Fix car animations & M16 bug
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
parent
f07f411629
commit
e9fd2a93e0
@ -623,20 +623,22 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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case ANIM_WEAPON_START_THROW:
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
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{
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attackAssoc->blendDelta = -1000.0;
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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} else {
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attackAssoc->blendDelta = -1000.0;
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
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}
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newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
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break;
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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return;
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case ANIM_FIGHT_PPUNCH:
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attackAssoc->blendDelta = -8.0;
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attackAssoc->blendDelta = -8.0f;
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attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
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ped->ClearAttack();
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break;
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return;
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case ANIM_WEAPON_THROW:
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case ANIM_WEAPON_THROWU:
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if (ped->GetWeapon()->m_nAmmoTotal > 0) {
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@ -645,12 +647,11 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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break;
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default:
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if (!ped->m_ped_flagA4)
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ped->ClearAttack();
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break;
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}
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} else if (!ped->m_ped_flagA4)
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}
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if (!ped->m_ped_flagA4)
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ped->ClearAttack();
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}
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@ -759,15 +760,15 @@ CPed::Attack(void)
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// If reloading just began, start the animation
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
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CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
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CPed::ClearLookFlag();
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CPed::ClearAimFlag();
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ClearLookFlag();
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ClearAimFlag();
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m_ped_flagA4 = false;
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bIsPointingGunAt = false;
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m_lastHitTime = CTimer::GetTimeInMilliseconds();
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return;
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}
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} else {
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if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
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if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
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} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
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@ -834,24 +835,22 @@ CPed::Attack(void)
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CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
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}
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} else {
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CPed::ClearAimFlag();
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ClearAimFlag();
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// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
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if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
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switch (ourWeaponType) {
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case WEAPONTYPE_UZI:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_AK47:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_M16:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
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break;
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default:
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break;
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}
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
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switch (ourWeaponType) {
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case WEAPONTYPE_UZI:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_AK47:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_M16:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
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break;
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default:
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break;
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}
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}
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@ -929,9 +928,7 @@ CPed::SelectGunIfArmed(void)
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if (m_weapons[i].m_nAmmoTotal > 0) {
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weaponType = m_weapons[i].m_eWeaponType;
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// I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
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// if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
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if (weaponType < WEAPONTYPE_MOLOTOV) {
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if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
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SetCurrentWeapon(weaponType);
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return true;
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}
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@ -1240,7 +1237,7 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType,
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GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
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doorPos = Multiply3x3(vehMat, *output);
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*output = *vehMat.GetPosition() + doorPos;
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*output = *veh->GetPosition() + doorPos;
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}
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void
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@ -1275,9 +1272,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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m_ped_flagC8 = 1;
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}
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if (phase == LINE_UP_TO_CAR_START) {
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m_vecMoveSpeed.x = 0.0;
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m_vecMoveSpeed.y = 0.0;
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m_vecMoveSpeed.z = 0.0;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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CVehicle *veh = m_pMyVehicle;
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@ -1361,7 +1356,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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CVector neededPos;
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if (phase == LINE_UP_TO_CAR_2) {
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neededPos = GetPosition();
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neededPos = *GetPosition();
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} else {
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GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
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}
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@ -1378,12 +1373,16 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
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neededPos.z = GetPosition().z;
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// Getting out
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if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
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float vehNextZSpeed = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
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float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
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if (neededPos.z + vehNextZSpeed > autoZPos.z) {
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m_vecMoveSpeed.z = vehNextZSpeed;
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veh->ApplyMoveSpeed();
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// If we're not in ground at next step, apply animation
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if (neededPos.z + pedZSpeedOnExit > autoZPos.z) {
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m_vecMoveSpeed.z = pedZSpeedOnExit;
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ApplyMoveSpeed();
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// Removing below line breaks the animation
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neededPos.z = GetPosition().z;
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} else {
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neededPos.z = autoZPos.z;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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@ -1396,8 +1395,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
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neededPos.z = autoZPos.z;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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} else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
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} else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
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adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
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// Smoothly change ped position
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@ -1411,9 +1409,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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if (neededPos.z > currentZ) {
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if (m_pVehicleAnim &&
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(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim <= ANIM_CAR_GETIN_LOW_LHS
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(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
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|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
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adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
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// Smoothly change ped position
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@ -1426,15 +1423,15 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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}
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// I hope
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bool notInWater = false;
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bool stillGettingInOut = false;
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if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
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notInWater = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
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stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
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if (!notInWater) {
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if (!stillGettingInOut) {
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m_fRotationCur = m_fRotationDest;
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} else {
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float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
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float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) / 500.0f; // * 0.0016666667f;
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float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) * 0.0016666667f; // changing this to 0.002 causes wrong rotation
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m_vecOffsetSeek.z = 0.0;
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if (timeUntilStateChange <= 0.0f) {
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@ -1453,6 +1450,8 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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}
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if (seatPosMult > 0.2f || vehIsUpsideDown) {
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GetPosition() = neededPos;
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GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
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// It will be all 0 after rotate.
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@ -1465,6 +1464,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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*vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
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GetMatrix() = vehDoorMat;
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}
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}
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STARTPATCHES
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