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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r--src/peds/PlayerPed.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 330d209b..1b5e007a 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -192,7 +192,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
- if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM))
ClearWeaponTarget();
CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay);
@@ -299,7 +299,7 @@ CPlayerPed::SetRealMoveAnim(void)
RestoreHeadingRate();
if (!curIdleAssoc) {
- if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
+ if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
@@ -313,7 +313,7 @@ CPlayerPed::SetRealMoveAnim(void)
} else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) {
if (!curIdleAssoc) {
- if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
+ if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
@@ -329,7 +329,7 @@ CPlayerPed::SetRealMoveAnim(void)
} else if (m_nPedState != PED_FIGHT) {
if (m_fCurrentStamina < 0.0f && curIdleAssoc->animId != ANIM_IDLE_TIRED
- && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, nil, true, false, false, false, false, false)) {
+ && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
@@ -685,7 +685,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
bIsAttacking = false;
}
- if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) {
if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
m_nEvadeAmount = 0;
@@ -723,13 +723,13 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
m_fMoveSpeed = 0.0f;
}
}
- if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
m_nMoveState = PEDMOVE_SPRINT;
}
if (m_nPedState != PED_FIGHT)
SetRealMoveAnim();
- if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
+ if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY))
&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
ClearAttack();
ClearWeaponTarget();
@@ -1061,12 +1061,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
// Weapons except throwable and melee ones
- if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) {
- if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) || weaponInfo->IsFlagSet(WEAPONFLAG_1ST_PERSON) || weaponInfo->IsFlagSet(WEAPONFLAG_EXPANDS)) {
+ if ((padUsed->GetTarget() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) || padUsed->GetWeapon()) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
// On this one we can rotate arm.
- if (weaponInfo->m_bCanAimWithArm) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
SetPointGunAt(nil);
bIsPointingGunAt = false; // to not stop after attack
@@ -1083,7 +1083,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_headingRate = 50.0f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
- if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) {
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float limitedRotDest = m_fRotationDest;
@@ -1096,7 +1096,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
}
}
- } else if (weaponInfo->m_bCanAimWithArm && m_nPedState != PED_ATTACK)
+ } else if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && m_nPedState != PED_ATTACK)
ClearPointGunAt();
}
}
@@ -1133,7 +1133,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
}
#ifdef FREE_CAM
- else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
+ else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && !CCamera::m_bUseMouse3rdPerson)) {
#else
else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
#endif
@@ -1215,13 +1215,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
}
}
- if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) {
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
m_nMoveState = PEDMOVE_SPRINT;
}
if (m_nPedState != PED_FIGHT)
SetRealMoveAnim();
- if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
+ if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY))
&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
ClearAttack();
ClearWeaponTarget();