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authorNikolay Korolev <nickvnuk@gmail.com>2020-05-19 22:27:41 +0200
committerNikolay Korolev <nickvnuk@gmail.com>2020-05-19 22:27:41 +0200
commitfec0028e12fb7e362344cfc07d7dcb6b07c29e04 (patch)
tree675e1d491bd8f9cb80c707fbba45ae41005a4d31 /src/peds
parentslightly restructured ped flags for convenience (diff)
parentMerge pull request #567 from erorcun/miami (diff)
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Diffstat (limited to 'src/peds')
-rw-r--r--src/peds/CopPed.cpp2
-rw-r--r--src/peds/Gangs.cpp2
-rw-r--r--src/peds/Ped.cpp279
-rw-r--r--src/peds/Ped.h52
-rw-r--r--src/peds/PedAttactor.cpp6
-rw-r--r--src/peds/PlayerPed.cpp29
-rw-r--r--src/peds/Population.cpp14
7 files changed, 201 insertions, 183 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
index 578f2454..b84dcf14 100644
--- a/src/peds/CopPed.cpp
+++ b/src/peds/CopPed.cpp
@@ -23,7 +23,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
switch (copType) {
case COP_STREET:
SetModelIndex(MI_COP);
- // GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami)
+ GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true);
GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
m_currentWeapon = WEAPONTYPE_UNARMED;
m_fArmour = 0.0f;
diff --git a/src/peds/Gangs.cpp b/src/peds/Gangs.cpp
index 301eb3be..2d6d1137 100644
--- a/src/peds/Gangs.cpp
+++ b/src/peds/Gangs.cpp
@@ -36,7 +36,7 @@ void CGangs::Initialise(void)
SetGangVehicleModel(GANG_BIKER, MI_ANGEL);
SetGangVehicleModel(GANG_PLAYER, -1);
SetGangVehicleModel(GANG_GOLFER, MI_CADDY);
- //SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB); // TODO(MIAMI)
+ SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB);
#ifdef FIX_BUGS
for (int i = 0; i < NUM_GANGS; i++)
SetGangPedModelOverride(i, -1);
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index f7140b2b..12870236 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -116,32 +116,8 @@ uint16 nPlayerInComboMove;
RpClump *flyingClumpTemp;
-// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
FightMove tFightMoves[NUM_FIGHTMOVES] = {
- {NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
- {ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
- {ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
- {ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
- {ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
- {ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
- {ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
- {ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
- {ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
- {ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
- {ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
- {ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ // TODO(Miami)
};
uint16 CPed::nThreatReactionRangeMultiplier = 1;
@@ -620,6 +596,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagI80 = false;
#endif
+ m_gangFlags = 0xFF;
+
bReachedAttractorHeadingTarget = false;
bTurnedAroundOnAttractor = false;
bCarPassenger = false;
@@ -666,9 +644,16 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
m_wepAccuracy = 60;
m_lastWepDam = -1;
+ m_lastDamEntity = nil;
+ m_attachedTo = nil;
+ m_attachWepAmmo = 0;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
+ uint16 random = CGeneral::GetRandomNumber();
+ m_nPedMoney = random % 25;
+ if (m_nPedMoney == 23)
+ m_nPedMoney = 400;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
@@ -1183,7 +1168,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
if (ped->bIsDucking && ped->bCrouchWhenShooting) {
CAnimBlendAssociation *crouchFireAssoc = nil;
if (!!weapon->m_bCrouchFire) {
- crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
}
if (!!weapon->m_bReload && reloadAssoc) {
if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
@@ -1222,7 +1207,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (currentWeapon->m_bCrouchFire && attackAssoc) {
- if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
+ if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
@@ -1248,7 +1233,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (currentWeapon->m_bCrouchFire && attackAssoc) {
- if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) {
+ if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
@@ -1276,15 +1261,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
newAnim->SetFinishCallback(FinishedAttackCB, ped);
}
} else {
- // TODO(Miami): Remove this block when fighting has been ported
- if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD)
- {
- attackAssoc->blendDelta = -8.0f;
- attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
- ped->ClearAttack();
