diff options
author | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-04-15 19:43:16 +0300 |
---|---|---|
committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-04-15 19:43:16 +0300 |
commit | 85fe445fef1a20a0b5bc74f30bc3fd14418efb3d (patch) | |
tree | 10afc2dbf9a28159e228a6fdf4a7b4aca4ed1824 /src/weapons/Weapon.cpp | |
parent | 7c13d72edc43ad0f141739937ab6238197a1db38 (diff) |
weapon cosmetic fix
Diffstat (limited to 'src/weapons/Weapon.cpp')
-rw-r--r-- | src/weapons/Weapon.cpp | 967 |
1 files changed, 484 insertions, 483 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index 28031847..b0c9b61f 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -32,26 +32,28 @@ uint16 gReloadSampleTime[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS] = { - /*UNARMED*/ 0, - /*BASEBALLBAT*/ 0, - /*COLT45*/ 250, - /*UZI*/ 400, - /*SHOTGUN*/ 650, - /*AK47*/ 300, - /*M16*/ 300, - /*SNIPERRIFLE*/ 423, - /*ROCKETLAUNCHER*/ 400, - /*FLAMETHROWER*/ 0, - /*MOLOTOV*/ 0, - /*GRENADE*/ 0, - /*DETONATOR*/ 0 + 0, // UNARMED + 0, // BASEBALLBAT + 250, // COLT45 + 400, // UZI + 650, // SHOTGUN + 300, // AK47 + 300, // M16 + 423, // SNIPERRIFLE + 400, // ROCKETLAUNCHER + 0, // FLAMETHROWER + 0, // MOLOTOV + 0, // GRENADE + 0, // DETONATOR + + 0 // WEAPONTYPE_HELICANNON }; CWeaponInfo * CWeapon::GetInfo() { CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType); - ASSERT(info!=NULL); + ASSERT(info!=nil); return info; } @@ -101,14 +103,14 @@ CWeapon::Initialise(eWeaponType type, int32 ammo) bool CWeapon::Fire(CEntity *shooter, CVector *fireSource) { - ASSERT(shooter!=NULL); - + ASSERT(shooter!=nil); + CVector fireOffset(0.0f, 0.0f, 0.6f); CVector *source = fireSource; - + if ( !fireSource ) source = &(shooter->GetMatrix() * fireOffset); - + if ( m_bAddRotOffset ) { float heading = RADTODEG(shooter->GetForward().Heading()); @@ -116,58 +118,58 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) (*source).x += -Sin(angle) * 0.15f; (*source).y += Cos(angle) * 0.15f; } - + if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING ) return false; bool fired; - + if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE ) { if ( m_nAmmoInClip <= 0 ) return false; - + switch ( m_eWeaponType ) { case WEAPONTYPE_SHOTGUN: { fired = FireShotgun(shooter, source); - + break; } - + case WEAPONTYPE_COLT45: case WEAPONTYPE_UZI: case WEAPONTYPE_AK47: { fired = FireInstantHit(shooter, source); - + break; } - + case WEAPONTYPE_SNIPERRIFLE: { fired = FireSniper(shooter); - + 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 != NULL ) + if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil ) { float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude(); - + if ( distToTarget > 8.0f || ((CPed*)shooter)->IsPlayer() ) fired = FireProjectile(shooter, source, 0.0f); else @@ -175,10 +177,10 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) } else fired = FireProjectile(shooter, source, 0.0f); - + break; } - + case WEAPONTYPE_MOLOTOV: case WEAPONTYPE_GRENADE: { @@ -188,81 +190,81 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) if ( m_eWeaponType == WEAPONTYPE_GRENADE ) CStats::KgsOfExplosivesUsed++; } - else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != NULL ) + else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil ) { float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude(); float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f); - + fired = FireProjectile(shooter, source, power); } else fired = FireProjectile(shooter, source, 0.3f); - + break; } - + case WEAPONTYPE_FLAMETHROWER: { fired = FireAreaEffect(shooter, source); - + break; } - + case WEAPONTYPE_DETONATOR: { CWorld::UseDetonator(shooter); m_nAmmoTotal = 1; m_nAmmoInClip = m_nAmmoTotal; fired = true; - + 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"); break; } } - + if ( fired ) { bool isPlayer = false; - + if ( shooter->IsPed() ) { CPed *shooterPed = (CPed*)shooter; - + shooterPed->bIsShooting = true; - + 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_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 ) @@ -270,16 +272,16 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) 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; } - + return true; } - + m_nTimer = CTimer::GetTimeInMilliseconds() + 1000; if ( shooter == FindPlayerPed() ) CStats::RoundsFiredByPlayer++; @@ -291,10 +293,10 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; m_eWeaponState = WEAPONSTATE_FIRING; } - + FireMelee(shooter, *source); } - + if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT ) return true; else @@ -304,23 +306,23 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) bool CWeapon::FireFromCar(CAutomobile *shooter, bool left) { - ASSERT(shooter!=NULL); - + ASSERT(shooter!=nil); + if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING ) return false; - + if ( m_nAmmoInClip <= 0 ) return false; - + if ( FireInstantHitFromCar(shooter, left) ) { 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--; - + m_eWeaponState = WEAPONSTATE_FIRING; - + if ( m_nAmmoInClip == 0 ) { if ( m_nAmmoTotal == 0 ) @@ -328,49 +330,48 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left) m_eWeaponState = WEAPONSTATE_RELOADING; m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; - + return true; } - + m_nTimer = CTimer::GetTimeInMilliseconds() + 1000; if ( shooter == FindPlayerVehicle() ) CStats::RoundsFiredByPlayer++; } - + return true; } bool CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) { - ASSERT(shooter!=NULL); - + ASSERT(shooter!=nil); + CWeaponInfo *info = GetInfo(); - + bool anim2Playing = false; if ( RpAnimBlendClumpGetAssociation(shooter->GetClump(), info->m_Anim2ToPlay) ) anim2Playing = true; - + ASSERT(shooter->IsPed()); - + CPed *shooterPed = (CPed*)shooter; - + for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ ) { CPed *victimPed = shooterPed->m_nearPeds[i]; - ASSERT(victimPed!