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-rw-r--r--src/weapons/ProjectileInfo.cpp82
-rw-r--r--src/weapons/ProjectileInfo.h1
-rw-r--r--src/weapons/Weapon.cpp620
-rw-r--r--src/weapons/Weapon.h14
-rw-r--r--src/weapons/WeaponInfo.cpp125
-rw-r--r--src/weapons/WeaponInfo.h33
-rw-r--r--src/weapons/WeaponType.h30
7 files changed, 682 insertions, 223 deletions
diff --git a/src/weapons/ProjectileInfo.cpp b/src/weapons/ProjectileInfo.cpp
index 47bc65ac..35e55b36 100644
--- a/src/weapons/ProjectileInfo.cpp
+++ b/src/weapons/ProjectileInfo.cpp
@@ -45,6 +45,7 @@ CProjectileInfo::GetProjectileInfo(int32 id)
return &gaProjectileInfo[id];
}
+// --MIAMI: Mostly done
bool
CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, float speed)
{
@@ -58,32 +59,36 @@ 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;
@@ -100,6 +105,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
break;
}
case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_DETONATOR_GRENADE:
{
time = CTimer::GetTimeInMilliseconds() + 2000;
float scale = 0.0f;
@@ -116,7 +122,9 @@ 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;
@@ -127,7 +135,7 @@ 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:
@@ -136,6 +144,7 @@ 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;
@@ -158,6 +167,10 @@ 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;
}
@@ -182,7 +195,7 @@ 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;
@@ -204,17 +217,17 @@ 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;
@@ -227,14 +240,25 @@ 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();
@@ -247,7 +271,7 @@ 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;
@@ -263,6 +287,20 @@ 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/Weapon.cpp b/src/weapons/Weapon.cpp
index 88c4788c..4c1f1c52 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -30,20 +30,38 @@
#include "WeaponInfo.h"
#include "World.h"
+// TODO(Miami)
+#define AUDIO_NOT_READY
+
uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
{
0, // UNARMED
- 0, // BASEBALLBAT
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0, // GRENADE
+ 0, // DETONATEGRENADE
+ 0, // MOLOTOV
+ 0, // ROCKET
250, // COLT45
- 400, // UZI
650, // SHOTGUN
- 300, // AK47
+ 400, // TEC9
+ 400, // UZIhec
+ 400, // SILENCED_INGRAM
+ 400, // MP5
300, // M16
+ 300, // AK47
423, // SNIPERRIFLE
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
- 0, // MOLOTOV
- 0, // GRENADE
0, // DETONATOR
0 // HELICANNON
};
@@ -85,18 +103,42 @@ CWeapon::UpdateWeapons(void)
CBulletInfo::Update();
}
+// --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
@@ -124,6 +166,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
return false;
bool fired;
+ bool addFireRateAsDelay = true;
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
{
@@ -134,6 +177,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
case WEAPONTYPE_SHOTGUN:
{
+ addFireRateAsDelay = true;
fired = FireShotgun(shooter, source);
break;
@@ -141,10 +185,21 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
+ case WEAPONTYPE_TEC9:
+ case WEAPONTYPE_SILENCED_INGRAM:
+ case WEAPONTYPE_MP5:
case WEAPONTYPE_AK47:
+ case WEAPONTYPE_M16:
+ 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 = false;
+ fired = FireM16_1stPerson(shooter);
+ } else {
+ addFireRateAsDelay = true;
+ fired = FireInstantHit(shooter, source);
+ }
break;
}
@@ -155,16 +210,6 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
break;
}
- case WEAPONTYPE_M16:
- {
- if ( TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON && shooter == FindPlayerPed() )
- fired = FireM16_1stPerson(shooter);
- else
- fired = FireInstantHit(shooter, source);
-
- break;
- }
-
case WEAPONTYPE_ROCKETLAUNCHER:
{
if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
@@ -184,6 +229,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_DETONATOR_GRENADE:
{
if ( shooter == FindPlayerPed() )
{
@@ -201,6 +247,11 @@ 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;
}
@@ -221,19 +272,6 @@ 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");
@@ -241,51 +279,58 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
}
- if ( fired )
+ if (fired)
{
bool isPlayer = false;
- if ( shooter->IsPed() )
+ if (shooter->IsPed())
{
- CPed *shooterPed = (CPed*)shooter;
