implemented CAutomobile::TankControl
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@ -4,8 +4,16 @@ class CEntity;
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enum eExplosionType
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{
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EXPLOSION_3 = 3,
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EXPLOSION_4
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EXPLOSION_GRENADE,
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EXPLOSION_MOLOTOV,
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EXPLOSION_ROCKET,
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EXPLOSION_CAR,
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EXPLOSION_CAR_QUICK,
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EXPLOSION_HELI,
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EXPLOSION_MINE,
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EXPLOSION_BARREL,
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EXPLOSION_TANK_GRENADE,
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EXPLOSION_HELI_BOMB
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};
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class CExplosion
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@ -45,10 +45,10 @@ public:
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int8 field_225;
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int8 field_226;
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int8 field_227;
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int32 m_nTimeLostRemoteCar;
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int32 m_nTimeLastHealthLoss;
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int32 m_nTimeLastArmourLoss;
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int32 field_240;
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uint32 m_nTimeLostRemoteCar;
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uint32 m_nTimeLastHealthLoss;
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uint32 m_nTimeLastArmourLoss;
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uint32 m_nTimeTankShotGun;
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int32 m_nUpsideDownCounter;
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int32 field_248;
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int16 m_nTrafficMultiplier;
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@ -296,6 +296,8 @@ DebugMenuPopulate(void)
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DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); });
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DebugMenuAddCmd("Spawn", "Spawn Yakuza", [](){ SpawnCar(MI_YAKUZA); });
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DebugMenuAddCmd("Spawn", "Spawn Dodo", [](){ SpawnCar(MI_DODO); });
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DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
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DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
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DebugMenuAddCmd("Debug", "Fix Car", FixCar);
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@ -1421,9 +1421,111 @@ CAutomobile::FireTruckControl(void)
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{ EAXJMP(0x522590);
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}
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WRAPPER void
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void
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CAutomobile::TankControl(void)
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{ EAXJMP(0x53D530);
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{
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int i;
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// These coords are 1 unit higher then they should be relative to model center
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CVector turrentBase(0.0f, -1.394f, 2.296f);
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CVector gunEnd(0.0f, 1.813f, 2.979f);
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CVector baseToEnd = gunEnd - turrentBase;
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if(this != FindPlayerVehicle())
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return;
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if(CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING)
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return;
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// Rotate turret
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float prevAngle = m_fCarGunLR;
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m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep();
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if(m_fCarGunLR < 0.0f)
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m_fCarGunLR += TWOPI;
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if(m_fCarGunLR > TWOPI)
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m_fCarGunLR -= TWOPI;
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if(m_fCarGunLR != prevAngle)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(m_fCarGunLR - prevAngle));
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// Shoot
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if(CPad::GetPad(0)->CarGunJustDown() &&
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CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun + 800){
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CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun = CTimer::GetTimeInMilliseconds();
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// more like -sin(angle), cos(angle), i.e. rotated (0,1,0)
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CVector turretDir = CVector(Sin(-m_fCarGunLR), Cos(-m_fCarGunLR), 0.0f);
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turretDir = Multiply3x3(GetMatrix(), turretDir);
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float c = Cos(m_fCarGunLR);
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float s = Sin(m_fCarGunLR);
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CVector rotatedEnd(
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c*baseToEnd.x - s*baseToEnd.y,
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s*baseToEnd.x + c*baseToEnd.y,
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baseToEnd.z - 1.0f); // correct offset here
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rotatedEnd += turrentBase;
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CVector point1 = GetMatrix() * rotatedEnd;
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CVector point2 = point1 + 60.0f*turretDir;
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m_vecMoveSpeed -= 0.06f*turretDir;
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m_vecMoveSpeed.z += 0.05f;
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CWeapon::DoTankDoomAiming(FindPlayerVehicle(), FindPlayerPed(), &point1, &point2);
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CColPoint colpoint;
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CEntity *entity = nil;
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CWorld::ProcessLineOfSight(point1, point2, colpoint, entity, true, true, true, true, true, true, false);
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if(entity)
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point2 = colpoint.point - 0.04f*(colpoint.point - point1);
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CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_TANK_GRENADE, point2, 0);
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// Add particles on the way to the explosion;
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float shotDist = (point2 - point1).Magnitude();
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int n = shotDist/4.0f;
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RwRGBA black = { 0, 0, 0, 0 };
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for(i = 0; i < n; i++){
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float f = (float)i/n;
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CParticle::AddParticle(PARTICLE_HELI_DUST,
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point1 + f*(point2 - point1),
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CVector(0.0f, 0.0f, 0.0f),
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nil, 0.1f, black);
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}
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// More particles
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CVector shotDir = point2 - point1;
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shotDir.Normalise();
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for(i = 0; i < 15; i++){
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float f = i/15.0f;
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CParticle::AddParticle(PARTICLE_GUNSMOKE2, point1,
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shotDir*CGeneral::GetRandomNumberInRange(0.3f, 1.0f)*f,
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nil, CGeneral::GetRandomNumberInRange(0.5f, 1.0f)*f, black);
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}
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// And some gun flashes near the gun
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CVector flashPos = point1;
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CVector nullDir(0.0f, 0.0f, 0.0f);
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int lifeSpan = 250;
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if(m_vecMoveSpeed.Magnitude() > 0.08f){
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lifeSpan = 125;
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flashPos.x += 0.5f*m_vecMoveSpeed.x;
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flashPos.y += 0.5f*m_vecMoveSpeed.y;
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}
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CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan);
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flashPos += 0.3f*shotDir;
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CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.2f, black, 0, 0, 0, lifeSpan);
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flashPos += 0.1f*shotDir;
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CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan);
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}
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// Actually update turret node
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if(m_aCarNodes[CAR_WINDSCREEN]){
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CMatrix mat;
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CVector pos;
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mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
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pos = mat.GetPosition();
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mat.SetRotateZ(m_fCarGunLR);
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mat.Translate(pos);
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mat.UpdateRW();
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}
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}
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WRAPPER void
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@ -2313,9 +2415,9 @@ CAutomobile::BlowUpCar(CEntity *culprit)
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gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO
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CDarkel::RegisterCarBlownUpByPlayer(this);
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if(GetModelIndex() == MI_RCBANDIT)
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CExplosion::AddExplosion(this, culprit, EXPLOSION_4, GetPosition(), 0); // TODO
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CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0);
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else
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CExplosion::AddExplosion(this, culprit, EXPLOSION_3, GetPosition(), 0); // TODO
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CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
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}
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bool
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@ -8,6 +8,7 @@ WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
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WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
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WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
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WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
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WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
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void
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CWeapon::Initialise(eWeaponType type, int ammo)
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@ -70,5 +70,7 @@ public:
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void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
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bool IsTypeMelee(void);
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bool IsType2Handed(void);
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static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
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};
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static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
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