Fix impossible bullets & turn speed on heavy guns

This commit is contained in:
erorcun 2021-08-16 21:06:06 +03:00
parent 8641e9d0bb
commit 79856dac25
5 changed files with 116 additions and 23 deletions

View File

@ -1120,8 +1120,12 @@ CPed::ClearAimFlag(void)
#endif #endif
} }
if (IsPlayer()) if (IsPlayer()) {
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
#ifdef FREE_CAM
((CPlayerPed*)this)->m_bFreeAimActive = false;
#endif
}
} }
void void
@ -1361,7 +1365,7 @@ CPed::CalculateNewVelocity(void)
} }
#ifdef FREE_CAM #ifdef FREE_CAM
if (!TheCamera.Cams[0].Using3rdPersonMouseCam()) if (!CCamera::bFreeCam || !TheCamera.Cams[0].Using3rdPersonMouseCam())
#endif #endif
if (IsPlayer() && m_nPedState == PED_ATTACK) if (IsPlayer() && m_nPedState == PED_ATTACK)
headAmount /= 4.0f; headAmount /= 4.0f;

View File

@ -311,9 +311,14 @@ CPed::SetAttack(CEntity *victim)
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
} }
if (m_pLookTarget) { if (m_pLookTarget) {
SetAimFlag(m_pLookTarget); SetAimFlag(m_pLookTarget);
#ifdef FREE_CAM
} else if (this != FindPlayerPed() || !((CPlayerPed*)this)->m_bFreeAimActive) {
#else
} else { } else {
#endif
SetAimFlag(m_fRotationCur); SetAimFlag(m_fRotationCur);
if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam()) if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam())
@ -736,6 +741,15 @@ CPed::Attack(void)
weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd); weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING; weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt); SetPointGunAt(m_pPointGunAt);
#endif
#ifdef FREE_CAM
} else if (IsPlayer() && ((CPlayerPed*)this)->m_bFreeAimActive && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetLookFlag(limitedCam, true);
SetAimFlag(limitedCam);
SetLookTimer(INT32_MAX);
SetPointGunAt(nil);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
#endif #endif
} else { } else {
ClearAimFlag(); ClearAimFlag();

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@ -504,7 +504,7 @@ CPlayerPed::DoWeaponSmoothSpray(void)
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) { if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
eWeaponType weapon = GetWeapon()->m_eWeaponType; eWeaponType weapon = GetWeapon()->m_eWeaponType;
#ifdef FREE_CAM #ifdef FREE_CAM
if(TheCamera.Cams[0].Using3rdPersonMouseCam() && (weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI)) if(CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam() && (weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI))
return false; return false;
#endif #endif
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN || if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN ||
@ -1060,7 +1060,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
#ifdef FREE_CAM #ifdef FREE_CAM
static int8 changedHeadingRate = 0; static int8 changedHeadingRate = 0;
static int8 pointedGun = 0;
if (changedHeadingRate == 2) changedHeadingRate = 1; if (changedHeadingRate == 2) changedHeadingRate = 1;
if (pointedGun == 2) pointedGun = 1;
// Rotate player/arm when shooting. We don't have auto-rotation anymore // Rotate player/arm when shooting. We don't have auto-rotation anymore
if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam && if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
@ -1071,22 +1073,28 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if ((padUsed->GetTarget() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) || padUsed->GetWeapon()) { if ((padUsed->GetTarget() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) || padUsed->GetWeapon()) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source;
m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front;
m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up;
// On this one we can rotate arm. // On this one we can rotate arm.
if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) { if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately! pointedGun = 2;
SetPointGunAt(nil); m_bFreeAimActive = true;
bIsPointingGunAt = false; // to not stop after attack
}
SetLookFlag(limitedCam, true); SetLookFlag(limitedCam, true);
SetAimFlag(limitedCam); SetAimFlag(limitedCam);
#ifdef VC_PED_PORTS #ifdef VC_PED_PORTS
SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs. SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
#endif #endif
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) {
// This is a seperate ped state just for pointing gun. Used for target button
SetPointGunAt(nil);
}
} else { } else {
m_fRotationDest = limitedCam; m_fRotationDest = limitedCam;
changedHeadingRate = 2; changedHeadingRate = 2;
m_headingRate = 50.0f; m_headingRate = 12.5f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly) // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) { if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) {
@ -1102,14 +1110,27 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2; m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
} }
} }
} else if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && m_nPedState != PED_ATTACK) }
ClearPointGunAt();
} }
} }
if (changedHeadingRate == 1) { if (changedHeadingRate == 1) {
changedHeadingRate = 0; changedHeadingRate = 0;
RestoreHeadingRate(); RestoreHeadingRate();
} }
if (pointedGun == 1) {
if (m_nPedState == PED_ATTACK) {
if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetAimFlag(limitedCam);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
m_bFreeAimActive = true;
}
} else {
pointedGun = 0;
ClearPointGunAt();
}
}
#endif #endif
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
@ -1188,7 +1209,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
} }
#ifdef FREE_CAM #ifdef FREE_CAM
if(TheCamera.Cams[0].Using3rdPersonMouseCam() && doSmoothSpray) { if(CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam() && doSmoothSpray) {
padMoveInGameUnit = 0.0f; padMoveInGameUnit = 0.0f;
smoothSprayWithoutMove = false; smoothSprayWithoutMove = false;
} }

