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authorFire-Head <Fire-Head@users.noreply.github.com>2020-04-15 18:43:16 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2020-04-15 18:43:16 +0200
commit85fe445fef1a20a0b5bc74f30bc3fd14418efb3d (patch)
tree10afc2dbf9a28159e228a6fdf4a7b4aca4ed1824
parentUpdate Weapon.cpp (diff)
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-rw-r--r--src/weapons/Weapon.cpp967
1 files changed, 484 insertions, 483 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 28031847..b0c9b61f 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -32,26 +32,28 @@
uint16 gReloadSampleTime[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS] =
{
- /*UNARMED*/ 0,
- /*BASEBALLBAT*/ 0,
- /*COLT45*/ 250,
- /*UZI*/ 400,
- /*SHOTGUN*/ 650,
- /*AK47*/ 300,
- /*M16*/ 300,
- /*SNIPERRIFLE*/ 423,
- /*ROCKETLAUNCHER*/ 400,
- /*FLAMETHROWER*/ 0,
- /*MOLOTOV*/ 0,
- /*GRENADE*/ 0,
- /*DETONATOR*/ 0
+ 0, // UNARMED
+ 0, // BASEBALLBAT
+ 250, // COLT45
+ 400, // UZI
+ 650, // SHOTGUN
+ 300, // AK47
+ 300, // M16
+ 423, // SNIPERRIFLE
+ 400, // ROCKETLAUNCHER
+ 0, // FLAMETHROWER
+ 0, // MOLOTOV
+ 0, // GRENADE
+ 0, // DETONATOR
+
+ 0 // WEAPONTYPE_HELICANNON
};
CWeaponInfo *
CWeapon::GetInfo()
{
CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
- ASSERT(info!=NULL);
+ ASSERT(info!=nil);
return info;
}
@@ -101,14 +103,14 @@ CWeapon::Initialise(eWeaponType type, int32 ammo)
bool
CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
- ASSERT(shooter!=NULL);
-
+ ASSERT(shooter!=nil);
+
CVector fireOffset(0.0f, 0.0f, 0.6f);
CVector *source = fireSource;
-
+
if ( !fireSource )
source = &(shooter->GetMatrix() * fireOffset);
-
+
if ( m_bAddRotOffset )
{
float heading = RADTODEG(shooter->GetForward().Heading());
@@ -116,58 +118,58 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
(*source).x += -Sin(angle) * 0.15f;
(*source).y += Cos(angle) * 0.15f;
}
-
+
if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
return false;
bool fired;
-
+
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
{
if ( m_nAmmoInClip <= 0 )
return false;
-
+
switch ( m_eWeaponType )
{
case WEAPONTYPE_SHOTGUN:
{
fired = FireShotgun(shooter, source);
-
+
break;
}
-
+
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_AK47:
{
fired = FireInstantHit(shooter, source);
-
+
break;
}
-
+
case WEAPONTYPE_SNIPERRIFLE:
{
fired = FireSniper(shooter);
-
+
break;
}
-
+
case WEAPONTYPE_M16:
{
if ( TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON && shooter == FindPlayerPed() )
fired = FireM16_1stPerson(shooter);
else
fired = FireInstantHit(shooter, source);
-
+
break;
}
-
+
case WEAPONTYPE_ROCKETLAUNCHER:
{
- if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != NULL )
+ if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
{
float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
-
+
if ( distToTarget > 8.0f || ((CPed*)shooter)->IsPlayer() )
fired = FireProjectile(shooter, source, 0.0f);
else
@@ -175,10 +177,10 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
}
else
fired = FireProjectile(shooter, source, 0.0f);
-
+
break;
}
-
+
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
{
@@ -188,81 +190,81 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
if ( m_eWeaponType == WEAPONTYPE_GRENADE )
CStats::KgsOfExplosivesUsed++;
}
- else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != NULL )
+ else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
{
float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
-
+
fired = FireProjectile(shooter, source, power);
}
else
fired = FireProjectile(shooter, source, 0.3f);