=NULL); - + ASSERT(victimPed!=nil); + if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget) && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) ) { bool collided = false; - + CColModel *victimPedCol = &CTempColModels::ms_colModelPed1; if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) ) victimPedCol = &CTempColModels::ms_colModelPedGroundHit; - - ASSERT(victimPedCol!=NULL); - + + float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius; if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() ) { @@ -378,13 +379,13 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() ) { CVector collisionDist; - + int32 s = 0; while ( s < victimPedCol->numSpheres ) { CColSphere *sphere = &victimPedCol->spheres[s]; collisionDist = victimPedPos+sphere->center-(*fireSource); - + if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() ) { collided = true; @@ -392,29 +393,29 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) } s++; } - + if ( !(victimPed->IsPlayer() && victimPed->GetPedState() == PED_GETUP) ) { if ( collided ) { float victimPedHealth = victimPed->m_fHealth; - CVector bloodPos = fireSource + collisionDist*0.7f; - + CVector bloodPos = fireSource + (collisionDist*0.7f); + CVector2D posOffset(shooterPed->GetPosition().x-victimPedPos.x, shooterPed->GetPosition().y-victimPedPos.y); - + int32 localDir = victimPed->GetLocalDirection(posOffset); - + bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT; - + if ( !victimPed->DyingOrDead() ) victimPed->ReactToAttack(shooterPed); - + uint8 hitLevel = HITLEVEL_HIGH; if ( isBat && victimPed->OnGround() ) hitLevel = HITLEVEL_GROUND; - + victimPed->StartFightDefend(localDir, hitLevel, 10); - + if ( !victimPed->DyingOrDead() ) { if ( shooterPed->IsPlayer() && isBat && anim2Playing ) @@ -429,30 +430,30 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir); } } - + if ( CGame::nastyGame ) { if ( victimPed->GetIsOnScreen() ) { 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 ( isBat ) { 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); } } } - + if ( !victimPed->OnGround() ) { if ( victimPed->m_fHealth > 0.0f @@ -461,12 +462,12 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) posOffset.Normalise(); victimPed->bIsStanding = false; victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); - + if ( isBat && victimPed->IsPlayer() ) victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); else victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); - + shooterPed->m_pSeekTarget = victimPed; shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget); } @@ -477,9 +478,9 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) victimPed->bIsStanding = false; 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 @@ -490,39 +491,39 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) } } } - + return true; } bool CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) { - ASSERT(shooter!=NULL); - ASSERT(fireSource!=NULL); - + ASSERT(shooter!=nil); + ASSERT(fireSource!=nil); + CWeaponInfo *info = GetInfo(); - + CVector source, target; CColPoint point; - CEntity *victim = NULL; - + CEntity *victim = nil; + float heading = RADTODEG(shooter->GetForward().Heading()); float angle = DEGTORAD(heading); - + CVector2D ahead(-Sin(angle), Cos(angle)); ahead.Normalise(); - + CVector vel = ((CPed *)shooter)->m_vecMoveSpeed; int32 shooterMoving = false; if ( Abs(vel.x) > 0.0f && Abs(vel.y) > 0.0f ) shooterMoving = true; - + if ( shooter == FindPlayerPed() ) { static float prev_heading = 0.0f; prev_heading = ((CPed*)shooter)->m_fRotationCur; } - + if ( shooter->IsPed() && ((CPed *)shooter)->m_pPointGunAt ) { CPed *shooterPed = (CPed *)shooter; @@ -530,10 +531,10 @@ 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() ) { @@ -542,18 +543,18 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) } else target = threatAttack->GetPosition(); - + target -= *fireSource; target *= info->m_fRange / target.Magnitude(); target += *fireSource; - + if ( inaccuracy != 0 ) { 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); CWorld::bIncludeDeadPeds = false; @@ -563,10 +564,10 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) target.x = info->m_fRange; target.y = 0.0f; target.z = 0.0f; - + for (RwFrame *i = shooterPed->GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i)) RwV3dTransformPoints(target, target, 1, RwFrameGetMatrix(i)); - + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); } } @@ -574,270 +575,270 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) { CVector src, trgt; TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt); - + CWorld::bIncludeDeadPeds = true; ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); CWorld::bIncludeDeadPeds = false; - + int32 rotSpeed = 1; if ( m_eWeaponType == WEAPONTYPE_M16 ) rotSpeed = 4; - + CVector bulletPos; if ( CHeli::TestBulletCollision(&src, &trgt, &bulletPos, 4) ) { for ( int32 i = 0; i < 16; i++ ) - CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f, rotSpeed); + 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); - + CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle)); rotOffset.Normalise(); - + target = *fireSource; target.x = rotOffset.x * info->m_fRange; target.y = rotOffset.y * info->m_fRange; - + if ( shooter->IsPed() ) DoDoomAiming(shooter, fireSource, &target); - + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); - + int32 rotSpeed = 1; if ( m_eWeaponType == WEAPONTYPE_M16 ) 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), NULL, 0.0f, rotSpeed); + 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; CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed *)shooter, 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), NULL, 0.10f); + 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), NULL, 