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https://github.com/GTAmodding/re3.git
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Weapon flags changed from bit fields to bit mask (R* vision)
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parent
688e277e89
commit
c9c447e7a9
8 changed files with 116 additions and 133 deletions
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@ -1002,23 +1002,23 @@ public:
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// My names. Inlined in VC
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AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
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if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
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if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_WEAPON_FIRE_3RD;
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else
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return GetPrimaryFireAnim(weapon);
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}
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static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bCop3rd)
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if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_WEAPON_FIRE_3RD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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if (!!weapon->m_bGround2nd)
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if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
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return ANIM_WEAPON_CROUCHFIRE;
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else if (!!weapon->m_bGround3rd)
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else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
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return ANIM_WEAPON_FIRE_3RD;
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else if (kickFloorIfNone)
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return ANIM_KICK_FLOOR;
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@ -1027,60 +1027,68 @@ public:
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}
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static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
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if (weapon->m_bAnimDetonate)
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if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
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return ANIM_BOMBER;
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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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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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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 GetCrouchFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bCrouchFire)
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if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
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return ANIM_WEAPON_CROUCHFIRE;
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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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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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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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static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFightMode)
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if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE))
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return ANIM_MELEE_IDLE_FIGHTMODE;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFinish3rd)
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if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD))
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return ANIM_MELEE_ATTACK_FINISH;
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else
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return (AnimationId)0;
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}
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static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bUse2nd)
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if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
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return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
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else
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return (AnimationId)0;
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}
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static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bPartialAttack)
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if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))
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return ANIM_MELEE_ATTACK_START;
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else
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return (AnimationId)0;
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}
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static AnimationId GetThrowAnim(CWeaponInfo *weapon)
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{
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if (weapon->IsFlagSet(WEAPONFLAG_THROW))
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return ANIM_THROWABLE_START_THROW;
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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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