-
+
break;
}
-
+
case WEAPONTYPE_FLAMETHROWER:
{
fired = FireAreaEffect(shooter, source);
-
+
break;
}
-
+
case WEAPONTYPE_DETONATOR:
{
CWorld::UseDetonator(shooter);
m_nAmmoTotal = 1;
m_nAmmoInClip = m_nAmmoTotal;
fired = true;
-
+
break;
}
-
+
case WEAPONTYPE_HELICANNON:
{
if ( (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON )
&& shooter == FindPlayerPed() )
{
fired = FireM16_1stPerson(shooter);
- }
+ }
else
fired = FireInstantHit(shooter, source);
-
+
break;
}
-
+
default:
{
debug("Unknown weapon type, Weapon.cpp");
break;
}
}
-
+
if ( fired )
{
bool isPlayer = false;
-
+
if ( shooter->IsPed() )
{
CPed *shooterPed = (CPed*)shooter;
-
+
shooterPed->bIsShooting = true;
-
+
if ( shooterPed->IsPlayer() )
isPlayer = true;
-
+
DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
}
-
+
if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
if ( m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) ) m_nAmmoTotal--;
-
+
if ( m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER )
DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f);
-
+
m_eWeaponState = WEAPONSTATE_FIRING;
}
-
+
if ( m_nAmmoInClip == 0 )
{
if ( m_nAmmoTotal == 0 )
@@ -270,16 +272,16 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
m_eWeaponState = WEAPONSTATE_RELOADING;
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
-
+
if ( shooter == FindPlayerPed() )
{
if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload )
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
}
-
+
return true;
}
-
+
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
if ( shooter == FindPlayerPed() )
CStats::RoundsFiredByPlayer++;
@@ -291,10 +293,10 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
m_eWeaponState = WEAPONSTATE_FIRING;
}
-
+
FireMelee(shooter, *source);
}
-
+
if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
return true;
else
@@ -304,23 +306,23 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
bool
CWeapon::FireFromCar(CAutomobile *shooter, bool left)
{
- ASSERT(shooter!=NULL);
-
+ ASSERT(shooter!=nil);
+
if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
return false;
-
+
if ( m_nAmmoInClip <= 0 )
return false;
-
+
if ( FireInstantHitFromCar(shooter, left) )
{
DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
-
+
if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--;
-
+
m_eWeaponState = WEAPONSTATE_FIRING;
-
+
if ( m_nAmmoInClip == 0 )
{
if ( m_nAmmoTotal == 0 )
@@ -328,49 +330,48 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left)
m_eWeaponState = WEAPONSTATE_RELOADING;
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
-
+
return true;
}
-
+
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
if ( shooter == FindPlayerVehicle() )
CStats::RoundsFiredByPlayer++;
}
-
+
return true;
}
bool
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
- ASSERT(shooter!=NULL);
-
+ ASSERT(shooter!=nil);
+
CWeaponInfo *info = GetInfo();
-
+
bool anim2Playing = false;
if ( RpAnimBlendClumpGetAssociation(shooter->GetClump(), info->m_Anim2ToPlay) )
anim2Playing = true;
-
+
ASSERT(shooter->IsPed());
-
+
CPed *shooterPed = (CPed*)shooter;
-
+
for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ )
{
CPed *victimPed = shooterPed->m_nearPeds[i];
- ASSERT(victimPed!=NULL);
-
+ ASSERT(victimPed!=nil);
+
if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget)
&& victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) )
{
bool collided = false;
-
+
CColModel *victimPedCol = &CTempColModels::ms_colModelPed1;
if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) )
victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
-
- ASSERT(victimPedCol!=NULL);
-
+
+
float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
{
@@ -378,13 +379,13 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
{
CVector collisionDist;
-
+
int32 s = 0;
while ( s < victimPedCol->numSpheres )
{
CColSphere *sphere = &victimPedCol->spheres[s];
collisionDist = victimPedPos+sphere->center-(*fireSource);
-
+
if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
{
collided = true;
@@ -392,29 +393,29 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
}
s++;
}
-
+
if ( !(victimPed->IsPlayer() && victimPed->GetPedState() == PED_GETUP) )
{
if ( collided )
{
float victimPedHealth = victimPed->m_fHealth;
- CVector bloodPos = fireSource + collisionDist*0.7f;
-
+ CVector bloodPos = fireSource + (collisionDist*0.7f);
+
CVector2D posOffset(shooterPed->GetPosition().x-victimPedPos.x, shooterPed->GetPosition().y-victimPedPos.y);
-
+
int32 localDir = victimPed->GetLocalDirection(posOffset);
-
+
bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
-
+
if ( !victimPed->DyingOrDead() )
victimPed->ReactToAttack(shooterPed);
-
+
uint8 hitLevel = HITLEVEL_HIGH;
if ( isBat && victimPed->OnGround() )
hitLevel = HITLEVEL_GROUND;
-
+
victimPed->StartFightDefend(localDir, hitLevel, 10);
-
+
if ( !victimPed->DyingOrDead() )
{
if ( shooterPed->IsPlayer() && isBat && anim2Playing )
@@ -429,30 +430,30 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir);
}
}
-
+
if ( CGame::nastyGame )
{
if ( victimPed->GetIsOnScreen() )
{
CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
-
+
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
-
+
if ( isBat )
{
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
-
+
dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
}
}
}
-
+
if ( !victimPed->OnGround() )
{
if ( victimPed->m_fHealth > 0.0f
@@ -461,12 +462,12 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
posOffset.Normalise();
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
-
+
if ( isBat && victimPed->IsPlayer() )
victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
else
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
-
+
shooterPed->m_pSeekTarget = victimPed;
shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget);
}
@@ -477,9 +478,9 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
}
-
+
m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
-
+
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
else
@@ -490,39 +491,39 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
}
}
}
-
+
return true;
}
bool
CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
- ASSERT(shooter!=NULL);
- ASSERT(fireSource!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
CWeaponInfo *info = GetInfo();
-
+
CVector source, target;
CColPoint point;
- CEntity *victim = NULL;
-
+ CEntity *victim = nil;
+
float heading = RADTODEG(shooter->GetForward().Heading());
float angle = DEGTORAD(heading);
-
+
CVector2D ahead(-Sin(angle), Cos(angle));
ahead.Normalise();
-
+
CVector vel = ((CPed *)shooter)->m_vecMoveSpeed;
int32 shooterMoving = false;
if ( Abs(vel.x) > 0.0f && Abs(vel.y) > 0.0f )
shooterMoving = true;
-
+
if ( shooter == FindPlayerPed() )
{
static float prev_heading = 0.0f;
prev_heading = ((CPed*)shooter)->m_fRotationCur;
}
-
+
if ( shooter->IsPed() && ((CPed *)shooter)->m_pPointGunAt )
{
CPed *shooterPed = (CPed *)shooter;
@@ -530,10 +531,10 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
int32 accuracy = shooterPed->m_wepAccuracy;
int32 inaccuracy = 100-accuracy;
-
+
if ( accuracy != 100 )
FindPlayerPed(); //what ?