0.08f); + 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), NULL, 0.06f); + 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), NULL, 0.04f); - + 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: { 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; - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.08f); + 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), NULL, 0.06f); + 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), NULL, 0.06f); - + 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), NULL, 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), NULL, 0.02f); + 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), NULL, 0.02f); - + 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), NULL, 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), NULL, 0.02f); + 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), NULL, 0.02f); - + 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), NULL, 0.04f); + 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), NULL, 0.03f); + 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), NULL, 0.02f); - + 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), NULL, 0.04f); + 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), NULL, 0.03f); + 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), NULL, 0.02f); - + 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)); - + CVector gunshellPos = *fireSource; gunshellPos -= CVector(0.65f*ahead.x, 0.65f*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), 0.02f); } - + break; } - + case WEAPONTYPE_UZI: { 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; - + if ( shooterMoving ) gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f); - - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.07f); + + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.07f); 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), NULL, 0.05f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.05f); 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), NULL, 0.04f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); 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), NULL, 0.03f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f); gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.03f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f); gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); gunflashPos += CVector(0.02f*ahead.x, 0.02f*ahead.y, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.01f); - + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.01f); + 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(0.2f*ahead.x, 0.2f*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), 0.015f); - + break; } - + case WEAPONTYPE_COLT45: { 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; - + if ( shooterMoving ) gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f); - - CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.06f); + + 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), NULL, 0.04f); + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f); 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), NULL, 0.02f); - + CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f); + CVector gunsmokePos = *fireSource; - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), NULL, 0.005f); - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), NULL, 0.015f); - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), NULL, 0.025f); - + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), nil, 0.005f); + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), nil, 0.015f); + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), nil, 0.025f); + CVector gunshellPos = *fireSource; gunshellPos -= CVector(0.2f*ahead.x, 0.2f*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), 0.015f); - + break; } } - + DoBulletImpact(shooter, victim, fireSource, &target, &point, ahead); - + return true; } void CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &direction, float size) { - ASSERT(shooter!=NULL); - - if ( shooter == NULL) + ASSERT(shooter!=nil); + + if ( shooter == nil) return; - + CVector dir(direction.x*0.05f, direction.y*0.05f, CGeneral::GetRandomNumberInRange(0.02f, 0.08f)); - + static CVector prevEntityPosition(0.0f, 0.0f, 0.0f); CVector entityPosition = shooter->GetPosition(); - + CVector diff = entityPosition - prevEntityPosition; - + if ( Abs(diff.x)+Abs(diff.y)+Abs(diff.z) > 1.5f ) { prevEntityPosition = entityPosition; - + CParticle::AddParticle(PARTICLE_GUNSHELL_FIRST, - source, dir, NULL, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f)); + source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f)); } else { CParticle::AddParticle(PARTICLE_GUNSHELL, - source, dir, NULL, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f)); + source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f)); } } @@ -845,21 +846,21 @@ void CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead) { - ASSERT(shooter!=NULL); - ASSERT(source!=NULL); - ASSERT(target!=NULL); - ASSERT(point!=NULL); - + ASSERT(shooter!=nil); + ASSERT(source!=nil); + ASSERT(target!=nil); + ASSERT(point!=nil); + CWeaponInfo *info = GetInfo(); - + if ( victim ) { CGlass::WasGlassHitByBullet(victim, point->point); - + CVector traceTarget = *target; CBulletTraces::AddTrace(source, &traceTarget); - - if ( shooter != NULL ) + + if ( shooter != nil ) { if ( shooter == FindPlayerPed() ) { @@ -867,7 +868,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, CStats::InstantHitsHitByPlayer++; } } - + if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 ) { CPed *victimPed = (CPed *)victim; @@ -876,12 +877,12 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, if ( victimPed->DoesLOSBulletHitPed(*point) ) { CVector pos = victimPed->GetPosition(); - + CVector2D posOffset(source->x-pos.x, source->y-pos.y); int32 localDir = victimPed->GetLocalDirection(posOffset); - + victimPed->ReactToAttack(shooter); - + if ( !victimPed->IsPedInControl() || victimPed->bIsDucking ) { victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir); @@ -892,10 +893,10 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, { 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 @@ -906,13 +907,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() ) { victimPed->ClearAttackByRemovingAnim(); - + CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir)); - ASSERT(asoc!