some cutscene opcodes and heli guns

This commit is contained in:
eray orçunus 2020-06-16 01:38:26 +03:00
parent 3a600b4684
commit c6bb1f5d0d
7 changed files with 237 additions and 99 deletions

View File

@ -123,6 +123,7 @@ char CCutsceneMgr::ms_cutsceneName[CUTSCENENAMESIZE];
CAnimBlendAssocGroup CCutsceneMgr::ms_cutsceneAssociations;
CVector CCutsceneMgr::ms_cutsceneOffset;
float CCutsceneMgr::ms_cutsceneTimer;
bool CCutsceneMgr::ms_wasCutsceneSkipped;
uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
RpAtomic *
@ -145,6 +146,7 @@ CCutsceneMgr::Initialise(void)
{
ms_numCutsceneObjs = 0;
ms_loaded = false;
ms_wasCutsceneSkipped = false;
ms_running = false;
ms_animLoaded = false;
ms_cutsceneProcessing = false;
@ -169,9 +171,10 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
CPlayerPed *pPlayerPed;
ms_cutsceneProcessing = true;
ms_wasCutsceneSkipped = false;
if (!strcasecmp(szCutsceneName, "jb"))
ms_useLodMultiplier = true;
CTimer::Stop();
CTimer::Suspend();
ms_pCutsceneDir->numEntries = 0;
ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
@ -225,18 +228,19 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
ms_cutsceneOffset = CVector(0.0f, 0.0f, 0.0f);
pPlayerPed = FindPlayerPed();
CTimer::Update();
pPlayerPed->m_pWanted->ClearQdCrimes();
pPlayerPed->bIsVisible = false;
pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_80;
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
CTimer::Resume();
}
void
CCutsceneMgr::FinishCutscene()
{
ms_wasCutsceneSkipped = true;
CCutsceneMgr::ms_cutsceneTimer = TheCamera.GetCutSceneFinishTime() * 0.001f;
TheCamera.FinishCutscene();
@ -258,11 +262,14 @@ CCutsceneMgr::SetupCutsceneToStart(void)
if (CAnimBlendAssociation *pAnimBlendAssoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)ms_pCutsceneObjects[i]->m_rwObject)) {
assert(pAnimBlendAssoc->hierarchy->sequences[0].HasTranslation());
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0))->translation);
CWorld::Add(ms_pCutsceneObjects[i]);
pAnimBlendAssoc->SetRun();
} else {
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset);
}
CWorld::Add(ms_pCutsceneObjects[i]);
if (RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP) {
ms_pCutsceneObjects[i]->UpdateRpHAnim();
}
}
CTimer::Update();
@ -289,6 +296,12 @@ CCutsceneMgr::SetCutsceneAnim(const char *animName, CObject *pObject)
pAnimBlendClumpData->link.Prepend(&pNewAnim->link);
}
void
CCutsceneMgr::SetCutsceneAnimToLoop(const char* animName)
{
ms_cutsceneAssociations.GetAnimation(animName)->flags |= ASSOC_REPEAT;
}
CCutsceneHead *
CCutsceneMgr::AddCutsceneHead(CObject *pObject, int modelId)
{
@ -329,6 +342,7 @@ void
CCutsceneMgr::DeleteCutsceneData(void)
{
if (!ms_loaded) return;
CTimer::Suspend();
ms_cutsceneProcessing = false;
ms_useLodMultiplier = false;
@ -359,9 +373,8 @@ CCutsceneMgr::DeleteCutsceneData(void)
if (CGeneral::faststricmp(ms_cutsceneName, "bet"))
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
}
CTimer::Stop();
CGame::DrasticTidyUpMemory(TheCamera.GetScreenFadeStatus() == 2);
CTimer::Update();
CTimer::Resume();
}
void