- return;
- }
-
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
{
attackAssoc->blendDelta = -8.0f;
@@ -1343,7 +1319,7 @@ CPed::Attack(void)
if (bIsDucking) {
if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) {
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
@@ -1396,7 +1372,6 @@ CPed::Attack(void)
meleeAttackStarted = true;
switch ( ourWeapon->m_AnimToPlay ) {
- case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported
case ASSOCGRP_UNARMED:
case ASSOCGRP_SCREWDRIVER:
case ASSOCGRP_KNIFE:
@@ -1437,7 +1412,7 @@ CPed::Attack(void)
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
- weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
@@ -1499,9 +1474,7 @@ CPed::Attack(void)
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) {
firePos = GetMatrix() * firePos;
} else {
- // TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done
- TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR ||
- weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
+ TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
}
GetWeapon()->Fire(this, &firePos);
@@ -1521,10 +1494,8 @@ CPed::Attack(void)
damagerType = m_pDamageEntity->GetType();
}
switch (ourWeapon->m_AnimToPlay) {
- case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done
case ASSOCGRP_UNARMED:
- if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done
- weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
+ if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
#else
@@ -1783,15 +1754,19 @@ CPed::SetCurrentWeapon(int slot)
}
}
-// --MIAMI: TODO when weapons got converted
+// --MIAMI: Done
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
- for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
+ for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
- if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
+
+ // First condition checks for Pistol, Python and Shotguns
+ if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
+ weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 ||
+ weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
SetCurrentWeapon(i);
return true;
}
@@ -1801,39 +1776,54 @@ CPed::SelectGunIfArmed(void)
return false;
}
+// --MIAMI: Done
void
CPed::Duck(void)
{
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
ClearDuck();
+ else if (bIsDucking && bCrouchWhenShooting) {
+ CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
+ if (!attackAssoc) {
+ if(!!weapon->m_bCrouchFire)
+ attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
+ }
+ if (!attackAssoc) {
+ if(!!weapon->m_bReload)
+ attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
+ }
+ if (!attackAssoc) {
+ bIsDucking = false;
+ }
+ }
}
+// --MIAMI: Done
void
-CPed::ClearDuck(void)
+CPed::ClearDuck(bool clearTimer)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
-
- if (!animAssoc) {
- bIsDucking = false;
- return;
- }
}
- if (!bCrouchWhenShooting)
- return;
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
+ }
- if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
- return;
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0f;
+ }
+ bIsDucking = false;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
- if (!animAssoc || animAssoc->blendDelta < 0.0f) {
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
+ if (clearTimer) {
+ m_duckTimer = 0;
}
}
-// --MIAMI: Done except commented thing
+// --MIAMI: Done
void
CPed::ClearPointGunAt(void)
{
@@ -1854,7 +1844,7 @@ CPed::ClearPointGunAt(void)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
if (!!weaponInfo->m_bCrouchFire) {
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
}
}
if (animAssoc) {
@@ -2693,7 +2683,7 @@ CPed::SetModelIndex(uint32 mi)
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);
- // TODO(Miami): This is something inlined for sure
+ // TODO(Miami): This is inlined CanUseTorsoWhenLooking
bool canUseMyBody = false;
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
@@ -2717,7 +2707,13 @@ CPed::SetModelIndex(uint32 mi)
void
CPed::RemoveLighting(bool reset)
{
- CRenderer::RemoveVehiclePedLights(this, reset);
+ if (!bRenderScorched) {
+ CRenderer::RemoveVehiclePedLights(this, reset);
+ if (reset)
+ ReSetAmbientAndDirectionalColours();
+ }
+ SetAmbientColours();
+ DeActivateDirectional();
}
bool
@@ -2782,14 +2778,15 @@ CPed::WorkOutHeadingForMovingFirstPerson(float offset)
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
} else {
if (leftRight < 0.0f)
- angle = 0.5f * PI;
+ angle = HALFPI;
else if (leftRight > 0.0f)
- angle = -0.5f * PI;
+ angle = -HALFPI;
}
return CGeneral::LimitRadianAngle(offset + angle);
}
+// --MIAMI: Done
void
CPed::CalculateNewVelocity(void)
{