=NULL); - + 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 @@ -922,32 +923,32 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, else { victimPed->ClearAttackByRemovingAnim(); - + CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir)); - ASSERT(asoc!=NULL); - + ASSERT(asoc!=nil); + 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 ( CGame::nastyGame ) { uint8 bloodAmount = 8; if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON ) bloodAmount = 32; - + CVector dir = (point->point - victim->GetPosition()) * 0.01f; dir.z = 0.01f; - + if ( victimPed->GetIsOnScreen() ) { for ( uint8 i = 0; i < bloodAmount; i++ ) @@ -962,13 +963,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, { CVector dir = (point->point - victim->GetPosition()) * 0.01f; dir.z = 0.01f; - + if ( victim->GetIsOnScreen() ) { for ( int32 i = 0; i < 8; i++ ) CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point + CVector(0.0f, 0.0f, 0.15f), dir); } - + if ( victimPed->Dead() ) { CAnimBlendAssociation *asoc; @@ -976,7 +977,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f); else asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f); - + if ( asoc ) { asoc->SetCurrentTime(0.0f); @@ -995,36 +996,36 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, { for ( int32 i = 0; i < 16; i++ ) CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); - + 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; - + smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); - + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); - + break; } case ENTITY_TYPE_VEHICLE: { ((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); - + 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; - + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); - + if ( shooter->IsPed() ) { CPed *shooterPed = (CPed *)shooter; - + if ( shooterPed->bNotAllowedToDuck ) { if ( shooterPed->bKindaStayInSamePlace && victim != shooterPed->m_pPointGunAt ) @@ -1034,16 +1035,16 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, } } } - + break; } case ENTITY_TYPE_OBJECT: { for ( int32 i = 0; i < 8; i++ ) CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); - + CObject *victimObject = (CObject *)victim; - + if ( !victimObject->bInfiniteMass ) { if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f ) @@ -1051,19 +1052,19 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, victimObject->bIsStatic = false; victimObject->AddToMovingList(); } - + if ( !victimObject->bIsStatic ) { CVector moveForce = point->normal*-4.0f; victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z); } } - + break; } } } - + switch ( victim->m_type ) { case ENTITY_TYPE_BUILDING: @@ -1096,50 +1097,50 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, } else CBulletTraces::AddTrace(source, target); - + if ( shooter == FindPlayerPed() ) CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z); - + BlowUpExplosiveThings(victim); } bool CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) { - ASSERT(shooter!=NULL); - ASSERT(fireSource!=NULL); - + ASSERT(shooter!=nil); + ASSERT(fireSource!=nil); + CWeaponInfo *info = GetInfo(); - + float heading = RADTODEG(shooter->GetForward().Heading()); float angle = DEGTORAD(heading); - + CVector2D rotOffset(-Sin(angle), Cos(angle)); rotOffset.Normalise(); - + CVector gunflashPos = *fireSource; gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f); + CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f); gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.15f); + CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.15f); gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f); - CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.2f); - CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f); - + CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f); + CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f); + CVector gunsmokePos = *fireSource; - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), NULL, 0.1f); - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), NULL, 0.1f); - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), NULL, 0.1f); - CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), NULL, 0.1f); - + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), nil, 0.1f); + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), nil, 0.1f); + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), nil, 0.1f); + CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), nil, 0.1f); + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed*)shooter, 1000); - + CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0, 0.0, 0.0), 5.0f, 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false); - + float shooterAngle; - - if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != NULL ) + + if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != nil ) { CEntity *threatAttack = ((CPed*)shooter)->m_pPointGunAt; shooterAngle = CGeneral::GetAngleBetweenPoints(threatAttack->GetPosition().x, threatAttack->GetPosition().y, @@ -1147,13 +1148,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) } else shooterAngle = RADTODEG(shooter->GetForward().Heading()); - - + + for ( int32 i = 0; i < 5; i++ ) // five shoots at once { float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f); CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle)); - + CVector source, target; CColPoint point; CEntity *victim; @@ -1167,7 +1168,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) target = f * Left + target - source; target *= info->m_fRange; target += source; - + ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); } else @@ -1175,12 +1176,12 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) target = *fireSource; target.x += shootRot.x * info->m_fRange; target.y += shootRot.y * info->m_fRange; - + if ( shooter->IsPed() ) { CPed *shooterPed = (CPed *)shooter; - - if ( shooterPed->m_pPointGunAt == NULL ) + + if ( shooterPed->m_pPointGunAt == nil ) DoDoomAiming(shooter, fireSource, &target); else { @@ -1188,63 +1189,63 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z); } } - + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); } - + if ( victim ) { CGlass::WasGlassHitByBullet(victim, point.point); - + CBulletTraces::AddTrace(fireSource, &point.point); - + if ( victim->IsPed() ) { CPed *victimPed = (CPed *)victim; if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) ) { bool cantStandup = true; - + CVector pos = victimPed->GetPosition(); - + CVector2D posOffset((*fireSource).x-pos.x, (*fireSource).y-pos.y); int32 localDir = victimPed->GetLocalDirection(posOffset); - + victimPed->ReactToAttack(FindPlayerPed()); - + posOffset.Normalise(); - + if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) ) cantStandup = false; - + if ( victimPed->bIsStanding && cantStandup ) { victimPed->bIsStanding = false; - + victimPed->ApplyMoveForce(posOffset.x*-6.0f, posOffset.y*-6.0f, 5.0f); } else victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f); - + if ( cantStandup ) victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); - - victimPed->InflictDamage(NULL, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir); - + + victimPed->InflictDamage(nil, 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 ( CGame::nastyGame ) { uint8 bloodAmount = 8; if ( m_eWeaponType == WEAPONTYPE_SHOTGUN ) bloodAmount = 32; - + CVector dir = (point.point - victim->GetPosition()) * 0.01f; dir.z = 0.01f; - + if ( victimPed->GetIsOnScreen() ) { for ( uint8 i = 0; i < bloodAmount; i++ ) @@ -1254,45 +1255,45 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) } } else - { + { switch ( victim->m_type ) { case ENTITY_TYPE_VEHICLE: { ((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); - + 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; - + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); - + break; } - + case ENTITY_TYPE_BUILDING: case ENTITY_TYPE_OBJECT: { for ( int32 i = 0; i < 16; i++ ) CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f); - + 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; - + smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); - + CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); - + if ( victim->IsObject() ) { CObject *victimObject = (CObject *)victim; - + if ( !victimObject->bInfiniteMass ) { if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f ) @@ -1300,7 +1301,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) victimObject->bIsStatic = false; victimObject->AddToMovingList(); } - + if ( !victimObject->bIsStatic ) { CVector moveForce = point.normal*-5.0f; @@ -1308,12 +1309,12 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) } } } - + break; } } } - + switch ( victim->m_type ) { case ENTITY_TYPE_BUILDING: @@ -1351,25 +1352,25 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) CBulletTraces::AddTrace(fireSource, &traceTarget); } } - + if ( shooter == FindPlayerPed() ) CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z); - + return true; } bool CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) { - ASSERT(shooter!=NULL); - ASSERT(fireSource!=NULL); - + ASSERT(shooter!=nil); + ASSERT(fireSource!=nil); + CVector source, target; - + if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ) { source = *fireSource; - + if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() ) { int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; @@ -1382,31 +1383,31 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) { return false; } - + *fireSource += TheCamera.Cams[TheCamera.ActiveCam].Front; } else *fireSource += shooter->GetForward(); - + target = *fireSource; } else { float dot = DotProduct(*fireSource-shooter->GetPosition(), shooter->GetForward()); - + if ( dot < 0.3f ) *fireSource += (0.3f-dot) * shooter->GetForward(); - + target = *fireSource; - + if ( target.z - shooter->GetPosition().z > 0.0f ) target += 0.6f*shooter->GetForward(); - + source = *fireSource - shooter->GetPosition(); source = *fireSource - DotProduct(source, shooter->GetForward()) * shooter->GetForward(); } - + if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) ) { if ( m_eWeaponType != WEAPONTYPE_GRENADE ) @@ -1417,8 +1418,8 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) { source = shooter->GetPosition() - shooter->GetForward(); source.z -= 0.4f; - - if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, NULL, false, false, true, false, false, false) ) + + if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, nil, false, false, true, false, false, false) ) CProjectileInfo::AddProjectile(shooter, m_eWeaponType, source, 0.0f); else CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource); @@ -1427,7 +1428,7 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power) } else CProjectileInfo::AddProjectile(shooter, m_eWeaponType, *fireSource, power); - + return true; } @@ -1436,16 +1437,16 @@ CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir) { dir *= 0.7f; CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir); - + dir *= 0.7f; CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir); - + dir *= 0.7f; CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir); - + dir *= 0.7f; CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir); - + dir *= 0.7f; CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir); } @@ -1453,22 +1454,22 @@ CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir) bool CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource) { - ASSERT(shooter!