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@ -21,6 +21,7 @@ class CCutsceneMgr
static CAnimBlendAssocGroup ms_cutsceneAssociations;
static CVector ms_cutsceneOffset;
static float ms_cutsceneTimer;
static bool ms_wasCutsceneSkipped;
static bool ms_cutsceneProcessing;
public:
static CDirectory *ms_pCutsceneDir;
@ -30,6 +31,7 @@ public:
static bool IsRunning(void) { return ms_running; }
static bool HasLoaded(void) { return ms_loaded; }
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
static bool WasCutsceneSkipped(void) { return ms_wasCutsceneSkipped; }
static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
@ -43,6 +45,7 @@ public:
static void FinishCutscene(void);
static void SetupCutsceneToStart(void);
static void SetCutsceneAnim(const char *animName, CObject *pObject);
static void SetCutsceneAnimToLoop(const char *animName);
static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
static CCutsceneObject *CreateCutsceneObject(int modelId);
static void DeleteCutsceneData(void);

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@ -699,41 +699,51 @@ CPickups::DoPickUpEffects(CEntity *entity)
int16 colorId;
bool doInnerGlow = false;
bool doOuterGlow = true;
if (entity->GetModelIndex() == MI_PICKUP_ADRENALINE || entity->GetModelIndex() == MI_PICKUP_CAMERA)
if (entity->GetModelIndex() == MI_PICKUP_ADRENALINE || entity->GetModelIndex() == MI_PICKUP_CAMERA) {
colorId = WEAPONTYPE_TOTALWEAPONS;
else if (entity->GetModelIndex() == MI_PICKUP_BODYARMOUR || entity->GetModelIndex() == MI_PICKUP_BRIBE)
doInnerGlow = true;
doOuterGlow = false;
} else if (entity->GetModelIndex() == MI_PICKUP_BODYARMOUR) {
colorId = WEAPONTYPE_TOTALWEAPONS + 1;
else if (entity->GetModelIndex() == MI_PICKUP_INFO || entity->GetModelIndex() == MI_PICKUP_KILLFRENZY)
} else if (entity->GetModelIndex() == MI_PICKUP_BRIBE) {
doInnerGlow = true;
doOuterGlow = false;
} else if (entity->GetModelIndex() == MI_PICKUP_INFO || entity->GetModelIndex() == MI_PICKUP_KILLFRENZY) {
colorId = WEAPONTYPE_TOTALWEAPONS + 2;
else if (entity->GetModelIndex() == MI_PICKUP_HEALTH || entity->GetModelIndex() == MI_PICKUP_BONUS)
colorId = WEAPONTYPE_TOTALWEAPONS + 3;
else
doInnerGlow = true;
doOuterGlow = false;
} else if (entity->GetModelIndex() == MI_PICKUP_HEALTH || entity->GetModelIndex() == MI_PICKUP_BONUS) {
colorId = WEAPONTYPE_TOTALWEAPONS;
doInnerGlow = true;
doOuterGlow = false;
} else
colorId = WeaponForModel(entity->GetModelIndex());
assert(colorId >= 0);
const CVector& pos = entity->GetPosition();
if (doOuterGlow) {
float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
CShadows::StoreStaticShadow(
(uintptr)entity,
SHADOWTYPE_ADDITIVE,
gpShadowExplosionTex,
&pos,
2.0f, 0.0f, 0.0f, -2.0f,
255, // this is 0 on PC which results in no shadow
aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
4.0f, 1.0f, 40.0f, false, 0.0f);
const CVector &pos = entity->GetPosition();
float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
CShadows::StoreStaticShadow(
(uintptr)entity,
SHADOWTYPE_ADDITIVE,
gpShadowExplosionTex,
&pos,
2.0f, 0.0f, 0.0f, -2.0f,
255, // this is 0 on PC which results in no shadow
aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
4.0f, 1.0f, 40.0f, false, 0.0f);
float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
float size = (CGeneral::GetRandomNumber() & 0xF) * 0.0005f + 0.6f;
CCoronas::RegisterCorona( (uintptr)entity,
aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
255,
pos,
size, 65.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
float size = (CGeneral::GetRandomNumber() & 0xF) * 0.0005f + 0.6f;
CCoronas::RegisterCorona((uintptr)entity,
aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
255,
pos,
size, 65.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
}
CObject *object = (CObject*)entity;
if (object->bPickupObjWithMessage || object->bOutOfStock || object->m_nBonusValue) {
@ -761,6 +771,10 @@ CPickups::DoPickUpEffects(CEntity *entity)
}
entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), aWeaponScale[colorId]);
if (doInnerGlow)
CCoronas::RegisterCorona((uintptr)entity + 1, 126, 69, 121, 255, entity->GetPosition(), 1.2f, 50.0f,
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.f, false);
}
}