@@ -2804,9 +2801,6 @@ CPed::CalculateNewVelocity(void)
limitedRotDest -= 2 * PI;
}
- if (IsPlayer() && m_nPedState == PED_ATTACK)
- headAmount /= 4.0f;
-
float neededTurn = limitedRotDest - m_fRotationCur;
if (neededTurn <= headAmount) {
if (neededTurn > (-headAmount))
@@ -2830,8 +2824,12 @@ CPed::CalculateNewVelocity(void)
}
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
- || FindPlayerPed() != this || !CanStrafeOrMouseControl())
+ || FindPlayerPed() != this || !CanStrafeOrMouseControl()) {
+
+ if (FindPlayerPed() == this)
+ FindPlayerPed()->m_fWalkAngle = 0.0f;
return;
+ }
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
float pedSpeed = m_moved.Magnitude();
@@ -2851,16 +2849,13 @@ CPed::CalculateNewVelocity(void)
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
-#ifdef VC_PED_PORTS
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
- // There is one more anim in VC.
+ if(!fightAssoc)
+ fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
-#else
- if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
-#endif
LimbOrientation newUpperLegs;
newUpperLegs.yaw = localWalkAngle;
@@ -3944,7 +3939,7 @@ CPed::ClearAttackByRemovingAnim(void)
if (!weaponAssoc) {
if (!!weapon->m_bCrouchFire)
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!weaponAssoc) {
if(!!weapon->m_bFinish3rd)
@@ -4916,7 +4911,7 @@ CPed::SetPointGunAt(CEntity *to)
if (bCrouchWhenShooting && bIsDucking) {
if (!!curWeapon->m_bCrouchFire) {
- aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
}
} else {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
@@ -4925,7 +4920,7 @@ CPed::SetPointGunAt(CEntity *to)
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
if (bCrouchWhenShooting && bIsDucking) {
if (!!curWeapon->m_bCrouchFire) {
- aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f);
+ aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
}
} else {
aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
@@ -5197,7 +5192,7 @@ CPed::SetAttack(CEntity *victim)
}
// TODO(Miami): Brass knuckles
- if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || 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)) {
@@ -5209,10 +5204,7 @@ CPed::SetAttack(CEntity *victim)
m_nPedState = PED_ATTACK;
bIsAttacking = false;
- // TODO(Miami): Revert when fighting got ported
- animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay,
- GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f);
- // CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
+ CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
@@ -5316,13 +5308,13 @@ CPed::SetAttack(CEntity *victim)
m_nPedState = PED_ATTACK;
SetMoveState(PEDMOVE_NONE);
if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
- CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
if (curMoveAssoc) {
- if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
+ if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
delete curMoveAssoc;
}
}
- animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f);
} else {
float animDelta = 8.0f;
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
@@ -5442,10 +5434,11 @@ CPed::StartFightAttack(uint8 buttonPressure)
nPlayerInComboMove = 0;
}
+// --MIAMI: Done
void
CPed::LoadFightData(void)
{
- float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
+ float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier;
int damage, flags;
char line[256], moveName[32], animName[32], hitLevel;
int moveId = 0;
@@ -5474,12 +5467,13 @@ CPed::LoadFightData(void)
sscanf(
&line[lp],
- "%s %f %f %f %f %c %s %d %d",
+ "%s %f %f %f %f %f %c %s %d %d",
moveName,
&startFireTime,
&endFireTime,
&comboFollowOnTime,
&strikeRadius,
+ &extendReachMultiplier,
&hitLevel,
animName,
&damage,
@@ -5492,6 +5486,7 @@ CPed::LoadFightData(void)
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
tFightMoves[moveId].strikeRadius = strikeRadius;
+ tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier;
tFightMoves[moveId].damage = damage;
tFightMoves[moveId].flags = flags;
@@ -5515,11 +5510,14 @@ CPed::LoadFightData(void)
break;
}
- if (strncmp(animName, "null", 4) != 0) {
- animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
- tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
- } else {
- tFightMoves[moveId].animId = ANIM_WALK;
+ if (strncmp(animName, "default", 8) != 0) {
+ if (strncmp(animName, "null", 5) != 0) {
+ animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
+ tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
+ }
+ else {
+ tFightMoves[moveId].animId = ANIM_WALK;
+ }
}
moveId++;
}
@@ -5612,6 +5610,7 @@ CPed::FightStrike(CVector &touchedNodePos)
damageMult *= m_pedStats->m_attackStrength;
}
+ /*
// Change direction if we used kick.