=NULL); - ASSERT(fireSource!=NULL); - + ASSERT(shooter!=nil); + ASSERT(fireSource!=nil); + CWeaponInfo *info = GetInfo(); - + float heading = RADTODEG(shooter->GetForward().Heading()); - + CVector source; CVector target; CVector dir; - + if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) { TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target); float norm = (1.0f / info->m_fRange); - dir = (target - source) * norm; + dir = (target - source) * norm; } else { @@ -1476,18 +1477,18 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource) dir = CVector(-Sin(angle)*0.5f, Cos(angle)*0.5f, 0.0f); target = *fireSource + dir; } - + CShotInfo::AddShot(shooter, m_eWeaponType, *fireSource, target); CWeapon::GenerateFlameThrowerParticles(*fireSource, dir); - + return true; } bool CWeapon::FireSniper(CEntity *shooter) { - ASSERT(shooter!=NULL); - + ASSERT(shooter!=nil); + int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; if (!( mode == CCam::MODE_M16_1STPERSON || mode == CCam::MODE_SNIPER @@ -1498,28 +1499,28 @@ CWeapon::FireSniper(CEntity *shooter) { return false; } - + #ifndef FIX_BUGS CWeaponInfo *info = GetInfo(); //unused #endif CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam]; - ASSERT(cam!=NULL); - + ASSERT(cam!=nil); + CVector source = cam->Source; CVector dir = cam->Front; - + if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f ) CCoronas::bSmallMoon = !CCoronas::bSmallMoon; - + dir.Normalise(); dir *= 16.0f; - + CBulletInfo::AddBullet(shooter, m_eWeaponType, source, dir); - + if ( shooter == FindPlayerPed() ) CStats::InstantHitsFiredByPlayer++; - + if ( shooter == FindPlayerPed() ) { CPad::GetPad(0)->StartShake_Distance(240, 128, @@ -1529,17 +1530,17 @@ CWeapon::FireSniper(CEntity *shooter) CamShakeNoPos(&TheCamera, 0.2f); } - + return true; } bool CWeapon::FireM16_1stPerson(CEntity *shooter) { - ASSERT(shooter!=NULL); - + ASSERT(shooter!=nil); + int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; - + if (!( mode == CCam::MODE_M16_1STPERSON || mode == CCam::MODE_SNIPER || mode == CCam::MODE_ROCKETLAUNCHER @@ -1550,30 +1551,30 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) { return false; } - + CWeaponInfo *info = GetInfo(); - + CColPoint point; CEntity *victim; - + CWorld::bIncludeCarTyres = true; CWorld::pIgnoreEntity = shooter; CWorld::bIncludeDeadPeds = true; - + CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam]; - ASSERT(cam!=NULL); - + ASSERT(cam!=nil); + 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; - CWorld::pIgnoreEntity = NULL; + CWorld::pIgnoreEntity = nil; CWorld::bIncludeCarTyres = false; - + CVector2D front(cam->Front.x, cam->Front.y); front.Normalise(); - + DoBulletImpact(shooter, victim, &source, &target, &point, front); CVector bulletPos; @@ -1582,11 +1583,11 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) for ( int32 i = 0; i < 16; i++ ) CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f)); } - + 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; @@ -1598,7 +1599,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f; } } - + return true; } @@ -1606,56 +1607,56 @@ bool CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) { CWeaponInfo *info = GetInfo(); - + CVehicleModelInfo *modelInfo = shooter->GetModelInfo(); - + #define FRONTSEATPOS() (&(shooter->IsBoat() ? modelInfo->m_positions[BOAT_POS_FRONTSEAT] : modelInfo->m_positions[CAR_POS_FRONTSEAT])) - + CVector source, target; if ( left ) { - source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f, + source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f, float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y, FRONTSEATPOS()->z + 0.5f); source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed; - - + + target = shooter->GetMatrix() * CVector(-info->m_fRange, FRONTSEATPOS()->y, FRONTSEATPOS()->z + 0.5f); } else { - source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f, + source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f, float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y, FRONTSEATPOS()->z + 0.5f); source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed; - + target = shooter->GetMatrix() * CVector(info->m_fRange, FRONTSEATPOS()->y, FRONTSEATPOS()->z + 0.5f); } #undef FRONTSEATPOS - + if ( TheCamera.GetLookingLRBFirstPerson() && !left ) { source -= 0.3f * shooter->GetForward(); target -= 0.3f * shooter->GetForward(); } - + target += CVector(float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f, float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f, float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f); - + DoDriveByAutoAiming(FindPlayerPed(), &source, &target); - + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000); if ( !TheCamera.GetLookingLRBFirstPerson() ) CParticle::AddParticle(PARTICLE_GUNFLASH, source, CVector(0.0f, 0.0f, 0.0f)); else CamShakeNoPos(&TheCamera, 0.01f); - + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_VEHICLE, shooter, FindPlayerPed(), 1000); CPointLights::AddLight(CPointLights::LIGHT_POINT, source, CVector(0.0f, 0.0f, 0.0f), 5.0f, @@ -1664,38 +1665,38 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) CColPoint point; CEntity *victim; ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); - + if ( !