View File

@ -34,6 +34,12 @@ public:
CPed *m_pPedAtSafePos[6]; CPed *m_pPedAtSafePos[6];
float m_fWalkAngle; float m_fWalkAngle;
float m_fFPSMoveHeading; float m_fFPSMoveHeading;
#ifdef FREE_CAM
bool m_bFreeAimActive;
CVector m_cachedCamSource;
CVector m_cachedCamFront;
CVector m_cachedCamUp;
#endif
CPlayerPed(); CPlayerPed();
~CPlayerPed(); ~CPlayerPed();

View File

@ -50,6 +50,29 @@ uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
0 // HELICANNON 0 // HELICANNON
}; };
#ifdef FREE_CAM
static bool
Find3rdPersonCamTargetVectorFromCachedVectors(float dist, CVector pos, CVector& source, CVector& target, CVector camSource, CVector camFront, CVector camUp)
{
if (CPad::GetPad(0)->GetLookBehindForPed()) {
source = pos;
target = dist * FindPlayerPed()->GetForward() + source;
return false;
} else {
float angleX = DEGTORAD((TheCamera.m_f3rdPersonCHairMultX - 0.5f) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV * CDraw::GetAspectRatio());
float angleY = DEGTORAD((0.5f - TheCamera.m_f3rdPersonCHairMultY) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV);
source = camSource;
target = camFront;
target += camUp * Tan(angleY);
target += CrossProduct(camFront, camUp) * Tan(angleX);
target.Normalise();
source += DotProduct(pos - source, target) * target;
target = dist * target + source;
return true;
}
}
#endif
CWeaponInfo * CWeaponInfo *
CWeapon::GetInfo() CWeapon::GetInfo()
{ {
@ -591,17 +614,22 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{ {
CVector src, trgt; CVector src, trgt;
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
#ifdef FREE_CAM #ifdef FREE_CAM
CPed *shooterPed = (CPed *)shooter; if (CCamera::bFreeCam) {
if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) { CPlayerPed *shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, src, trgt, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
if ((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
trgt.x = info->m_fRange; trgt.x = info->m_fRange;
trgt.y = 0.0f; trgt.y = 0.0f;
trgt.z = 0.0f; trgt.z = 0.0f;
shooterPed->TransformToNode(trgt, PED_HANDR); shooterPed->TransformToNode(trgt, PED_HANDR);
} }
} else
#endif #endif
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
}
#ifdef FIX_BUGS #ifdef FIX_BUGS
// fix muzzleflash rotation // fix muzzleflash rotation
@ -1208,9 +1236,20 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CEntity *victim; CEntity *victim;
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
CVector Left;
#ifdef FREE_CAM
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(1.0f, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
Left = CrossProduct(shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
}
else
#endif
{ {
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target); TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up); Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
}
float f = float(i - 2) * (DEGTORAD(7.5f) / 2); float f = float(i - 2) * (DEGTORAD(7.5f) / 2);
target = f * Left + target - source; target = f * Left + target - source;
@ -1524,8 +1563,17 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
CVector dir; CVector dir;
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
#ifdef FREE_CAM
if (CCamera::bFreeCam) {
CPlayerPed *shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
}
else
#endif
{ {
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target); TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
}
float norm = (1.0f / info->m_fRange); float norm = (1.0f / info->m_fRange);
dir = (target - source) * norm; dir = (target - source) * norm;
} }