if (m_lastFightMove == FIGHTMOVE_KICK) {
if (CGeneral::GetRandomNumber() & 1) {
@@ -5619,7 +5618,7 @@ CPed::FightStrike(CVector &touchedNodePos)
if (direction > 3)
direction -= 4;
}
- }
+ } */
nearPed->ReactToAttack(this);
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
@@ -6359,6 +6358,7 @@ CPed::CollideWithPed(CPed *collideWith)
}
}
+// --MIAMI: Done except commented thing
void
CPed::CreateDeadPedMoney(void)
{
@@ -6366,29 +6366,31 @@ CPed::CreateDeadPedMoney(void)
return;
int skin = GetModelIndex();
+
+ // TODO(Miami): New flag
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
return;
- int money = CGeneral::GetRandomNumber() % 60;
+ int money = m_nPedMoney;
if (money < 10)
return;
- if (money == 43)
- money = 700;
+ CVector pickupPos = GetPosition();
+ bool found;
- int pickupCount = money / 40 + 1;
+ int pickupCount = Min(money / 20 + 1, 7);
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
- float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
- float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
- bool found = false;
- float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
+ pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128);
+ pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128);
+ pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
if (found) {
- CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
+ CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3));
}
}
+ m_nPedMoney = 0;
}
void
@@ -6559,13 +6561,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
CAnimBlendAssociation *weaponAssoc;
//CWeaponInfo::GetWeaponInfo(unused);
- // TODO(Miami): Remove when fighting got ported
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH);
- if (weaponAssoc) {
- weaponAssoc->blendDelta = animDelta;
- weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
- }
-
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
@@ -6726,6 +6721,7 @@ CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
return retVal;
}
+// TODO(Miami): Ducking doesn't work, fix this
bool
CPed::DuckAndCover(void)
{
@@ -6743,9 +6739,11 @@ CPed::DuckAndCover(void)
SetAimFlag(m_pedInObjective);
} else {
- bCrouchWhenShooting = false;
bKindaStayInSamePlace = false;
- bIsDucking = false;
+ if (bIsDucking)
+ ClearDuck(true);
+
+ bCrouchWhenShooting = false;
bDuckAndCover = false;
m_headingRate = 10.0f;
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
@@ -6758,8 +6756,11 @@ CPed::DuckAndCover(void)
bool justDucked = false;
CVehicle *foundVeh = nil;
float maxDist = 225.0f;
- bIsDucking = false;
+ if (bIsDucking)
+ ClearDuck(true);
+
bCrouchWhenShooting = false;
+
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
CVector pos = GetPosition();
int16 lastVehicle;
@@ -7148,13 +7149,9 @@ CPed::Fight(void)
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
- case FIGHTMOVE_HEADBUTT:
- TransformToNode(touchingNodePos, PED_HEAD);
- break;
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
- case FIGHTMOVE_KICK:
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_GROUNDKICK:
@@ -7215,12 +7212,12 @@ CPed::Fight(void)
canRoundhouse = false;
punchOnly = false;
canKick = true;
- nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
+ nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
hasShoppingBags = false;
canKneeHead = true;
nPlayerInComboMove = 0;
} else {
- nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
+ nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE);
uint16 pedFeatures = m_pedStats->m_flags;
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
@@ -7259,7 +7256,7 @@ CPed::Fight(void)
&& neededTurn < DEGTORAD(35.0f)
&& (canKick || hasShoppingBags)) {
- nextFightMove = FIGHTMOVE_KICK;
+ nextFightMove = FIGHTMOVE_LONGKICK;
if (hasShoppingBags) {
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
@@ -7352,7 +7349,7 @@ CPed::Fight(void)
if (fightingPedDist >= 1.3f) {
if (fightingPedDist < 1.7f && canKick) {
- nextFightMove = FIGHTMOVE_KICK;
+ nextFightMove = FIGHTMOVE_LONGKICK;
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
@@ -9329,7 +9326,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
void
CPed::Look(void)
{
- // UNUSED: This is a perfectly empty function.