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@ -9996,7 +9996,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
continue;
if (pPed->CharCreatedBy != RANDOM_CHAR)
continue;
if (!pPed->IsPedInControl() && pPed->GetPedState() != PED_DRIVING /* && pPed->GetPedState() != PED_ONROPE */) // TODO(MIAMI)!
if (!pPed->IsPedInControl() && pPed->GetPedState() != PED_DRIVING && pPed->GetPedState() != PED_ABSEIL)
continue;
if (pPed->bRemoveFromWorld)
continue;
@ -10640,7 +10640,7 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
char key[KEY_LENGTH_IN_SCRIPT];
CTheScripts::ReadTextLabelFromScript(&m_nIp, key);
m_nIp += KEY_LENGTH_IN_SCRIPT;
debug("SET_CUTSCENE_ANIM_TO_LOOP not implemented yet, skipping\n");
CCutsceneMgr::SetCutsceneAnimToLoop(key);
return 0;
}
case COMMAND_MARK_CAR_AS_CONVOY_CAR:
@ -11339,6 +11339,7 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
{
CollectParameters(&m_nIp, 2);
debug("ATTACH_CUTSCENE_OBJECT_TO_COMPONENT not implemented, skipping\n"); // TODO(MIAMI)
m_nIp += KEY_LENGTH_IN_SCRIPT;
return 0;
}
case COMMAND_SET_CHAR_STAY_IN_CAR_WHEN_JACKED:
@ -11464,7 +11465,15 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
case COMMAND_FIRE_HUNTER_GUN:
{
CollectParameters(&m_nIp, 1);
debug("FIRE_HUNTER_GUN is not implemented, skipping\n"); // TODO(MIAMI)
CVehicle *pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nGunFiringTime + 150) {
CWeapon gun(WEAPONTYPE_HELICANNON, 5000);
CVector worldGunPos = (pVehicle->GetMatrix() * vecHunterGunPos) + (CTimer::GetTimeStep() * pVehicle->m_vecMoveSpeed);
gun.FireInstantHit(pVehicle, &worldGunPos);
gun.AddGunshell(pVehicle, worldGunPos, CVector2D(0.f, 0.1f), 0.025f);
DMAudio.PlayOneShot(pVehicle->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.f);
pVehicle->m_nGunFiringTime = CTimer::GetTimeInMilliseconds();
}
return 0;
}
case COMMAND_SET_PROPERTY_AS_OWNED:
@ -11704,7 +11713,7 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
case COMMAND_SET_CHAR_IGNORE_THREATS_BEHIND_OBJECTS:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
pPed->bIgnoreThreatsBehindObjects = ScriptParams[1];
return 0;
@ -11769,12 +11778,7 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command)
}
case COMMAND_WAS_CUTSCENE_SKIPPED:
{
static bool bShowed = false;
if (!bShowed) {
debug("COMMAND_WAS_CUTSCENE_SKIPPED not implemented, default to TRUE\n");
bShowed = true;
}
UpdateCompareFlag(true);
UpdateCompareFlag(CCutsceneMgr::WasCutsceneSkipped());
return 0;
}
case COMMAND_SET_CHAR_CROUCH_WHEN_THREATENED:

