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Diffstat (limited to 'src/peds/PedFight.cpp')
-rw-r--r--src/peds/PedFight.cpp83
1 files changed, 42 insertions, 41 deletions
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
index 25ca2210..8208163b 100644
--- a/src/peds/PedFight.cpp
+++ b/src/peds/PedFight.cpp
@@ -210,7 +210,7 @@ CPed::PointGunAt(void)
float animLoopStart = weaponInfo->m_fAnimLoopStart;
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
- if (!!weaponInfo->m_bCrouchFire) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
animLoopStart = weaponInfo->m_fAnim2LoopStart;
}
@@ -223,7 +223,7 @@ CPed::PointGunAt(void)
if (bIsDucking)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
- if (weaponInfo->m_bCanAimWithArm)
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
@@ -247,7 +247,7 @@ CPed::ClearPointGunAt(void)
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
- if (!!weaponInfo->m_bCrouchFire) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
}
}
@@ -271,7 +271,7 @@ CPed::SetAttack(CEntity *victim)
if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE || (bIsDucking && !bCrouchWhenShooting))
return;
- if (curWeapon->m_bReload &&
+ if (curWeapon->IsFlagSet(WEAPONFLAG_RELOAD) &&
(RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(curWeapon)) || RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(curWeapon)))) {
if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
bIsAttacking = false;
@@ -281,10 +281,10 @@ CPed::SetAttack(CEntity *victim)
return;
}
- if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->IsFlagSet(WEAPONFLAG_FIGHTMODE) || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (IsPlayer() ||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
- && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
+ && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))) {
if (m_nPedState != PED_ATTACK) {
SetPedState(PED_ATTACK);
@@ -303,7 +303,7 @@ CPed::SetAttack(CEntity *victim)
return;
}
- if (curWeapon->m_bPartialAttack &&
+ if (curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK) &&
(IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed >= 1.0f ||
m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) {
@@ -326,7 +326,7 @@ CPed::SetAttack(CEntity *victim)
if (m_pSeekTarget)
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
- if (curWeapon->m_bCanAim) {
+ if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM)) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
aimPos += GetUp() * 0.35f;
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
@@ -354,7 +354,7 @@ CPed::SetAttack(CEntity *victim)
} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
SetAimFlag(m_fRotationCur);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
- } else if (curWeapon->m_bCanAimWithArm) {
+ } else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
SetAimFlag(m_fRotationCur);
}
}
@@ -380,7 +380,7 @@ CPed::SetAttack(CEntity *victim)
if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed && (IsPlayer() || !m_carInObjective))
StartFightAttack(200);
} else {
- if (!curWeapon->m_bCanAim)
+ if (!curWeapon->IsFlagSet(WEAPONFLAG_CANAIM))
m_pSeekTarget = nil;
if (m_nPedState != PED_AIM_GUN)
@@ -388,7 +388,7 @@ CPed::SetAttack(CEntity *victim)
SetPedState(PED_ATTACK);
SetMoveState(PEDMOVE_NONE);
- if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
+ if (bCrouchWhenShooting && bIsDucking && curWeapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
if (curMoveAssoc) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
@@ -402,9 +402,9 @@ CPed::SetAttack(CEntity *victim)
animDelta = 1000.0f;
AnimationId fireAnim;
- if (curWeapon->m_bThrow)
+ if (curWeapon->IsFlagSet(WEAPONFLAG_THROW))
fireAnim = ANIM_THROWABLE_START_THROW;
- else if (CGame::nastyGame && (curWeapon->m_bGround2nd || curWeapon->m_bGround3rd)) {
+ else if (CGame::nastyGame && (curWeapon->IsFlagSet(WEAPONFLAG_GROUND_2ND) || curWeapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))) {
PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil);
if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) {
fireAnim = GetFireAnimGround(curWeapon, false);
@@ -589,17 +589,17 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
if (ped->bIsDucking && ped->bCrouchWhenShooting) {
CAnimBlendAssociation *crouchFireAssoc = nil;
- if (!!weapon->m_bCrouchFire) {
+ if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
}
- if (!!weapon->m_bReload && reloadAssoc) {
+ if (weapon->IsFlagSet(WEAPONFLAG_RELOAD) && reloadAssoc) {
if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
CAnimBlendAssociation *crouchAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
crouchAssoc->SetCurrentTime(crouchAssoc->hierarchy->totalLength);
crouchAssoc->flags &= ~ASSOC_RUNNING;
}
}
- } else if (weapon->m_bReloadLoop2Start && ped->bIsAttacking) {
+ } else if (weapon->IsFlagSet(WEAPONFLAG_RELOAD_LOOP2START) && ped->bIsAttacking) {
CAnimBlendAssociation *fireAssoc =
CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
@@ -677,7 +677,7 @@ CPed::Attack(void)
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = nil;
- attackShouldContinue = bIsAttacking;
+ attackShouldContinue = !!bIsAttacking;
reloadAnimAssoc = nil;
throwAssoc = nil;
animLoopStart = ourWeapon->m_fAnimLoopStart;
@@ -686,7 +686,7 @@ CPed::Attack(void)
weaponAnim = ourWeapon->m_AnimToPlay;
if (bIsDucking) {
- if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
+ if(GetCrouchFireAnim(ourWeapon) && bCrouchWhenShooting) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
@@ -704,11 +704,11 @@ CPed::Attack(void)
}
}
- if (ourWeapon->m_bReload) {
+ if (GetReloadAnim(ourWeapon)) {
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(ourWeapon));