+ TurnBody();
}
bool
@@ -11270,6 +11267,7 @@ CPed::SetInTheAir(void)
void
CPed::RestoreHeadPosition(void)
{
+ // TODO(Miami): This is inlined CanUseTorsoWhenLooking
bool canUseMyBody = false;
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
@@ -11299,7 +11297,7 @@ CPed::PointGunAt(void)
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
if (!!weaponInfo->m_bCrouchFire) {
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
animLoopStart = weaponInfo->m_fAnim2LoopStart;
}
}
@@ -15627,19 +15625,22 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused)
}
#endif
+// --MIAMI: Done, but what is this parameter for?
void
-CPed::SetDuck(uint32 time)
+CPed::SetDuck(uint32 time, bool sth)
{
- if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
+ if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) {
+ if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer)
+ m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
return;
+ }
- if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
- CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
- if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
- bIsDucking = true;
- m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
- }
+ CAnimBlendAssociation *duckAssoc;
+ if (bCrouchWhenShooting) {
+ duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 4.0f);
+ duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ bIsDucking = true;
+ m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
} else {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
@@ -18563,7 +18564,7 @@ CPed::ClearFollowPath()
m_nCurPathNode = 0;
}
-// --MIAMI: Done
+// --MIAMI: Done except bikes
void
CPed::AddInCarAnims(CVehicle* car, bool isDriver)
{
@@ -18604,6 +18605,12 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver)
}
bool
+CPed::CanBeDamagedByThisGangMember(CPed* who)
+{
+ return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1));
+}
+
+bool
IsPedPointerValid_NotInWorld(CPed* pPed)
{
if (!pPed)
@@ -18626,4 +18633,4 @@ IsPedPointerValid(CPed* pPed)
if (pPed->bInVehicle && pPed->m_pMyVehicle)
return IsEntityPointerValid(pPed->m_pMyVehicle);
return pPed->m_entryInfoList.first || pPed == FindPlayerPed();
-}
+} \ No newline at end of file
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index c01e3630..f5e6d95a 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -79,11 +79,11 @@ struct FightMove
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
+ float extendReachMultiplier;
uint8 hitLevel; // FightMoveHitLevel
uint8 damage;
uint8 flags;
};
-VALIDATE_SIZE(FightMove, 0x18);
// TODO: This is eFightState on mobile.