-
+
CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
if ( threatAttack->IsPed() )
{
@@ -542,18 +543,18 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
else
target = threatAttack->GetPosition();
-
+
target -= *fireSource;
target *= info->m_fRange / target.Magnitude();
target += *fireSource;
-
+
if ( inaccuracy != 0 )
{
target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
}
-
+
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;
@@ -563,10 +564,10 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
target.x = info->m_fRange;
target.y = 0.0f;
target.z = 0.0f;
-
+
for (RwFrame *i = shooterPed->GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
RwV3dTransformPoints(target, target, 1, RwFrameGetMatrix(i));
-
+
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
}
@@ -574,270 +575,270 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
CVector src, trgt;
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
-
+
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;
-
+
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M16 )
rotSpeed = 4;
-
+
CVector bulletPos;
if ( CHeli::TestBulletCollision(&src, &trgt, &bulletPos, 4) )
{
for ( int32 i = 0; i < 16; i++ )
- CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f, rotSpeed);
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
}
}
else
{
float shooterHeading = RADTODEG(shooter->GetForward().Heading());
float shooterAngle = DEGTORAD(shooterHeading);
-
+
CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
rotOffset.Normalise();
-
+
target = *fireSource;
target.x = rotOffset.x * info->m_fRange;
target.y = rotOffset.y * info->m_fRange;
-
+
if ( shooter->IsPed() )
DoDoomAiming(shooter, fireSource, &target);
-
+
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
-
+
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M16 )
rotSpeed = 4;
-
+
CVector bulletPos;
if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
{
for ( int32 i = 0; i < 16; i++ )
- CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f, rotSpeed);
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
}
}
-
+
if ( victim && shooter->IsPed() && victim == ((CPed*)shooter)->m_leader )
return false;
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed *)shooter, 1000);
-
+
if ( shooter == FindPlayerPed() )
{
CStats::InstantHitsFiredByPlayer++;
if ( !(CTimer::GetFrameCounter() & 3) )
MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
}
-
+
switch ( m_eWeaponType )
{
case WEAPONTYPE_AK47:
{
static uint8 counter = 0;
-
+
if ( !(++counter & 1) )
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
+
CVector gunflashPos = *fireSource;
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.10f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.10f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.08f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
gunflashPos += CVector(0.05f*ahead.x, 0.05f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.06f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+
CVector gunsmokePos = *fireSource;
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
-
+
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.5f*ahead.x, 0.5f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.018f);
}
-
+
break;
}
-
+
case WEAPONTYPE_M16:
{
static uint8 counter = 0;
-
+
if ( !(++counter & 1) )
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
+
CVector gunflashPos = *fireSource;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.08f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.06f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.06f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
+
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos.z += 0.04f;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos.z += 0.04f;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos.z += 0.03f;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos.z -= 0.04f;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos.z -= 0.04f;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos.z -= 0.03f;
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
CVector offset = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
offset.Normalise2D();
-
+
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos += CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos += CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.03f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos += CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos -= CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos -= CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.03f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos -= CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
CVector gunsmokePos = *fireSource;
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
-
+
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.65f*ahead.x, 0.65f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.02f);
}
-
+
break;
}
-
+