+ CPed* shooterPed = (CPed*)shooter;
shooterPed->bIsShooting = true;
- if ( shooterPed->IsPlayer() )
+ if (shooterPed->IsPlayer())
isPlayer = true;
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_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER )
+ 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);
m_eWeaponState = WEAPONSTATE_FIRING;
- }
- if ( m_nAmmoInClip == 0 )
- {
- if ( m_nAmmoTotal == 0 )
- return true;
+ if (m_nAmmoInClip == 0)
+ {
+ if (m_nAmmoTotal == 0)
+ return true;
- m_eWeaponState = WEAPONSTATE_RELOADING;
- m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
+ m_eWeaponState = WEAPONSTATE_RELOADING;
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
- if ( shooter == FindPlayerPed() )
- {
- if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload )
- m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
+ if (shooter == FindPlayerPed())
+ {
+ if (CWorld::Players[CWorld::PlayerInFocus].m_bFastReload)
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
+ }
+
+ return true;
}
- return true;
- }
+ if (addFireRateAsDelay)
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nFiringRate;
+ else
+ m_nTimer = CTimer::GetTimeInMilliseconds();
- m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
- if ( shooter == FindPlayerPed() )
- CStats::RoundsFiredByPlayer++;
+ if (shooter == FindPlayerPed())
+ CStats::RoundsFiredByPlayer++;
+ }
}
else
{
@@ -293,9 +338,15 @@ 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 )
@@ -305,7 +356,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
bool
-CWeapon::FireFromCar(CAutomobile *shooter, bool left)
+CWeapon::FireFromCar(CVehicle *shooter, bool left)
{
ASSERT(shooter!=nil);
@@ -343,6 +394,7 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left)
return true;
}
+// --MIAMI: Done, except commented things
bool
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
@@ -350,28 +402,39 @@ 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() )
@@ -380,12 +443,29 @@ 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() )
{
@@ -406,65 +486,115 @@ 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;
+ // TODO(Miami): Bike
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);
+
+ // TODO(Miami): New particle
+ /*
+ v116.z = 0.0;
+ v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
+ v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
+ v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
+ v115.z = 1.0;
+ v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
+ CParticle::AddParticle(41, v115, v116, 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);
@@ -477,21 +607,152 @@ 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);
+
+ // TODO(Miami): Particle not in III
+ // CParticle::AddParticle(81, 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_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_TILL_SAFE);
+ passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + leaveCarDelay;
+ leaveCarDelay += 200;
+ }
+ }
+ }
+ else
+ {
+ CPed *driver = nearCar->pDriver;
+ if (driver)
+ {
+ if (driver->m_objective != OBJECTIVE_LEAVE_VEHICLE && driver->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT &&
+ driver->m_objective != OBJECTIVE_FLEE_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);
+ }
+
+ // TODO(Miami): Particle not in III
+ //CParticle::AddParticle(81, 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;
}
@@ -634,45 +895,15 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
switch ( m_eWeaponType )
{
- case WEAPONTYPE_AK47:
- {
- static uint8 counter = 0;
-
- if ( !(++counter & 1) )
- {
- CPointLights::AddLight(CPointLights::LIGHT_POINT,
- *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
- 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
- CVector gunflashPos = *fireSource;
- gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.10f);
- gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
- gunflashPos += CVector(0.05f*ahead.x, 0.05f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
- gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
-
- CVector gunsmokePos = *fireSource;
- float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
-
- CVector gunshellPos = *fireSource;
- gunshellPos -= CVector(0.5f*ahead.x, 0.5f*ahead.y, 0.0f);
- CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
- dir.Normalise2D();
- AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.018f);
- }
-
- break;
- }
-
case WEAPONTYPE_M16:
+ case WEAPONTYPE_AK47:
+ // case WEAPONTYPE_M60:
+ // case WEAPONTYPE_MINIGUN:
+ case WEAPONTYPE_HELICANNON:
{
static uint8 counter = 0;
- if ( !(++counter & 1) )
+ if ( info->m_nFiringRate >= 50 && !(++counter & 1) )
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
@@ -739,6 +970,9 @@ 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,
@@ -1387,10 +1621,12 @@ 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() )
{
@@ -1432,7 +1668,7 @@ 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() )
@@ -1441,14 +1677,14 @@ 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;
}
@@ -1532,7 +1768,7 @@ 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;
@@ -1555,6 +1791,7 @@ CWeapon::FireSniper(CEntity *shooter)
return true;
}
+// --MIAMI: Heavily TODO
bool
CWeapon::FireM16_1stPerson(CEntity *shooter)
{
@@ -1599,7 +1836,9 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
DoBulletImpact(shooter, victim, &source, &target, &point, front);
CVector bulletPos;
- if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, 4) )
+
+ // TODO(Miami): M60
+ 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));
@@ -1609,23 +1848,34 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
{
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;
+ // TODO(Miami)
+ float mult;
+ switch (m_eWeaponType) {
+ case WEAPONTYPE_M16: // case WEAPONTYPE_M4:
+ case WEAPONTYPE_HELICANNON:
+ // case WEAPONTYPE_M60:
+ mult = 0.0003f;
+ break;
+ case WEAPONTYPE_AK47: // case WEAPONTYPE_RUGER:
+ mult = 0.00015f;
+ 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;
}
return true;
}
bool
-CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
+CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left)
{
CWeaponInfo *info = GetInfo();
@@ -1996,8 +2246,10 @@ CWeapon::Reload(void)
}
void
-CWeapon::Update(int32 audioEntity)
+CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
{
+ CWeaponInfo *info = GetInfo();
+
switch ( m_eWeaponState )
{
case WEAPONSTATE_MELEE_MADECONTACT:
@@ -2030,9 +2282,57 @@ CWeapon::Update(int32 audioEntity)
{
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
{
- uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
- if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
- DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+ CAnimBlendAssociation *reloadAssoc = nil;
+ if (pedToAdjustSound) {
+ if (CPed::GetReloadAnim(info) && (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload || !pedToAdjustSound->IsPlayer())) {
+ reloadAssoc = RpAnimBlendClumpGetAssociation(pedToAdjustSound->GetClump(), CPed::GetReloadAnim(info));
+ if (!reloadAssoc) {
+ reloadAssoc = RpAnimBlendClumpGetAssociation(pedToAdjustSound->GetClump(), CPed::GetCrouchReloadAnim(info));
+ }
+ }
+ }
+ if (reloadAssoc && reloadAssoc->IsRunning() && reloadAssoc->blendAmount > 0.2f) {
+ float soundStart = 0.75f;
+ switch (info->m_AnimToPlay) {
+ case ASSOCGRP_PYTHON:
+ soundStart = 0.5f;
+ break;
+ case ASSOCGRP_COLT:
+ case ASSOCGRP_TEC:
+ soundStart = 0.7f;
+ break;
+ case ASSOCGRP_UZI:
+ soundStart = 0.75f;
+ break;
+ case ASSOCGRP_RIFLE:
+ soundStart = 0.75f;
+ break;
+ case ASSOCGRP_M60:
+ soundStart = 0.7f;
+ break;
+ default:
+ break;
+ }
+ if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart) {
+#ifdef AUDIO_NOT_READY
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+#else
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
+#endif
+ }
+ if (CTimer::GetTimeInMilliseconds() > m_nTimer && reloadAssoc->GetProgress() < 0.9f) {
+ m_nTimer = CTimer::GetTimeInMilliseconds();
+ }
+ } else {
+ uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
+ if (CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed) {
+#ifdef AUDIO_NOT_READY
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+#else
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
+#endif
+ }
+ }
}
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
@@ -2155,13 +2455,17 @@ 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;
+ // TODO(Miami): Uncomment
+ return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || /* m_eWeaponType == WEAPONTYPE_M60 */