enum PedFightMoves
@@ -94,13 +94,21 @@ enum PedFightMoves
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
- FIGHTMOVE_HEADBUTT,
- FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
- FIGHTMOVE_KICK,
+ FIGHTMOVE_PUNCHJAB,
+ FIGHTMOVE_PUNCH,
+ FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
- FIGHTMOVE_BODYBLOW,
+ // Directionals
+ FIGHTMOVE_FWDLEFT,
+ FIGHTMOVE_FWDRIGHT,
+ FIGHTMOVE_BACKKICK,
+ FIGHTMOVE_BACKFLIP,
+ FIGHTMOVE_BACKLEFT,
+ FIGHTMOVE_BACKRIGHT,
+ FIGHTMOVE_RIGHTSWEEP,
+ // Special
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
@@ -113,6 +121,9 @@ enum PedFightMoves
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
+ FIGHTMOVE_MELEE1,
+ FIGHTMOVE_MELEE2,
+ FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
};
@@ -466,6 +477,7 @@ public:
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
+ uint8 m_gangFlags;
uint8 CharCreatedBy;
eObjective m_objective;
eObjective m_prevObjective;
@@ -588,7 +600,7 @@ public:
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
- uint16 m_pedMoney;
+ uint16 m_nPedMoney;
int8 m_lastWepDam;
CEntity *m_lastDamEntity;
CEntity *m_attachedTo;
@@ -651,7 +663,7 @@ public:
void SetCurrentWeapon(eWeaponType weaponType);
void SetCurrentWeapon(int weapon);
void Duck(void);
- void ClearDuck(void);
+ void ClearDuck(bool = false);
void ClearPointGunAt(void);
void BeingDraggedFromCar(void);
void RestartNonPartialAnims(void);
@@ -679,7 +691,7 @@ public:
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
void ReactToAttack(CEntity*);
- void SetDuck(uint32);
+ void SetDuck(uint32, bool = false);
void RegisterThreatWithGangPeds(CEntity*);
bool TurnBody(void);
void Chat(void);
@@ -810,6 +822,7 @@ public:
void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
void RequestDelayedWeapon();
void AddInCarAnims(CVehicle* car, bool isDriver);
+ bool CanBeDamagedByThisGangMember(CPed*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@@ -915,7 +928,7 @@ public:
bool Dead(void) { return m_nPedState == PED_DEAD; }
bool Dying(void) { return m_nPedState == PED_DIE; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
- bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; }
+ bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool Driving(void) { return m_nPedState == PED_DRIVING; }
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
@@ -933,10 +946,6 @@ public:
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
- // TODO(Miami): Revert that when weapons got ported
- if (weapon->m_AnimToPlay == ASSOCGRP_STD)
- return ANIM_FIGHT_PPUNCH;
-
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
return ANIM_WEAPON_FIRE_3RD;
else
@@ -944,14 +953,10 @@ public:
}
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
- // TODO(Miami): Revert that when weapons got ported
- if (weapon->m_AnimToPlay == ASSOCGRP_STD)
- return ANIM_KICK_FLOOR;
-
if (!!weapon->m_bGround2nd)
return ANIM_WEAPON_CROUCHFIRE;
else if (!!weapon->m_bGround3rd)
- return ANIM_WEAPON_SPECIAL;
+ return ANIM_WEAPON_FIRE_3RD;
else if (kickFloorIfNone)
return ANIM_KICK_FLOOR;
else
@@ -959,10 +964,6 @@ public:
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
- // TODO(Miami): Revert that when weapons got ported
- if (weapon->m_AnimToPlay == ASSOCGRP_STD)
- return ANIM_FIGHT_PPUNCH;
-
if (weapon->m_bAnimDetonate)
return ANIM_BOMBER;
else
@@ -976,6 +977,13 @@ public:
return (AnimationId)0;
}
+ static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
+ if (!!weapon->m_bCrouchFire)
+ return ANIM_WEAPON_CROUCHFIRE;
+ else
+ return (AnimationId)0;
+ }
+
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bReload)
return ANIM_WEAPON_RELOAD;
diff --git a/src/peds/PedAttactor.cpp b/src/peds/PedAttactor.cpp
index 0df59b1c..782d2770 100644
--- a/src/peds/PedAttactor.cpp
+++ b/src/peds/PedAttactor.cpp
@@ -12,7 +12,7 @@ const int gcMaxSizeOfPizzaQueue = 5;