case WEAPONTYPE_UZI:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
+
CVector gunflashPos = *fireSource;
-
+
if ( shooterMoving )
gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
-
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.07f);
+
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.07f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.05f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.05f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.03f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.03f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos += CVector(0.02f*ahead.x, 0.02f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.01f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.01f);
+
CVector gunsmokePos = *fireSource;
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
-
+
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
-
+
break;
}
-
+
case WEAPONTYPE_COLT45:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
+
CVector gunflashPos = *fireSource;
-
+
if ( shooterMoving )
gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
-
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.06f);
+
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.04f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.02f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
CVector gunsmokePos = *fireSource;
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), NULL, 0.005f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), NULL, 0.015f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), NULL, 0.025f);
-
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), nil, 0.005f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), nil, 0.015f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), nil, 0.025f);
+
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
-
+
break;
}
}
-
+
DoBulletImpact(shooter, victim, fireSource, &target, &point, ahead);
-
+
return true;
}
void
CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &direction, float size)
{
- ASSERT(shooter!=NULL);
-
- if ( shooter == NULL)
+ ASSERT(shooter!=nil);
+
+ if ( shooter == nil)
return;
-
+
CVector dir(direction.x*0.05f, direction.y*0.05f, CGeneral::GetRandomNumberInRange(0.02f, 0.08f));
-
+
static CVector prevEntityPosition(0.0f, 0.0f, 0.0f);
CVector entityPosition = shooter->GetPosition();
-
+
CVector diff = entityPosition - prevEntityPosition;
-
+
if ( Abs(diff.x)+Abs(diff.y)+Abs(diff.z) > 1.5f )
{
prevEntityPosition = entityPosition;
-
+
CParticle::AddParticle(PARTICLE_GUNSHELL_FIRST,
- source, dir, NULL, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
+ source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
}
else
{
CParticle::AddParticle(PARTICLE_GUNSHELL,
- source, dir, NULL, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
+ source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
}
}
@@ -845,21 +846,21 @@ void
CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
CVector *source, CVector *target, CColPoint *point, CVector2D ahead)
{
- ASSERT(shooter!=NULL);
- ASSERT(source!=NULL);
- ASSERT(target!=NULL);
- ASSERT(point!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+ ASSERT(point!=nil);
+
CWeaponInfo *info = GetInfo();
-
+
if ( victim )
{
CGlass::WasGlassHitByBullet(victim, point->point);
-
+
CVector traceTarget = *target;
CBulletTraces::AddTrace(source, &traceTarget);
-
- if ( shooter != NULL )
+
+ if ( shooter != nil )
{
if ( shooter == FindPlayerPed() )
{
@@ -867,7 +868,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
CStats::InstantHitsHitByPlayer++;
}
}
-
+
if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 )
{
CPed *victimPed = (CPed *)victim;
@@ -876,12 +877,12 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
if ( victimPed->DoesLOSBulletHitPed(*point) )
{
CVector pos = victimPed->GetPosition();
-
+
CVector2D posOffset(source->x-pos.x, source->y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
-
+
victimPed->ReactToAttack(shooter);
-
+
if ( !victimPed->IsPedInControl() || victimPed->bIsDucking )
{
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
@@ -892,10 +893,10 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
{
posOffset.Normalise();
victimPed->bIsStanding = false;
-
+
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
-
+
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
}
else
@@ -906,13 +907,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() )
{
victimPed->ClearAttackByRemovingAnim();
-
+
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
- ASSERT(asoc!=NULL);
-
+ ASSERT(asoc!=nil);
+
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
-
+
if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 )
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
else
@@ -922,32 +923,32 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
else
{
victimPed->ClearAttackByRemovingAnim();
-
+
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
- ASSERT(asoc!=NULL);
-
+ ASSERT(asoc!=nil);
+
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
}
-
+
