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https://github.com/GTAmodding/re3.git
synced 2024-11-15 04:39:03 +00:00
Merge remote-tracking branch 'upstream/miami' into miami
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commit
7d1cfe50af
5 changed files with 122 additions and 27 deletions
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@ -1233,8 +1233,12 @@ CPed::ClearAimFlag(void)
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m_lookTimer = 0;
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}
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if (IsPlayer())
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if (IsPlayer()) {
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((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
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#ifdef FREE_CAM
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((CPlayerPed*)this)->m_bFreeAimActive = false;
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#endif
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}
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}
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void
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@ -345,11 +345,17 @@ CPed::SetAttack(CEntity *victim)
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if (m_pLookTarget) {
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SetAimFlag(m_pLookTarget);
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} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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SetAimFlag(m_fRotationCur);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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SetAimFlag(m_fRotationCur);
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#ifdef FREE_CAM
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} else if (this != FindPlayerPed() || !((CPlayerPed*)this)->m_bFreeAimActive) {
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#else
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} else {
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#endif
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if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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SetAimFlag(m_fRotationCur);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
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SetAimFlag(m_fRotationCur);
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}
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}
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}
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#ifdef FIX_BUGS
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@ -821,6 +827,9 @@ CPed::Attack(void)
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if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
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m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
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else
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#ifdef FREE_CAM
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if (!IsPlayer() || !((CPlayerPed*)this)->m_bFreeAimActive)
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#endif
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m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
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}
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@ -1017,6 +1026,15 @@ CPed::Attack(void)
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weaponAnimAssoc->SetCurrentTime(animLoopEnd);
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weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
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SetPointGunAt(m_pPointGunAt);
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#ifdef FREE_CAM
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} else if (IsPlayer() && ((CPlayerPed*)this)->m_bFreeAimActive && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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SetLookFlag(limitedCam, true, true);
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX);
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SetPointGunAt(nil);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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#endif
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} else {
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ClearAimFlag();
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@ -98,6 +98,9 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_nAttackDirToCheck = 0;
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m_nLastBusFareCollected = 0;
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idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
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#ifdef FREE_CAM
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m_bFreeAimActive = false;
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#endif
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}
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void
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@ -1342,17 +1345,22 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source;
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m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front;
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m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up;
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// On this one we can rotate arm.
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if (CAN_AIM_WITH_ARM) {
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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SetPointGunAt(nil);
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bIsPointingGunAt = false; // to not stop after attack
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}
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pointedGun = 2;
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SetLookFlag(limitedCam, true);
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m_bFreeAimActive = true;
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SetLookFlag(limitedCam, true, true);
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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SetLookTimer(INT32_MAX);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) {
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// This is a seperate ped state just for pointing gun. Used for target button
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SetPointGunAt(nil);
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}
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} else {
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m_fRotationDest = limitedCam;
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changedHeadingRate = 2;
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@ -1380,9 +1388,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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changedHeadingRate = 0;
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RestoreHeadingRate();
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}
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if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
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pointedGun = 0;
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ClearPointGunAt();
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if (pointedGun == 1) {
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if (m_nPedState == PED_ATTACK) {
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if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
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float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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SetAimFlag(limitedCam);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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m_bFreeAimActive = true;
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}
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} else {
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pointedGun = 0;
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ClearPointGunAt();
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}
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}
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#endif
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@ -44,6 +44,12 @@ public:
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float m_fGunSpinAngle;
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unsigned int m_nPadDownPressedInMilliseconds;
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unsigned int m_nLastBusFareCollected;
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#ifdef FREE_CAM
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bool m_bFreeAimActive;
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CVector m_cachedCamSource;
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CVector m_cachedCamFront;
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CVector m_cachedCamUp;
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#endif
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static bool bDontAllowWeaponChange;
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#ifndef MASTER
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@ -49,6 +49,29 @@ bool CWeapon::bPhotographHasBeenTaken;
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int32 sniperPirateCheck = 0x00797743; // 'Cwy\0' ???
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#endif
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#ifdef FREE_CAM
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static bool
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Find3rdPersonCamTargetVectorFromCachedVectors(float dist, CVector pos, CVector& source, CVector& target, CVector camSource, CVector camFront, CVector camUp)
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{
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if (CPad::GetPad(0)->GetLookBehindForPed()) {
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source = pos;
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target = dist * FindPlayerPed()->GetForward() + source;
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return false;
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} else {
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float angleX = DEGTORAD((CCamera::m_f3rdPersonCHairMultX - 0.5f) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV * CDraw::GetAspectRatio());
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float angleY = DEGTORAD((0.5f - CCamera::m_f3rdPersonCHairMultY) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV);
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source = camSource;
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target = camFront;
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target += camUp * Tan(angleY);
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target += CrossProduct(camFront, camUp) * Tan(angleX);
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target.Normalise();
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source += DotProduct(pos - source, target) * target;
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target = dist * target + source;
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return true;
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}
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}
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#endif
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CWeaponInfo *
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CWeapon::GetInfo()
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{
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@ -943,17 +966,23 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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}
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else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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#ifdef FREE_CAM
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CPed *shooterPed = (CPed *)shooter;
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if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
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target.x = info->m_fRange;
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target.y = 0.0f;
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target.z = 0.0f;
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if (CCamera::bFreeCam) {
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CPlayerPed* shooterPed = (CPlayerPed*)shooter;
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Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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shooterPed->TransformToNode(target, PED_HANDR);
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}
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if ((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
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target.x = info->m_fRange;
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target.y = 0.0f;
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target.z = 0.0f;
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shooterPed->TransformToNode(target, PED_HANDR);
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}
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} else
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#endif
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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}
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#ifdef FIX_BUGS
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// fix muzzleflash rotation
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@ -1708,8 +1737,19 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
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CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
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CVector Left;
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#ifdef FREE_CAM
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if (CCamera::bFreeCam) {
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CPlayerPed* shooterPed = (CPlayerPed*)shooter;
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Find3rdPersonCamTargetVectorFromCachedVectors(1.0f, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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Left = CrossProduct(shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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}
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else
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#endif
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{
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TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
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Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
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}
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float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
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target = f * Left + target - source;
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@ -2151,7 +2191,16 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
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if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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#ifdef FREE_CAM
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if (CCamera::bFreeCam) {
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CPlayerPed* shooterPed = (CPlayerPed*)shooter;
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Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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}
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else
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#endif
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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}
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float norm = (1.0f / info->m_fRange);
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dir = (target - source) * norm;
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}
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