const int gcMaxSizeOfShelterQueue = 5;
const int gcMaxSizeOfIceCreamQueue = 1;
-//--MIAMI: file done, except TODO(MIAMI)
+//--MIAMI: file done
std::vector<CVector> CPedShelterAttractor::ms_displacements;
@@ -167,19 +167,15 @@ CPedAttractor::CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 ma
void CPedPizzaAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
{
- /* TODO(MIAMI): uncomment
if (pPed->m_nPedMoney > 10)
pPed->m_nPedMoney -= 10;
else
pPed->m_nPedMoney = 0;
- */
}
void CPedAtmAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
{
- /* TODO(MIAMI): uncomment
pPed->m_nPedMoney += 20 * CGeneral::GetRandomNumberInRange(1, 51);
- */
};
float CPedAttractor::ComputeDeltaHeading() const
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 69a6d211..9f972882 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -1088,6 +1088,7 @@ CPlayerPed::ProcessAnimGroups(void)
}
}
+// TODO(Miami): Hella TODO
void
CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
{
@@ -1099,8 +1100,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
}
if (!m_pFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
- GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
- if (padUsed->TargetJustDown()) {
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
+ if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
#ifdef FREE_CAM
@@ -1134,7 +1136,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
else
#endif
SetAttack(m_pPointGunAt);
- } else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
+ } else {
if (m_nPedState == PED_ATTACK) {
if (padUsed->WeaponJustDown()) {
m_bHaveTargetSelected = true;
@@ -1145,12 +1147,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
}
- SetAttack(nil);
- } else if (padUsed->WeaponJustDown()) {
- if (m_fMoveSpeed < 1.0f)
- StartFightAttack(padUsed->GetWeapon());
- else
- SetAttack(nil);
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
+ !weaponInfo->m_bFightMode) {
+
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
+ padUsed->WeaponJustDown())
+
+ SetAttack(nil);
+ } else if (padUsed->WeaponJustDown()) {
+ if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT)
+ StartFightAttack(padUsed->GetWeapon());
+ else
+ SetAttack(nil);
+ }
}
}
} else {
@@ -1185,7 +1194,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
#endif
} else {
m_fRotationDest = limitedCam;
- m_headingRate = 50.0f;
+ m_headingRate = 12.5f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp
index 44bedab9..338c47f0 100644
--- a/src/peds/Population.cpp
+++ b/src/peds/Population.cpp
@@ -461,17 +461,16 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors,
if (ms_bGivePedsWeapons) {
eWeaponType weapon;
- // TODO(Miami): Look here when weapons have been ported
switch (CGeneral::GetRandomNumber() & 3) {
case 0:
weapon = WEAPONTYPE_COLT45;
break;
case 1:
- //weapon = WEAPONTYPE_NIGHTSTICK;
- //break;
+ weapon = WEAPONTYPE_NIGHTSTICK;
+ break;
case 2:
- //weapon = WEAPONTYPE_GOLFCLUB;
- //break;
+ weapon = WEAPONTYPE_GOLFCLUB;
+ break;
case 3:
weapon = WEAPONTYPE_TEC9;
break;
@@ -1093,8 +1092,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
return nil;
CPed* pPed = CPopulation::AddPed(PEDTYPE_CIVMALE, MI_MALE01, pos); // TODO(MIAMI): 4th parameter
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
- //TODO(MIAMI): uncomment
- //pPed->m_nPedMoney = 0;
+ pPed->m_nPedMoney = 0;
pPed->bDeadPedInFrontOfCar = true;
pPed->m_vehicleInAccident = pCulprit;
pCulprit->RegisterReference((CEntity**)&pPed->m_vehicleInAccident);
@@ -1108,7 +1106,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
}
}
}
- CColPoint colpts[32];
+ CColPoint colpts[MAX_COLLISION_POINTS];
if (CCollision::ProcessColModels(pCulprit->GetMatrix(), *pCulprit->GetColModel(), pPed->GetMatrix(), *pPed->GetColModel(), colpts, nil, nil)) {
CWorld::Remove(pPed);
delete pPed;