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
}
}
-
+
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
else
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
-
+
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
bloodAmount = 32;
-
+
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
-
+
if ( victimPed->GetIsOnScreen() )
{
for ( uint8 i = 0; i < bloodAmount; i++ )
@@ -962,13 +963,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
{
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
-
+
if ( victim->GetIsOnScreen() )
{
for ( int32 i = 0; i < 8; i++ )
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point + CVector(0.0f, 0.0f, 0.15f), dir);
}
-
+
if ( victimPed->Dead() )
{
CAnimBlendAssociation *asoc;
@@ -976,7 +977,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
else
asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
-
+
if ( asoc )
{
asoc->SetCurrentTime(0.0f);
@@ -995,36 +996,36 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
-
+
CVector dist = point->point - (*source);
CVector offset = dist - max(0.2f*dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
CVector smokePos = *source + offset;
-
+
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
-
+
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
-
+
break;
}
case ENTITY_TYPE_VEHICLE:
{
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
-
+
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
-
+
CVector dist = point->point - (*source);
CVector offset = dist - max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
CVector smokePos = *source + offset;
-
+
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
-
+
if ( shooter->IsPed() )
{
CPed *shooterPed = (CPed *)shooter;
-
+
if ( shooterPed->bNotAllowedToDuck )
{
if ( shooterPed->bKindaStayInSamePlace && victim != shooterPed->m_pPointGunAt )
@@ -1034,16 +1035,16 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
}
}
}
-
+
break;
}
case ENTITY_TYPE_OBJECT:
{
for ( int32 i = 0; i < 8; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
-
+
CObject *victimObject = (CObject *)victim;
-
+
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
@@ -1051,19 +1052,19 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
-
+
if ( !victimObject->bIsStatic )
{
CVector moveForce = point->normal*-4.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
}
}
-
+
break;
}
}
}
-
+
switch ( victim->m_type )
{
case ENTITY_TYPE_BUILDING:
@@ -1096,50 +1097,50 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
}
else
CBulletTraces::AddTrace(source, target);
-
+
if ( shooter == FindPlayerPed() )
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
-
+
BlowUpExplosiveThings(victim);
}
bool
CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
- ASSERT(shooter!=NULL);
- ASSERT(fireSource!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
CWeaponInfo *info = GetInfo();
-
+
float heading = RADTODEG(shooter->GetForward().Heading());
float angle = DEGTORAD(heading);
-
+
CVector2D rotOffset(-Sin(angle), Cos(angle));
rotOffset.Normalise();
-
+
CVector gunflashPos = *fireSource;
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.15f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.15f);
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
- CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), NULL, 0.2f);
- CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), NULL, 0.0f);
-
+ CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
+
CVector gunsmokePos = *fireSource;
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), NULL, 0.1f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), NULL, 0.1f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), NULL, 0.1f);
- CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), NULL, 0.1f);
-
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), nil, 0.1f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), nil, 0.1f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), nil, 0.1f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), nil, 0.1f);
+
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed*)shooter, 1000);
-
+
CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0, 0.0, 0.0), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
+
float shooterAngle;
-
- if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != NULL )
+
+ if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != nil )
{
CEntity *threatAttack = ((CPed*)shooter)->m_pPointGunAt;
shooterAngle = CGeneral::GetAngleBetweenPoints(threatAttack->GetPosition().x, threatAttack->GetPosition().y,
@@ -1147,13 +1148,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
}
else
shooterAngle = RADTODEG(shooter->GetForward().Heading());
-
-
+
+
for ( int32 i = 0; i < 5; i++ ) // five shoots at once
{
float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
-
+
CVector source, target;
CColPoint point;
CEntity *victim;
@@ -1167,7 +1168,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
target = f * Left + target - source;
target *= info->m_fRange;
target += source;
-
+
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
else
@@ -1175,12 +1176,12 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
target = *fireSource;
target.x += shootRot.x * info->m_fRange;
target.y += shootRot.y * info->m_fRange;
-
+
if ( shooter->IsPed() )
{
CPed *shooterPed = (CPed *)shooter;
-
- if ( shooterPed->m_pPointGunAt == NULL )
+
+ if ( shooterPed->m_pPointGunAt == nil )
DoDoomAiming(shooter, fireSource, &target);
else
{
@@ -1188,63 +1189,63 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z);
}
}
-
+
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
-
+
if ( victim )
{
CGlass::WasGlassHitByBullet(victim, point.point);
-
+
CBulletTraces::AddTrace(fireSource, &point.point);
-
+
if ( victim->IsPed() )
{
CPed *victimPed = (CPed *)victim;
if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) )
{
bool cantStandup = true;
-
+
CVector pos = victimPed->GetPosition();
-
+
CVector2D posOffset((*fireSource).x-pos.x, (*fireSource).y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
-
+
victimPed->ReactToAttack(FindPlayerPed());
-
+
posOffset.Normalise();
-
+
if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) )
cantStandup = false;
-
+
if ( victimPed->bIsStanding && cantStandup )
{
victimPed->bIsStanding = false;
-
+
victimPed->ApplyMoveForce(posOffset.x*-6.0f, posOffset.y*-6.0f, 5.0f);
}
else
victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f);
-
+
if ( cantStandup )
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
-
- victimPed->InflictDamage(NULL, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
-
+
+ victimPed->InflictDamage(nil, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
+
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
else
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
-
+
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN )
bloodAmount = 32;
-
+
CVector dir = (point.point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
-
+
if ( victimPed->GetIsOnScreen() )
{
for ( uint8 i = 0; i < bloodAmount; i++ )
@@ -1254,45 +1255,45 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
}
}
else
- {
+ {
switch ( victim->m_type )
{
case ENTITY_TYPE_VEHICLE:
{
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
-
+
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
-
+
CVector dist = point.point - (*fireSource);
CVector offset = dist - max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset;
-
+
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
-
+
break;
}
-
+
case ENTITY_TYPE_BUILDING:
case ENTITY_TYPE_OBJECT:
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
-
+
CVector dist = point.point - (*fireSource);
CVector offset = dist - max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset;
-
+
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
-
+
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
-
+
if ( victim->IsObject() )
{
CObject *victimObject = (CObject *)victim;
-
+
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
@@ -1300,7 +1301,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
-
+
if ( !victimObject->bIsStatic )
{
CVector moveForce = point.normal*-5.0f;
@@ -1308,12 +1309,12 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
}
}
}
-
+
break;
}
}
}
-
+
switch ( victim->m_type )
{
case ENTITY_TYPE_BUILDING:
@@ -1351,25 +1352,25 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CBulletTraces::AddTrace(fireSource, &traceTarget);
}
}
-
+
if ( shooter == FindPlayerPed() )
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
-
+
return true;
}
bool
CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
{
- ASSERT(shooter!=NULL);
- ASSERT(fireSource!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
CVector source, target;
-
+
if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER )
{
source = *fireSource;
-
+
if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() )
{
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
@@ -1382,31 +1383,31 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
{
return false;
}
-
+
*fireSource += TheCamera.Cams[TheCamera.ActiveCam].Front;
}
else
*fireSource += shooter->GetForward();
-
+
target = *fireSource;
}
else
{
float dot = DotProduct(*fireSource-shooter->GetPosition(), shooter->GetForward());
-
+
if ( dot < 0.3f )
*fireSource += (0.3f-dot) * shooter->GetForward();
-
+
target = *fireSource;
-
+
if ( target.z - shooter->GetPosition().z > 0.0f )
target += 0.6f*shooter->GetForward();
-
+
source = *fireSource - shooter->GetPosition();
source = *fireSource - DotProduct(source, shooter->GetForward()) * shooter->GetForward();
}
-
+
if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) )
{
if ( m_eWeaponType != WEAPONTYPE_GRENADE )
@@ -1417,8 +1418,8 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
{
source = shooter->GetPosition() - shooter->GetForward();
source.z -= 0.4f;
-
- if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, NULL, false, false, true, false, false, false) )
+