(CTimer::GetFrameCounter() & 3) ) MakePedsJumpAtShot(shooter, &source, &target); - + if ( victim ) { CVector traceTarget = point.point; CBulletTraces::AddTrace(&source, &traceTarget); - + if ( victim->IsPed() ) { CPed *victimPed = (CPed*)victim; - + if ( !victimPed->DyingOrDead() && victim != (CEntity *)shooter ) { CVector pos = victimPed->GetPosition(); - + CVector2D posOffset(source.x-pos.x, source.y-pos.y); int32 localDir = victimPed->GetLocalDirection(posOffset); - + victimPed->ReactToAttack(FindPlayerPed()); victimPed->ClearAttackByRemovingAnim(); - + CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir)); - ASSERT(asoc!=NULL); + ASSERT(asoc!=nil); asoc->blendAmount = 0.0f; asoc->blendDelta = 8.0f; - + victimPed->InflictDamage(shooter, WEAPONTYPE_UZI_DRIVEBY, 3*info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir); - + pos.z += 0.8f; - + if ( victimPed->GetIsOnScreen() ) { if ( CGame::nastyGame ) @@ -1706,12 +1707,12 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - + CParticle::AddParticle(PARTICLE_BLOOD, pos, dir); } } } - + if ( victimPed->m_nPedType == PEDTYPE_COP ) CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000); else @@ -1722,7 +1723,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) ((CVehicle *)victim)->InflictDamage(FindPlayerPed(), WEAPONTYPE_UZI_DRIVEBY, info->m_nDamage); else CGlass::WasGlassHitByBullet(victim, point.point); - + switch ( victim->m_type ) { case ENTITY_TYPE_BUILDING: @@ -1759,20 +1760,20 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left) CVector traceTarget = (target-source)*norm + source; CBulletTraces::AddTrace(&source, &traceTarget); } - + if ( shooter == FindPlayerVehicle() ) CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerVehicle()->GetPosition().x, FindPlayerVehicle()->GetPosition().y, FindPlayerVehicle()->GetPosition().z); - + return true; } void CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) { - ASSERT(shooter!=NULL); - ASSERT(source!=NULL); - ASSERT(target !=NULL); - + ASSERT(shooter!=nil); + ASSERT(source!=nil); + ASSERT(target !=nil); + #ifndef FIX_BUGS CEntity entity; // unused #endif @@ -1780,19 +1781,19 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) CPed *shooterPed = (CPed*)shooter; if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting ) return; - + int16 lastEntity; CEntity *entities[16]; CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, true, false, false); float closestEntityDist = 10000.0f; int16 closestEntity; - + for ( int32 i = 0; i < lastEntity; i++ ) { CEntity *victim = entities[i]; - ASSERT(victim!=NULL); - + ASSERT(victim!=nil); + if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) ) { if ( !(victim->m_status == STATUS_TRAIN_MOVING @@ -1802,11 +1803,11 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) { float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D(); float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z); - + if ( 1.5f*distToVictimZ < distToVictim ) { float entityDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ)); - + if ( entityDist < closestEntityDist ) { closestEntityDist = entityDist; @@ -1816,22 +1817,22 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) } } } - + if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST ) { CEntity *victim = entities[closestEntity]; - ASSERT(victim !=NULL); - + ASSERT(victim !=nil); + float distToTarget = (*target - *source).Magnitude2D(); float distToSource = (victim->GetPosition() - *source).Magnitude2D(); - + float victimZ = victim->GetPosition().z + 0.3f; if ( victim->IsPed() ) { if ( ((CPed*)victim)->bIsDucking ) victimZ -= 0.8f; } - + (*target).z = (distToTarget / distToSource) * (victimZ - (*source).z) + (*source).z; } } @@ -1839,11 +1840,11 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) void CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CVector *target) { - ASSERT(shooter!=NULL); - ASSERT(driver!=NULL); - ASSERT(source!=NULL); - ASSERT(target!=NULL); - + ASSERT(shooter!=nil); + ASSERT(driver!=nil); + ASSERT(source!=nil); + ASSERT(target!=nil); + #ifndef FIX_BUGS CEntity entity; // unused #endif @@ -1854,17 +1855,17 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV float closestEntityDist = 10000.0f; int16 closestEntity; - + float normZ = (target->z - source->z) / (*target-*source).Magnitude(); - + for ( int32 i = 0; i < lastEntity; i++ ) { CEntity *victim = entities[i]; - - ASSERT(victim!=NULL); - + + ASSERT(victim!=nil); + if ( shooter != victim && driver != victim ) - { + { if ( !(victim->m_status == STATUS_TRAIN_MOVING || victim->m_status == STATUS_TRAIN_NOT_MOVING || victim->m_status == STATUS_HELI @@ -1874,7 +1875,7 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV { float distToVictim = (shooter->GetPosition()-victim->GetPosition()).Magnitude2D(); float distToVictimZ = Abs(shooter->GetPosition().z - (distToVictim*normZ + victim->GetPosition().z)); - + if ( 3.0f*distToVictimZ < distToVictim ) { if ( CCollision::DistToLine(source, target, @@ -1892,15 +1893,15 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV } } } - + if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST ) { CEntity *victim = entities[closestEntity]; - ASSERT(victim!=NULL); - + ASSERT(victim!=nil); + float distToTarget = (*target - *source).Magnitude2D(); float distToSource = (victim->GetPosition() - *source).Magnitude2D(); - + (*target).z = (distToTarget / distToSource) * (0.3f + victim->GetPosition().z - (*source).z) + (*source).z; } } @@ -1908,36 +1909,36 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV void CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) { - ASSERT(shooter!=NULL); - ASSERT(source!=NULL); - ASSERT(target!=NULL); - + ASSERT(shooter!=nil); + ASSERT(source!=nil); + ASSERT(target!=nil); + #ifndef FIX_BUGS CEntity entity; // unused #endif - + CPed *shooterPed = (CPed*)shooter; if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting ) return; - + int16 lastEntity; CEntity *entities[16]; CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false); float closestEntityDist = 10000.0f; int16 closestEntity; - + for ( int32 i = 0; i < lastEntity; i++ ) { CEntity *victim = entities[i]; - ASSERT(victim!