diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/peds/PedIK.cpp | 10 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 6 |
2 files changed, 11 insertions, 5 deletions
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index cf2e4ed5..3bc5796b 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -205,9 +205,15 @@ CPedIK::PointGunInDirection(float targetYaw, float targetPitch) else if (status == ANGLES_SET_EXACTLY) m_flags |= GUN_POINTED_SUCCESSFULLY; } - RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine +#ifdef FIX_BUGS + RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); +#else + RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(m_ped->GetClump()); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + RwMatrix *m = &mats[2]; +#endif RwV3d axis = { 0.0f, 0.0f, 0.0f }; - float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur); + float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->up.y, -m->up.x) - m_ped->m_fRotationCur); axis.y = -Sin(axisangle); axis.z = Cos(axisangle); diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index b0b82640..e486d4ce 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -1057,7 +1057,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft) // nextTarget = nil; // duplicate float lastCloseness = -10000.0f; // CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused - CVector distVec = previousTarget->GetPosition() - GetPosition(); + CVector distVec = previousTarget->GetPosition() - TheCamera.GetPosition(); float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y); for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) { @@ -1069,7 +1069,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft) && (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike())) #endif && pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed - && OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) { + && OurPedCanSeeThisOne(pedToCheck, true) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) { EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness, weaponRange, referenceBeta, lookToLeft, IsThisPedAnAimingPriority(pedToCheck)); @@ -1195,7 +1195,7 @@ CPlayerPed::ProcessAnimGroups(void) GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) groupToSet = ASSOCGRP_PLAYERCHAINSAW; else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI - // I hope this is a inlined function... + // I hope this is an inlined function... && GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 && GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA |