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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r--src/peds/PlayerPed.cpp167
1 files changed, 128 insertions, 39 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 3c6fad57..04251860 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -16,6 +16,7 @@
#include "Pools.h"
#include "Darkel.h"
#include "CarCtrl.h"
+#include "MBlur.h"
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
@@ -31,6 +32,7 @@ CPlayerPed::~CPlayerPed()
delete m_pWanted;
}
+// --MIAMI: Done except commented out things
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
@@ -44,26 +46,47 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false;
+
+ // This should be something inlined
+ // TODO(Miami)
+
+ // if (pPointGunAt)
+ // m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
m_pPointGunAt = nil;
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
+ // TODO(Miami)
+ // This should be something inlined
+
m_nPedState = PED_IDLE;
m_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
m_nEvadeAmount = 0;
- field_1367 = 0;
+ m_pEvadingFrom = nil;
m_nHitAnimDelayTimer = 0;
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
m_bHasLockOnTarget = false;
+ m_bDrunkVisualsWearOff = true;
m_bCanBeDamaged = true;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
+ m_pMinigunTopAtomic = nil;
+ m_fGunSpinSpeed = 0.0;
+ m_fGunSpinAngle = 0.0;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
- field_1413 = 0;
+ unused1 = false;
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
m_pPedAtSafePos[i] = nil;
+ m_pCheckPlayers[i] = nil;
}
+ m_nCheckPlayersIndex = 0;
+ m_nPadUpPressedInMilliseconds = 0;
+ m_nPadDownPressedInMilliseconds = 0;
+ // TODO(Miami): Idle anim block index
}
void CPlayerPed::ClearWeaponTarget()
@@ -181,8 +204,9 @@ CPlayerPed::UseSprintEnergy(void)
}
}
+// --MIAMI: Use that on everywhere except ProcessPlayerWeapon
void
-CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
+CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
{
if (m_nPedState == PED_SNIPER_MODE) {
RestorePreviousState();
@@ -195,7 +219,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
ClearWeaponTarget();
- CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay);
+ CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205);
if (weaponAnim) {
weaponAnim->SetRun();
weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
@@ -203,6 +227,14 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
TheCamera.ClearPlayerWeaponMode();
}
+// --MIAMI: Done, but this should be only called from ProcessPlayerWeapon
+void
+CPlayerPed::MakeChangesForNewWeapon(int32 slot)
+{
+ if(slot != -1)
+ MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
+}
+
void
CPlayerPed::ReApplyMoveAnims(void)
{
@@ -222,14 +254,19 @@ CPlayerPed::ReApplyMoveAnims(void)
}
}
+// --MIAMI: Done
void
CPlayerPed::SetInitialState(void)
{
+ m_nDrunkenness = 0;
+ m_nFadeDrunkenness = 0;
+ CMBlur::ClearDrunkBlur();
+ m_nDrunkCountdown = 0;
m_bAdrenalineActive = false;
m_nAdrenalineTime = 0;
- CTimer::SetTimeStep(1.0f);
+ CTimer::SetTimeScale(1.0f);
m_pSeekTarget = nil;
- m_vecSeekPos = { 0.0f, 0.0f, 0.0f };
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_fleeFromPosX = 0.0f;
m_fleeFromPosY = 0.0f;
m_fleeFrom = nil;
@@ -241,9 +278,14 @@ CPlayerPed::SetInitialState(void)
ClearLookFlag();
bIsPointingGunAt = false;
bRenderPedInCar = true;
+
if (m_pFire)
m_pFire->Extinguish();
+
RpAnimBlendClumpRemoveAllAssociations(GetClump());
+ if (m_nPedState == PED_FOLLOW_PATH)
+ ClearFollowPath();
+
m_nPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
m_nLastPedState = PED_NONE;
@@ -257,6 +299,11 @@ CPlayerPed::SetInitialState(void)
m_bCanBeDamaged = true;
m_pedStats->m_temper = 50;
m_fWalkAngle = 0.0f;
+ if (m_attachedTo && !bUsesCollision)
+ bUsesCollision = true;
+
+ m_attachedTo = nil;
+ m_attachWepAmmo = 0;
}
void
@@ -497,8 +544,9 @@ CPlayerPed::DoWeaponSmoothSpray(void)
{
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
eWeaponType weapon = GetWeapon()->m_eWeaponType;
- if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN ||
- weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
+ if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
+ weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
+ weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
return true;
}
return false;
@@ -586,56 +634,71 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId);
}
+// --MIAMI: Made compatible with slots, but still TODO
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
{
- if (CDarkel::FrenzyOnGoing())
+ if (CDarkel::FrenzyOnGoing() || m_attachedTo)
goto switchDetectDone;
- if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
+ if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
+ if (padUsed->CycleWeaponRightJustDown()) {
- if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
+ if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
