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more weapon fixes
This commit is contained in:
parent
fd3cd2c26a
commit
2d2833f2e4
2 changed files with 39 additions and 17 deletions
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@ -738,6 +738,7 @@ switchDetectDone:
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}
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}
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// --MIAMI: Done
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void
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CPlayerPed::PlayerControlM16(CPad *padUsed)
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{
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@ -757,10 +758,19 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
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TheCamera.ClearPlayerWeaponMode();
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}
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if (padUsed->GetWeapon()) {
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if (padUsed->GetWeapon() && CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer) {
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0.f);
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GetWeapon()->m_nTimer = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nFiringRate + CTimer::GetTimeInMilliseconds();
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} else {
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CVector firePos(0.0f, 0.0f, 0.6f);
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firePos = GetMatrix() * firePos;
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GetWeapon()->Fire(this, &firePos);
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m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds();
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}
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} else if (CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer &&
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CTimer::GetTimeInMilliseconds() - CTimer::GetTimeStepInMilliseconds() < GetWeapon()->m_nTimer && GetWeapon()->m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
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}
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GetWeapon()->Update(m_audioEntityId, nil);
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}
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@ -1583,11 +1593,11 @@ CPlayerPed::ProcessControl(void)
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}
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break;
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case PED_SNIPER_MODE:
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if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M4) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_LASERSCOPE) {
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if (padUsed)
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PlayerControlM16(padUsed);
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} else if (padUsed) {
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PlayerControlSniper(padUsed);
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} else if (padUsed) {
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PlayerControlM16(padUsed);
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}
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break;
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case PED_SEEK_CAR:
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@ -194,9 +194,13 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
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{
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if ( m_nAmmoInClip <= 0 )
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if (m_nAmmoInClip <= 0) {
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if (m_nAmmoTotal <= 0 || m_eWeaponState == WEAPONSTATE_RELOADING)
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return false;
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Reload();
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}
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switch ( m_eWeaponType )
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{
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case WEAPONTYPE_SHOTGUN:
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@ -223,10 +227,10 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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{
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if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
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&& shooter == FindPlayerPed()) {
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addFireRateAsDelay = false;
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addFireRateAsDelay = true;
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fired = FireM16_1stPerson(shooter);
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} else {
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addFireRateAsDelay = true;
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addFireRateAsDelay = false;
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fired = FireInstantHit(shooter, source);
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}
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break;
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@ -235,8 +239,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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case WEAPONTYPE_SNIPERRIFLE:
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case WEAPONTYPE_LASERSCOPE:
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{
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if (shooter == FindPlayerPed()) {
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fired = FireSniper(shooter);
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} else {
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fired = FireInstantHit(shooter, source);
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}
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break;
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}
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@ -339,8 +346,12 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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if (m_nAmmoInClip == 0)
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{
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if (m_nAmmoTotal == 0)
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if (m_nAmmoTotal == 0) {
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_CAMERA)
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CPad::GetPad(0)->Clear(false);
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return true;
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}
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m_eWeaponState = WEAPONSTATE_RELOADING;
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m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
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@ -1026,7 +1037,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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{
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static uint8 counter = 0;
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if ( info->m_nFiringRate >= 50 && !(++counter & 1) )
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if ( info->m_nFiringRate >= 50 || !(++counter & 1) )
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{
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AddGunFlashBigGuns(*fireSource, *fireSource + target);
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@ -2586,9 +2597,10 @@ CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
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if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
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{
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if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 )
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if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 ) {
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m_eWeaponState = WEAPONSTATE_OUT_OF_AMMO;
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else
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// TODO(Miami): CPickups::RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo
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} else
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m_eWeaponState = WEAPONSTATE_READY;
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}
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