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Weapon fixes and thingies
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40ee29fb99
commit
84f8312b86
35 changed files with 639 additions and 405 deletions
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@ -523,7 +523,8 @@ public:
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CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
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CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
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eWeaponType m_storedWeapon;
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uint32 m_storedWeaponAmmo;
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eWeaponType m_delayedWeapon;
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uint32 m_delayedWeaponAmmo;
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uint8 m_currentWeapon; // eWeaponType
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uint8 m_maxWeaponTypeAllowed; // eWeaponType
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uint8 m_wepSkills;
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@ -704,7 +705,7 @@ public:
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void RemoveWeaponAnims(int, float);
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void CreateDeadPedMoney(void);
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void CreateDeadPedWeaponPickups(void);
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// void CreateDeadPedPickupCoors(float *x, float *y, float *z);
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void CreateDeadPedPickupCoors(float *x, float *y, float *z);
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void SetAttackTimer(uint32);
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void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
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void SetRadioStation(void);
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@ -775,6 +776,7 @@ public:
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void ClearFollowPath();
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void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
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void RequestDelayedWeapon();
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void AddInCarAnims(CVehicle* car, bool isDriver);
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@ -875,7 +877,7 @@ public:
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bool Dead(void) { return m_nPedState == PED_DEAD; }
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bool Dying(void) { return m_nPedState == PED_DIE; }
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bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
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bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
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bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; }
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bool Driving(void) { return m_nPedState == PED_DRIVING; }
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bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
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@ -891,7 +893,7 @@ public:
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void RemoveWeaponWhenEnteringVehicle(void);
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bool IsNotInWreckedVehicle();
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// My addons. Maybe inlined in VC?
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// My names. Inlined in VC
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AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
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// TODO(Miami): Revert that when weapons got ported
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if (weapon->m_AnimToPlay == ASSOCGRP_STD)
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@ -928,6 +930,20 @@ public:
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else
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return ANIM_WEAPON_FIRE;
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}
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static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bReload)
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return ANIM_WEAPON_CROUCHRELOAD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bReload)
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return ANIM_WEAPON_RELOAD;
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else
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return (AnimationId)0;
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}
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// --
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// My additions, because there were many, many instances of that.
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