float delayBetweenAnimAndFire, delayBetweenAnim2AndFire, animLoopStart, animLoopEnd; + float anim2LoopStart, anim2LoopEnd, delayBetweenAnim2AndFire, animBreakout; + float delayBetweenAnimAndFire, animLoopStart, animLoopEnd; int flags, ammoAmount, damage, reload, weaponType; - int firingRate, modelId; + int firingRate, modelId, modelId2, weaponSlot; char line[256], weaponName[32], fireType[32]; - char animToPlay[32], anim2ToPlay[32]; - - CAnimBlendAssociation *animAssoc; - AnimationId animId; + char animToPlay[32]; size_t bp, buflen; int lp, linelen; CFileMgr::SetDir("DATA"); buflen = CFileMgr::LoadFile("WEAPON.DAT", work_buff, sizeof(work_buff), "r"); - CFileMgr::SetDir(""); for (bp = 0; bp < buflen; ) { // read file line by line @@ -101,10 +150,9 @@ CWeaponInfo::LoadWeaponData(void) fireType[0] = '\0'; fireOffsetY = 0.0f; fireOffsetZ = 0.0f; - animId = ANIM_WALK; sscanf( &line[lp], - "%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d", + "%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %f %f %f %f %f %f %f %d %d %x %d", weaponName, fireType, &range, @@ -120,27 +168,23 @@ CWeaponInfo::LoadWeaponData(void) &fireOffsetY, &fireOffsetZ, animToPlay, - anim2ToPlay, &animLoopStart, &animLoopEnd, &delayBetweenAnimAndFire, + &anim2LoopStart, + &anim2LoopEnd, &delayBetweenAnim2AndFire, + &animBreakout, &modelId, - &flags); + &modelId2, + &flags, + &weaponSlot); if (strncmp(weaponName, "ENDWEAPONDATA", 13) == 0) return; weaponType = FindWeaponType(weaponName); - animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay); - animId = static_cast<AnimationId>(animAssoc->animId); - - if (strncmp(anim2ToPlay, "null", 4) != 0) { - animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay); - ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId; - } - CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ); ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType); @@ -154,12 +198,16 @@ CWeaponInfo::LoadWeaponData(void) ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan; ms_apWeaponInfos[weaponType].m_fSpread = spread; ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset; - ms_apWeaponInfos[weaponType].m_AnimToPlay = animId; ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f; ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f; + ms_apWeaponInfos[weaponType].m_fAnim2LoopStart = anim2LoopStart / 30.0f; + ms_apWeaponInfos[weaponType].m_fAnim2LoopEnd = anim2LoopEnd / 30.0f; ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f; ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f; + ms_apWeaponInfos[weaponType].m_fAnimBreakout = animBreakout / 30.0f; ms_apWeaponInfos[weaponType].m_nModelId = modelId; + ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2; + ms_apWeaponInfos[weaponType].m_bUseGravity = flags; ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1; ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2; @@ -171,6 +219,37 @@ CWeaponInfo::LoadWeaponData(void) ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8; ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9; ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10; + ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = flags >> 11; + ms_apWeaponInfos[weaponType].m_bUse2nd = flags >> 12; + ms_apWeaponInfos[weaponType].m_bGround2nd = flags >> 13; + ms_apWeaponInfos[weaponType].m_bFinish3rd = flags >> 14; + ms_apWeaponInfos[weaponType].m_bReload = flags >> 15; + ms_apWeaponInfos[weaponType].m_bFightMode = flags >> 16; + ms_apWeaponInfos[weaponType].m_bCrouchFire = flags >> 17; + ms_apWeaponInfos[weaponType].m_bCop3rd = flags >> 18; + ms_apWeaponInfos[weaponType].m_bGround3rd = flags >> 19; + ms_apWeaponInfos[weaponType].m_bPartialAttack = flags >> 20; + ms_apWeaponInfos[weaponType].m_bAnimDetonate = flags >> 21; + + ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot; + + if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType)) + ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f); + + if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON) + modelId = -1; + else if (weaponType == WEAPONTYPE_DETONATOR_GRENADE) + modelId = MI_BOMB; + + if (modelId != -1) + ((CWeaponModelInfo*)CModelInfo::GetModelInfo(modelId))->SetWeaponInfo(weaponType); + + for (int i = 0; i < NUM_ANIM_ASSOC_GROUPS; i++) { + if (!strcmp(animToPlay, CAnimManager::GetAnimGroupName((AssocGroupId)i))) { + ms_apWeaponInfos[weaponType].m_AnimToPlay = (AssocGroupId)i; + break; + } + } } } @@ -192,6 +271,7 @@ CWeaponInfo::FindWeaponFireType(char *name) if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT; if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE; if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT; + if (strcmp(name, "CAMERA") == 0) return WEAPON_FIRE_CAMERA; Error("Unknown weapon fire type, WeaponInfo.cpp"); return WEAPON_FIRE_INSTANT_HIT; } diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h index c89dd482..e7013004 100644 --- a/src/weapons/WeaponInfo.h +++ b/src/weapons/WeaponInfo.h @@ -1,12 +1,16 @@ #pragma once +#include "AnimManager.h" #include "AnimationId.h" #include "WeaponType.h" +enum AssocGroupId; + class CWeaponInfo { -// static CWeaponInfo(&ms_apWeaponInfos)[14]; - static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_LAST_WEAPONTYPE]; + static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; public: + static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS]; + eWeaponFire m_eWeaponFire; float m_fRange; uint32 m_nFiringRate; @@ -18,13 +22,16 @@ public: float m_fLifespan; float m_fSpread; CVector m_vecFireOffset; - AnimationId m_AnimToPlay; - AnimationId m_Anim2ToPlay; + AssocGroupId m_AnimToPlay; float m_fAnimLoopStart; float m_fAnimLoopEnd; float m_fAnimFrameFire; + float m_fAnim2LoopStart; + float m_fAnim2LoopEnd; float m_fAnim2FrameFire; + float m_fAnimBreakout; int32 m_nModelId; + int32 m_nModel2Id; // flags uint8 m_bUseGravity : 1; uint8 m_bSlowsDown : 1; @@ -34,9 +41,24 @@ public: uint8 m_bExplodes : 1; uint8 m_bCanAim : 1; uint8 m_bCanAimWithArm : 1; + uint8 m_b1stPerson : 1; uint8 m_bHeavy : 1; uint8 m_bThrow : 1; + uint8 m_bReloadLoop2Start : 1; + uint8 m_bUse2nd : 1; + uint8 m_bGround2nd : 1; + uint8 m_bFinish3rd : 1; + uint8 m_bReload : 1; + + uint8 m_bFightMode : 1; + uint8 m_bCrouchFire : 1; + uint8 m_bCop3rd : 1; + uint8 m_bGround3rd : 1; + uint8 m_bPartialAttack : 1; + uint8 m_bAnimDetonate : 1; + + uint32 m_nWeaponSlot; static void Initialise(void); static void LoadWeaponData(void); @@ -46,4 +68,4 @@ public: static void Shutdown(void); }; -VALIDATE_SIZE(CWeaponInfo, 0x54);
\ No newline at end of file +VALIDATE_SIZE(CWeaponInfo, 0x64); diff --git a/src/weapons/WeaponType.h b/src/weapons/WeaponType.h index b45740b7..65d715ec 100644 --- a/src/weapons/WeaponType.h +++ b/src/weapons/WeaponType.h @@ -3,20 +3,44 @@ enum eWeaponType { WEAPONTYPE_UNARMED, + WEAPONTYPE_BRASSKNUCKLE, + WEAPONTYPE_SCREWDRIVER, + WEAPONTYPE_GOLFCLUB, + WEAPONTYPE_NIGHTSTICK, + WEAPONTYPE_KNIFE, WEAPONTYPE_BASEBALLBAT, + WEAPONTYPE_HAMMER, + WEAPONTYPE_CLEAVER, + WEAPONTYPE_MACHETE, + WEAPONTYPE_KATANA, + WEAPONTYPE_CHAINSAW, + WEAPONTYPE_GRENADE, + WEAPONTYPE_DETONATOR_GRENADE, + WEAPONTYPE_TEARGAS, + WEAPONTYPE_MOLOTOV, + WEAPONTYPE_ROCKET, WEAPONTYPE_COLT45, - WEAPONTYPE_UZI, + WEAPONTYPE_PYTHON, WEAPONTYPE_SHOTGUN, - WEAPONTYPE_AK47, - WEAPONTYPE_M16, + WEAPONTYPE_SPAS12_SHOTGUN, + WEAPONTYPE_STUBBY_SHOTGUN, + WEAPONTYPE_TEC9, + WEAPONTYPE_UZI, + WEAPONTYPE_SILENCED_INGRAM, + WEAPONTYPE_MP5, + WEAPONTYPE_M4, + WEAPONTYPE_RUGER, WEAPONTYPE_SNIPERRIFLE, + WEAPONTYPE_LASERSCOPE, WEAPONTYPE_ROCKETLAUNCHER, WEAPONTYPE_FLAMETHROWER, - WEAPONTYPE_MOLOTOV, - WEAPONTYPE_GRENADE, + WEAPONTYPE_M60, + WEAPONTYPE_MINIGUN, WEAPONTYPE_DETONATOR, WEAPONTYPE_HELICANNON, - WEAPONTYPE_LAST_WEAPONTYPE, + WEAPONTYPE_CAMERA, + WEAPONTYPE_TOTALWEAPONS = 37, + WEAPONTYPE_HEALTH = 37, WEAPONTYPE_ARMOUR, WEAPONTYPE_RAMMEDBYCAR, WEAPONTYPE_RUNOVERBYCAR, @@ -25,9 +49,12 @@ enum eWeaponType WEAPONTYPE_DROWNING, WEAPONTYPE_FALL, WEAPONTYPE_UNIDENTIFIED, - - WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE, - WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13, + WEAPONTYPE_ANYMELEE, + WEAPONTYPE_ANYWEAPON +}; + +enum { + TOTAL_WEAPON_SLOTS = 10, }; enum eWeaponFire { @@ -35,7 +62,7 @@ enum eWeaponFire { WEAPON_FIRE_INSTANT_HIT, WEAPON_FIRE_PROJECTILE, WEAPON_FIRE_AREA_EFFECT, - WEAPON_FIRE_USE + WEAPON_FIRE_CAMERA }; // Taken from MTA SA, seems it's unchanged |