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@ -165,4 +165,6 @@ public:
static const uint32 nSaveStructSize;
static void SetAllTaxiLights(bool set);
};
};
extern CVector vecHunterGunPos;

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@ -795,6 +795,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
return true;
}
// --MIAMI: Done except comments
bool
CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
@ -842,19 +843,40 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
target = threatAttack->GetPosition();
target -= *fireSource;
target *= info->m_fRange / target.Magnitude();
float distToTarget = target.Magnitude();
target *= info->m_fRange / distToTarget;
target += *fireSource;
if ( inaccuracy != 0 )
if (shooter == FindPlayerPed() && inaccuracy != 0.f)
{
float newInaccuracy = 2.5f * FindPlayerPed()->m_fAttackButtonCounter * (inaccuracy * Min(1.f, 5.f / distToTarget));
if (FindPlayerPed()->bIsDucking)
newInaccuracy *= 0.4f;
target.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
target.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
target.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * newInaccuracy;
FindPlayerPed()->m_fAttackButtonCounter += info->m_nDamage * 0.04f;
}
else if (inaccuracy > 0.f)
{
if (threatAttack == FindPlayerPed())
{
float speed = Min(0.33f, FindPlayerPed()->m_vecMoveSpeed.Magnitude());
inaccuracy *= (0.3f * speed * 100.f / 33.f + 0.8f);
}
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);
if (shooter == FindPlayerPed())
CWorld::bIncludeDeadPeds = true;
// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::bIncludeDeadPeds = false;
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
}
else
{
@ -864,7 +886,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
shooterPed->TransformToNode(target, PED_HANDR);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
}
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
@ -872,9 +896,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CVector src, trgt;
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
// bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
// bProcessVehicleWheels = true; // TODO(Miami)
CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true);
// bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
CWorld::bIncludeDeadPeds = false;
// bProcessVehicleWheels = false; // TODO(Miami)
// TODO(Miami)
// if (victim)
// CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt);
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M4 )
@ -889,30 +921,77 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
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_M4 )
rotSpeed = 4;
CVector bulletPos;
if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
uint32 model = shooter->GetModelIndex();
if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
float inaccuracyMult = 0.6f;
target = shooter->GetForward();
if (shooter->GetStatus() == STATUS_PLAYER)
{
target *= info->m_fRange;
target += *fireSource;
CWeapon::DoDriveByAutoAiming(FindPlayerPed(), (CVehicle*)shooter, fireSource, &target);
target -= *fireSource;
target.Normalise();
if (model == MI_SEASPAR || model == MI_SPARROW)
inaccuracyMult = 0.1f;
else
inaccuracyMult = 0.3f;
}
target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracyMult;
target.Normalise();
target *= info->m_fRange;
target += *fireSource;
CWorld::pIgnoreEntity = shooter;
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::pIgnoreEntity = nil;
int32 rotSpeed = 1;
if (m_eWeaponType == WEAPONTYPE_M4)
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), 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;
CParticle::HandleShootableBirdsStuff(shooter, *fireSource);
if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim))
{
CWeapon::DoDoomAiming(shooter, fireSource, &target);
}
// CWorld::bProcessPedsOnBoatsAndBikes = 1; // TODO(Miami)
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
// CWorld::bProcessPedsOnBoatsAndBikes = 0; // TODO(Miami)
int32 rotSpeed = 1;
if (m_eWeaponType == WEAPONTYPE_M4)
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), nil, 0.0f, rotSpeed);
}
}
}
@ -932,7 +1011,6 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
if ( shooter == FindPlayerPed() )
{
CStats::InstantHitsFiredByPlayer++;
if ( !(CTimer::GetFrameCounter() & 3) )
MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
}
@ -1345,6 +1423,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
BlowUpExplosiveThings(victim);
}
// --MIAMI: Done except comments, and didn't check particle coords precisely