}
- if (!!ourWeapon->m_bReload && !reloadAnimAssoc) {
+ if (GetCrouchReloadAnim(ourWeapon) && !reloadAnimAssoc) {
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(ourWeapon));
}
@@ -724,8 +724,8 @@ CPed::Attack(void)
reloadAnimAssoc->blendDelta = -8.0f;
}
- if (!!ourWeapon->m_bThrow) {
- throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_THROWABLE_START_THROW);
+ if (GetThrowAnim(ourWeapon)) {
+ throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetThrowAnim(ourWeapon));
}
if ( CTimer::GetTimeInMilliseconds() < m_shootTimer )
@@ -733,8 +733,8 @@ CPed::Attack(void)
bool meleeAttackStarted = false;
if ( !weaponAnimAssoc ) {
- if (!!ourWeapon->m_bPartialAttack) {
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_ATTACK_START);
+ if (GetMeleeStartAnim(ourWeapon)) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(ourWeapon));
if ( weaponAnimAssoc ) {
if ( IsPlayer() )
meleeAttackStarted = true;
@@ -757,7 +757,7 @@ CPed::Attack(void)
}
}
if (!weaponAnimAssoc) {
- if (!!ourWeapon->m_bUse2nd) {
+ if (GetSecondFireAnim(ourWeapon)) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
@@ -779,14 +779,15 @@ CPed::Attack(void)
if (!throwAssoc) {
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
- if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
+ if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
- } else if (!CGame::nastyGame || (!ourWeapon->m_bGround2nd && !ourWeapon->m_bGround3rd) ||
- ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
+ } else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE ||
+ GetFireAnimGround(ourWeapon) ||
+ CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
@@ -824,7 +825,7 @@ CPed::Attack(void)
float animStart = animLoopStart * 0.4f;
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
- if (!bIsDucking && !(m_nPedType == PEDTYPE_COP && ourWeapon->m_bCop3rd && weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_3RD) && ourWeapon->m_bCanAimWithArm)
+ if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
@@ -860,7 +861,7 @@ CPed::Attack(void)
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
ourWeaponType == WEAPONTYPE_TEARGAS) {
- RemoveWeaponModel(ourWeapon->m_nModelId);
+ RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
@@ -921,9 +922,9 @@ CPed::Attack(void)
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && ourWeapon->m_AnimToPlay == ASSOCGRP_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
- firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
+ firePos = ourWeapon->m_vecFireOffset;
TransformToNode(firePos, PED_HANDR);
CVector gunshellPos(
@@ -971,7 +972,7 @@ CPed::Attack(void)
// Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
- if (ourWeapon->m_bReload && !reloadAnimAssoc) {
+ if (ourWeapon->IsFlagSet(WEAPONFLAG_RELOAD) && !reloadAnimAssoc) {
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
CAnimBlendAssociation *newReloadAssoc;
if (bIsDucking) {
@@ -1010,14 +1011,14 @@ CPed::Attack(void)
if (weaponAnimAssoc->animId == fireAnim)
weaponAnimAssoc->SetCurrentTime(0.1f);
else {
- if (fireAnim) {
+ if (GetFireAnimGround(ourWeapon, false)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, fireAnim, 8.0f);
} else {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_KICK_FLOOR, 8.0f);
}
}
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
- } else if (!!ourWeapon->m_bUse2nd) {
+ } else if (GetSecondFireAnim(ourWeapon)) {
if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f);
} else {
@@ -1333,7 +1334,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
m_fightButtonPressure = 0;
} else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
- !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) {
+ !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->speed = 1.2f;
@@ -1401,7 +1402,7 @@ CPed::Fight(void)
eWeaponType weapon = GetWeapon()->m_eWeaponType;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
- if (weaponInfo->m_bFightMode && weapon != WEAPONTYPE_UNARMED) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE) && weapon != WEAPONTYPE_UNARMED) {
fightWithWeapon = true;
tFightMoves[FIGHTMOVE_MELEE1].startFireTime = weaponInfo->m_fAnimFrameFire;
tFightMoves[FIGHTMOVE_MELEE1].endFireTime = weaponInfo->m_fAnimLoopEnd;
@@ -1650,9 +1651,9 @@ CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
if (m_pedInObjective->OnGroundOrGettingUp()) {
if (CGame::nastyGame && dist < 1.2f && !m_pedInObjective->IsPlayer()
&& (m_pedInObjective->m_nPedState == PED_DEAD || !m_pedInObjective->IsPedHeadAbovePos(-0.3f))) {
- if (weaponInfo->m_bGround2nd)
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND))
return FIGHTMOVE_MELEE2;
- if (weaponInfo->m_bGround3rd)
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD))
return FIGHTMOVE_MELEE3;
return FIGHTMOVE_GROUNDKICK;
@@ -1880,9 +1881,9 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
Say(SOUND_PED_ATTACK);
} else if (groundAttackAlivePed || groundAttackDeadPed) {
- if (fightWithWeapon && weaponInfo->m_bGround2nd) {
+ if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND)) {
choosenMove = FIGHTMOVE_MELEE2;
- } else if (fightWithWeapon && weaponInfo->m_bGround3rd) {
+ } else if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD)) {
choosenMove = FIGHTMOVE_MELEE3;
} else {
choosenMove = FIGHTMOVE_GROUNDKICK;
@@ -2166,7 +2167,7 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
bool fightingWithWeapon = false;
int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
- if (weaponInfo->m_bFightMode) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
fightingWithWeapon = true;
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
damageMult = weaponInfo->m_nDamage;