+ m_eWeaponType == WEAPONTYPE_M16 ||
+ (m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType < WEAPONTYPE_TEC9) || // Shotguns
+ m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE /*|| m_eWeaponType == WEAPONTYPE_LASERSCOPE*/;
}
void
@@ -2268,13 +2572,15 @@ 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
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index 1b2c0320..f6228b32 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -7,7 +7,8 @@
class CEntity;
class CPhysical;
-class CAutomobile;
+class CVehicle;
+class CPed;
struct CColPoint;
class CWeaponInfo;
@@ -16,8 +17,8 @@ class CWeapon
public:
eWeaponType m_eWeaponType;
eWeaponState m_eWeaponState;
- uint32 m_nAmmoInClip;
- uint32 m_nAmmoTotal;
+ int32 m_nAmmoInClip;
+ int32 m_nAmmoTotal;
uint32 m_nTimer;
bool m_bAddRotOffset;
@@ -32,9 +33,10 @@ 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 FireMelee (CEntity *shooter, CVector &fireSource);
bool FireInstantHit(CEntity *shooter, CVector *fireSource);
@@ -49,14 +51,14 @@ 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);
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);
void Reload(void);
- void Update(int32 audioEntity);
+ void Update(int32 audioEntity, CPed *pedToAdjustSound);
bool IsTypeMelee (void);
bool IsType2Handed(void);
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp
index c4ab75d2..d5e759b9 100644
--- a/src/weapons/WeaponInfo.cpp
+++ b/src/weapons/WeaponInfo.cpp
@@ -6,24 +6,47 @@
#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,
+};
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",
+ "Molotov",
+ "Rocket",
"Colt45",
- "Uzi",
"Shotgun",
- "AK47",
+ "Tec9",
+ "Uzi",
+ "SilencedIngram",
+ "Mp5",
"M16",
+ "AK47",
"SniperRifle",
"RocketLauncher",
"FlameThrower",
- "Molotov",
- "Grenade",
"Detonator",
- "HeliCannon"
+ "HeliCannon",
};
CWeaponInfo*
@@ -31,45 +54,61 @@ 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];
int 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 +140,9 @@ 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 +158,23 @@ 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 +188,16 @@ 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 +209,39 @@ 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;
+
+ // TODO(Miami): Enable once weapons are done
+ if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && weaponType != WEAPONTYPE_SHOTGUN
+ /*&& weaponType != 20 && weaponType != 21*/)
+ 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;
+ }
+ }
}
}
diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h
index b5882082..41450047 100644
--- a/src/weapons/WeaponInfo.h
+++ b/src/weapons/WeaponInfo.h
@@ -3,28 +3,34 @@
#include "AnimationId.h"
#include "WeaponType.h"
+enum AssocGroupId;
+
class CWeaponInfo {
-// static CWeaponInfo(&ms_apWeaponInfos)[14];
- static CWeaponInfo ms_apWeaponInfos[14];
+ static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
public:
+ static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
+
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
uint32 m_nReload;
- uint32 m_nAmountofAmmunition;
+ int32 m_nAmountofAmmunition;
uint32 m_nDamage;
float m_fSpeed;
float m_fRadius;
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 +40,24 @@ 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 +67,4 @@ 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..6516828a 100644
--- a/src/weapons/WeaponType.h
+++ b/src/weapons/WeaponType.h
@@ -1,22 +1,39 @@
#pragma once
+// --MIAMI: TODO
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_MOLOTOV,
+ WEAPONTYPE_ROCKET,
WEAPONTYPE_COLT45,
- WEAPONTYPE_UZI,
WEAPONTYPE_SHOTGUN,
- WEAPONTYPE_AK47,
+ WEAPONTYPE_TEC9,
+ WEAPONTYPE_UZI,
+ WEAPONTYPE_SILENCED_INGRAM,
+ WEAPONTYPE_MP5,
WEAPONTYPE_M16,
+ WEAPONTYPE_AK47,
WEAPONTYPE_SNIPERRIFLE,
WEAPONTYPE_ROCKETLAUNCHER,
WEAPONTYPE_FLAMETHROWER,
- WEAPONTYPE_MOLOTOV,
- WEAPONTYPE_GRENADE,
WEAPONTYPE_DETONATOR,
WEAPONTYPE_HELICANNON,
WEAPONTYPE_LAST_WEAPONTYPE,
+ WEAPONTYPE_HEALTH,
WEAPONTYPE_ARMOUR,
WEAPONTYPE_RAMMEDBYCAR,
WEAPONTYPE_RUNOVERBYCAR,
@@ -27,7 +44,10 @@ enum eWeaponType
WEAPONTYPE_UNIDENTIFIED,
WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE,
- WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13,
+};
+
+enum {
+ TOTAL_WEAPON_SLOTS = 10,
};
enum eWeaponFire {