=NULL); - + ASSERT(victim!=nil); + if ( shooter != victim ) { float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition()); float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude(); float pedDist = 0.15f*distToVictim + lineDist; - + if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist) { closestEntity = i; @@ -1945,12 +1946,12 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) } } } - + if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST ) { CEntity *victim = entities[closestEntity]; - ASSERT(victim!=NULL); - + ASSERT(victim!=nil); + float distToTarget = (*source - *target).Magnitude(); float distToSource = (*source - victim->GetPosition()).Magnitude(); *target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source; @@ -1981,7 +1982,7 @@ CWeapon::Update(int32 audioEntity) m_eWeaponState = WEAPONSTATE_READY; break; } - + case WEAPONSTATE_FIRING: { if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) ) @@ -1990,7 +1991,7 @@ CWeapon::Update(int32 audioEntity) 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 ) @@ -1998,10 +1999,10 @@ CWeapon::Update(int32 audioEntity) else m_eWeaponState = WEAPONSTATE_READY; } - + break; } - + case WEAPONSTATE_RELOADING: { if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE ) @@ -2010,13 +2011,13 @@ CWeapon::Update(int32 audioEntity) if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed ) DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f); } - + if ( CTimer::GetTimeInMilliseconds() > m_nTimer ) { Reload(); m_eWeaponState = WEAPONSTATE_READY; } - + break; } } @@ -2025,21 +2026,21 @@ CWeapon::Update(int32 audioEntity) void FireOneInstantHitRound(CVector *source, CVector *target, int32 damage) { - ASSERT(source!=NULL); - ASSERT(target!=NULL); - + ASSERT(source!=nil); + ASSERT(target!=nil); + CParticle::AddParticle(PARTICLE_GUNFLASH, *source, CVector(0.0f, 0.0f, 0.0f)); - + CPointLights::AddLight(CPointLights::LIGHT_POINT, *source, CVector(0.0f, 0.0f, 0.0f), 5.0f, 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false); - + CColPoint point; CEntity *victim; CWorld::ProcessLineOfSight(*source, *target, point, victim, true, true, true, true, true, true, false); - + CParticle::AddParticle(PARTICLE_HELI_ATTACK, *source, (*target) - (*source) * 0.15f); - + if ( victim ) { if ( victim->IsPed() ) @@ -2048,21 +2049,21 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage) if ( !victimPed->DyingOrDead() ) { CVector pos = victimPed->GetPosition(); - + CVector2D posOffset((*source).x-pos.x, (*source).y-pos.y); int32 localDir = victimPed->GetLocalDirection(posOffset); - + victimPed->ClearAttackByRemovingAnim(); - + CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir)); - ASSERT(asoc!=NULL); + ASSERT(asoc!=nil); asoc->blendAmount = 0.0f; asoc->blendDelta = 8.0f; - - victimPed->InflictDamage(NULL, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir); - + + victimPed->InflictDamage(nil, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir); + pos.z += 0.8f; - + if ( victimPed->GetIsOnScreen() ) { if ( CGame::nastyGame ) @@ -2073,7 +2074,7 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage) dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - + CParticle::AddParticle(PARTICLE_BLOOD, pos, dir); } } @@ -2081,9 +2082,9 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage) } } else if ( victim->IsVehicle() ) - ((CVehicle *)victim)->InflictDamage(NULL, WEAPONTYPE_UZI, damage); + ((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage); //BUG ? no CGlass::WasGlassHitByBullet - + switch ( victim->m_type ) { case ENTITY_TYPE_BUILDING: @@ -2141,21 +2142,21 @@ CWeapon::IsType2Handed(void) void CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target) { - ASSERT(shooter!=NULL); - ASSERT(source!=NULL); - ASSERT(target!=NULL); - + ASSERT(shooter!=nil); + ASSERT(source!=nil); + ASSERT(target!=nil); + float minx = min(source->x, target->x) - 2.0f; float maxx = max(source->x, target->x) + 2.0f; float miny = min(source->y, target->y) - 2.0f; float maxy = max(source->y, target->y) + 2.0f; float minz = min(source->z, target->z) - 2.0f; float maxz = max(source->z, target->z) + 2.0f; - + for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--) { CPed *ped = CPools::GetPedPool()->GetSlot(i); - + if ( ped ) { if ( ped->GetPosition().x > minx && ped->GetPosition().x < maxx @@ -2172,14 +2173,14 @@ CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target bool CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo) { - ASSERT(holder!=NULL); - ASSERT(aimingTo!=NULL); - + ASSERT(holder!=nil); + ASSERT(aimingTo!=nil); + if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget) return false; CWeaponInfo *info = GetInfo(); - + CVector adjustedOffset = info->m_vecFireOffset; adjustedOffset.z += 0.6f; @@ -2193,8 +2194,8 @@ CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo) source = holder->GetMatrix() * adjustedOffset; CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget; - ASSERT(aimEntity!=NULL); - + ASSERT(aimEntity!=nil); + target = aimEntity->GetPosition(); target.z += 0.6f; @@ -2219,17 +2220,17 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing) if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged ) { 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; else object->m_vecMoveSpeed.z += 0.45f; - + object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f; object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f; - + if ( object->bIsStatic ) { object->bIsStatic = false; @@ -2250,7 +2251,7 @@ CWeapon::HasWeaponAmmoToBeUsed(void) return m_nAmmoTotal != 0; } } - + bool CWeapon::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) { |