- for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; ++m_nSelectedWepSlot) {
- if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
- goto switchDetectDone;
+ for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
+ goto spentAmmoCheck;
+ }
}
+ m_nSelectedWepSlot = 0;
}
- m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
- }
- } else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
- if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
- && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
+ } else if (padUsed->CycleWeaponLeftJustDown()) {
+ if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
- for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
- if (m_nSelectedWepSlot < WEAPONTYPE_UNARMED)
- m_nSelectedWepSlot = WEAPONTYPE_DETONATOR;
+ for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
+ if (m_nSelectedWepSlot < 0)
+ m_nSelectedWepSlot = 9;
- if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
- goto switchDetectDone;
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
+ break;
+ }
}
}
}
- } else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) {
- if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) {
+ }
+
+spentAmmoCheck:
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
+ /*&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN) */) {
+ if (GetWeapon()->m_nAmmoTotal <= 0) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
- for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
- if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT)
- || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) {
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
+ || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
+ m_nSelectedWepSlot = m_currentWeapon - 1;
+ else
+ m_nSelectedWepSlot = 2;
+
+ // BUG: m_nSelectedWepSlot is slot in VC but they compared against weapon types, lol.
+ for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
+ if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(6).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
+ || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
+ /*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) {
goto switchDetectDone;
}
}
- m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
+ m_nSelectedWepSlot = 0;
}
}
}
@@ -643,6 +706,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
switchDetectDone:
if (m_nSelectedWepSlot != m_currentWeapon) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
+ RemoveWeaponAnims(m_currentWeapon, -1000.0f);
MakeChangesForNewWeapon(m_nSelectedWepSlot);
}
}
@@ -934,6 +998,7 @@ CPlayerPed::FindWeaponLockOnTarget(void)
return true;
}
+// --MIAMI: Done, but uncomment new weapon types when weapons got ported
void
CPlayerPed::ProcessAnimGroups(void)
{
@@ -946,17 +1011,29 @@ CPlayerPed::ProcessAnimGroups(void)
if (m_fWalkAngle > 0.0f) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
groupToSet = ASSOCGRP_ROCKETLEFT;
+ else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
+ /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ )
+ groupToSet = ASSOCGRP_CHAINSAWLEFT;
else
groupToSet = ASSOCGRP_PLAYERLEFT;
} else {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
groupToSet = ASSOCGRP_ROCKETRIGHT;
+ else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
+ /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
+ groupToSet = ASSOCGRP_CHAINSAWRIGHT;
else
groupToSet = ASSOCGRP_PLAYERRIGHT;
}
} else {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
groupToSet = ASSOCGRP_ROCKETBACK;
+ else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
+ /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
+ groupToSet = ASSOCGRP_CHAINSAWBACK;
else
groupToSet = ASSOCGRP_PLAYERBACK;
}
@@ -964,9 +1041,21 @@ CPlayerPed::ProcessAnimGroups(void)
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
groupToSet = ASSOCGRP_PLAYERROCKET;
} else {
- if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT
+ /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */)
groupToSet = ASSOCGRP_PLAYERBBBAT;
- } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) {
+ else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
+ /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
+ groupToSet = ASSOCGRP_PLAYERCHAINSAW;
+ else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI
+ // I hope this was inlined...
+ /*
+ && 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
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA
+ */) {
if (!GetWeapon()->IsType2Handed()) {
groupToSet = ASSOCGRP_PLAYER;
} else {
@@ -1185,7 +1274,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
if (doSmoothSpray) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45
- || GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI)
+ || CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5)
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep();
else
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * CTimer::GetTimeStep();