bool
CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
@ -1438,7 +1517,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
//bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::bIncludeDeadPeds = false;
//bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
}
@ -1471,7 +1550,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeDeadPeds = true;
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::bIncludeDeadPeds = false;
}
//bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes
@ -2056,7 +2135,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
DoDriveByAutoAiming(FindPlayerPed(), shooter, &source, &target);
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
@ -2176,6 +2255,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
return true;
}
// --MIAMI: Done
void
CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
{
@ -2188,8 +2268,6 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
#endif
CPed *shooterPed = (CPed*)shooter;
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
return;
int16 lastEntity;
CEntity *entities[16];
@ -2208,7 +2286,8 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|| victim->GetStatus() == STATUS_HELI
|| victim->GetStatus() == STATUS_PLANE) )
|| victim->GetStatus() == STATUS_PLANE
|| victim->GetStatus() == STATUS_WRECKED) )
{
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
@ -2227,7 +2306,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
}
}
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
CColPoint foundCol;
CEntity *foundEnt;
if (closestEntityDist < DOOMAUTOAIMING_MAXDIST
&& !CWorld::ProcessLineOfSight(*source, entities[closestEntity]->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false, true))
{
CEntity *victim = entities[closestEntity];
ASSERT(victim !=nil);
@ -2316,10 +2398,11 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
}
}
// --MIAMI: Done
void
CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
CWeapon::DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target)
{
ASSERT(shooter!=nil);
ASSERT(driver!=nil);
ASSERT(source!=nil);
ASSERT(target!=nil);
@ -2327,27 +2410,36 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
CEntity entity; // unused
#endif
CPed *shooterPed = (CPed*)shooter;
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
return;
CPed *shooterPed = (CPed*)driver;
int16 lastEntity;
CEntity *entities[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
CEntity *peds[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, peds, false, false, true, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
CPed *victim = (CPed*)peds[i];
ASSERT(victim!=nil);
if ( shooter != victim )
if (driver != victim && !victim->DyingOrDead() && victim->m_attachedTo != vehicle)
{
float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
float pedDist = 0.15f*distToVictim + lineDist;
uint32 model = vehicle->GetModelIndex();
float pedDist;
if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
{
float distToVictim = (victim->GetPosition() - vehicle->GetPosition()).Magnitude();
pedDist = lineDist / Max(5.f, distToVictim);
}
else
{
float distToVictim = (victim->GetPosition() - driver->GetPosition()).Magnitude();
pedDist = 0.15f * distToVictim + lineDist;
}
if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
{
@ -2356,14 +2448,24 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
}
}
}
if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
uint32 model = vehicle->GetModelIndex();
float maxAimDistance = CAR_DRIVEBYAUTOAIMING_MAXDIST;
if (model == MI_HUNTER)
{
CEntity *victim = entities[closestEntity];
maxAimDistance = Tan(DEGTORAD(30.f));
}
else if (model == MI_SEASPAR || model == MI_SPARROW)
{
maxAimDistance = Tan(DEGTORAD(10.f));
}
if ( closestEntityDist < maxAimDistance )
{
CEntity *victim = peds[closestEntity];
ASSERT(victim!=nil);
float distToTarget = (*source - *target).Magnitude();
float distToSource = (*source - victim->GetPosition()).Magnitude();
float distToSource = (*source - victim->GetPosition()).Magnitude();
*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
}
}

View File

@ -2,7 +2,7 @@
#include "WeaponType.h"
#define DRIVEBYAUTOAIMING_MAXDIST (2.5f)
#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f)
#define DOOMAUTOAIMING_MAXDIST (9000.0f)
class CEntity;
@ -56,7 +56,7 @@ public:
static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target);
static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
void Reload(void);
void Update(int32 audioEntity, CPed *pedToAdjustSound);