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https://github.com/GTAmodding/re3.git
synced 2021-09-07 08:09:38 +00:00
Merge branch 'miami' of https://github.com/GTAmodding/re3 into miami_highfps
This commit is contained in:
commit
c87654ec77
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@ -2955,7 +2955,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
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CPed *pPed = params.m_pVehicle->pDriver;
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if(!pPed)
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break;
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if(!pPed->HasWeaponSlot(WEAPONSLOT_SUBMACHINEGUN)) {
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if(!pPed->HasWeaponSlot(WEAPONSLOT_SUBMACHINEGUN) || (params.m_pVehicle->GetModelIndex() == MI_PREDATOR && !pPed->IsPedDoingDriveByShooting())) {
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sampleIndex = SFX_UZI_LEFT;
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frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
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frequency += RandomDisplacement(frequency / 32);
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@ -1913,7 +1913,7 @@ bool CRunningScript::CheckDamagedWeaponType(int32 actual, int32 type)
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if (type == WEAPONTYPE_ANYMELEE) {
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if (actual <= WEAPONTYPE_CHAINSAW)
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return true;
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if (actual - WEAPONTYPE_GRENADE <= WEAPONTYPE_MINIGUN)
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if (actual >= WEAPONTYPE_GRENADE && actual <= WEAPONTYPE_UNIDENTIFIED)
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return false;
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return false;
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}
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@ -2362,12 +2362,12 @@ CPed::ProcessControl(void)
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} else {
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obstacleForFlyingOtherDirZ = 501.0f;
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}
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uint8 flyDir = 0;
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int16 flyDir = 0;
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float feetZ = GetPosition().z - FEET_OFFSET;
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#ifdef FIX_BUGS
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if (obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ < 501.0f)
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if (obstacleForFlyingZ > feetZ && obstacleForFlyingZ < 500.0f)
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flyDir = 1;
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else if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 500.0f)
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else if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingOtherDirZ < 501.0f)
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flyDir = 2;
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#else
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if ((obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ < 500.0f) || (obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ > feetZ))
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@ -2376,8 +2376,8 @@ CPed::ProcessControl(void)
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flyDir = 2;
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#endif
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if (flyDir != 0 && !bHeadStuckInCollision) {
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SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point));
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if (flyDir > 0 && !bHeadStuckInCollision) {
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GetMatrix().SetTranslateOnly(flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
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GetMatrix().GetPosition().z += FEET_OFFSET;
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GetMatrix().UpdateRW();
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SetLanding();
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@ -3009,7 +3009,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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lowerSpeedLimit *= 1.5f;
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}
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CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL);
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if (!bWasStanding && speed > upperSpeedLimit && (!bPushedAlongByCar || m_vecMoveSpeed.z < lowerSpeedLimit)
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if (!bWasStanding && ((speed > upperSpeedLimit && !bPushedAlongByCar) || (m_vecMoveSpeed.z < lowerSpeedLimit))
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&& m_pCollidingEntity != collidingEnt) {
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float damage = 100.0f * Max(speed - 0.25f, 0.0f);
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@ -352,6 +352,14 @@ CPed::SetAttack(CEntity *victim)
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SetAimFlag(m_fRotationCur);
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}
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}
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#ifdef FIX_BUGS
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// fix aiming for flamethrower and minigun while using PC controls
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else if (curWeapon->m_AnimToPlay == ASSOCGRP_FLAMETHROWER && TheCamera.Cams[0].Using3rdPersonMouseCam() && this == FindPlayerPed())
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{
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SetAimFlag(m_fRotationCur);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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}
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#endif
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if (m_nPedState == PED_ATTACK) {
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bIsAttacking = true;
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return;
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@ -3182,7 +3182,7 @@ bool
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CPed::IsPedDoingDriveByShooting(void)
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{
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#ifdef FIX_BUGS
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if (FindPlayerPed() == this && CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5) {
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if (FindPlayerPed() == this && CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == WEAPONSLOT_SUBMACHINEGUN) {
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#else
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if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
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#endif
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