+ if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, nil, false, false, true, false, false, false) )
CProjectileInfo::AddProjectile(shooter, m_eWeaponType, source, 0.0f);
else
CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
@@ -1427,7 +1428,7 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
}
else
CProjectileInfo::AddProjectile(shooter, m_eWeaponType, *fireSource, power);
-
+
return true;
}
@@ -1436,16 +1437,16 @@ CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir)
{
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
-
+
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
-
+
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
-
+
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
-
+
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
}
@@ -1453,22 +1454,22 @@ CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir)
bool
CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
{
- ASSERT(shooter!=NULL);
- ASSERT(fireSource!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
CWeaponInfo *info = GetInfo();
-
+
float heading = RADTODEG(shooter->GetForward().Heading());
-
+
CVector source;
CVector target;
CVector dir;
-
+
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
float norm = (1.0f / info->m_fRange);
- dir = (target - source) * norm;
+ dir = (target - source) * norm;
}
else
{
@@ -1476,18 +1477,18 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
dir = CVector(-Sin(angle)*0.5f, Cos(angle)*0.5f, 0.0f);
target = *fireSource + dir;
}
-
+
CShotInfo::AddShot(shooter, m_eWeaponType, *fireSource, target);
CWeapon::GenerateFlameThrowerParticles(*fireSource, dir);
-
+
return true;
}
bool
CWeapon::FireSniper(CEntity *shooter)
{
- ASSERT(shooter!=NULL);
-
+ ASSERT(shooter!=nil);
+
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (!( mode == CCam::MODE_M16_1STPERSON
|| mode == CCam::MODE_SNIPER
@@ -1498,28 +1499,28 @@ CWeapon::FireSniper(CEntity *shooter)
{
return false;
}
-
+
#ifndef FIX_BUGS
CWeaponInfo *info = GetInfo(); //unused
#endif
CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
- ASSERT(cam!=NULL);
-
+ ASSERT(cam!=nil);
+
CVector source = cam->Source;
CVector dir = cam->Front;
-
+
if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f )
CCoronas::bSmallMoon = !CCoronas::bSmallMoon;
-
+
dir.Normalise();
dir *= 16.0f;
-
+
CBulletInfo::AddBullet(shooter, m_eWeaponType, source, dir);
-
+
if ( shooter == FindPlayerPed() )
CStats::InstantHitsFiredByPlayer++;
-
+
if ( shooter == FindPlayerPed() )
{
CPad::GetPad(0)->StartShake_Distance(240, 128,
@@ -1529,17 +1530,17 @@ CWeapon::FireSniper(CEntity *shooter)
CamShakeNoPos(&TheCamera, 0.2f);
}
-
+
return true;
}
bool
CWeapon::FireM16_1stPerson(CEntity *shooter)
{
- ASSERT(shooter!=NULL);
-
+ ASSERT(shooter!=nil);
+
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
-
+
if (!( mode == CCam::MODE_M16_1STPERSON
|| mode == CCam::MODE_SNIPER
|| mode == CCam::MODE_ROCKETLAUNCHER
@@ -1550,30 +1551,30 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
{
return false;
}
-
+
CWeaponInfo *info = GetInfo();
-
+
CColPoint point;
CEntity *victim;
-
+
CWorld::bIncludeCarTyres = true;
CWorld::pIgnoreEntity = shooter;
CWorld::bIncludeDeadPeds = true;
-
+
CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
- ASSERT(cam!=NULL);
-
+ ASSERT(cam!=nil);
+
CVector source = cam->Source;
CVector target = cam->Front*info->m_fRange + source;
-
+
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;
- CWorld::pIgnoreEntity = NULL;
+ CWorld::pIgnoreEntity = nil;
CWorld::bIncludeCarTyres = false;
-
+
CVector2D front(cam->Front.x, cam->Front.y);
front.Normalise();
-
+
DoBulletImpact(shooter, victim, &source, &target, &point, front);
CVector bulletPos;
@@ -1582,11 +1583,11 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
}
-
+
if ( shooter == FindPlayerPed() )
{
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
-
+
if ( m_eWeaponType == WEAPONTYPE_M16 )
{
TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f;
@@ -1598,7 +1599,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f;
}
}
-
+
return true;
}
@@ -1606,56 +1607,56 @@ bool
CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
{
CWeaponInfo *info = GetInfo();
-
+
CVehicleModelInfo *modelInfo = shooter->GetModelInfo();
-
+
#define FRONTSEATPOS() (&(shooter->IsBoat() ? modelInfo->m_positions[BOAT_POS_FRONTSEAT] : modelInfo->m_positions[CAR_POS_FRONTSEAT]))
-
+
CVector source, target;
if ( left )
{
- source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f,
+ source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f,
float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
-
-
+
+
target = shooter->GetMatrix() * CVector(-info->m_fRange,
FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
}
else
{
- source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f,
+ source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f,
float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
-
+
target = shooter->GetMatrix() * CVector(info->m_fRange,
FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
}
#undef FRONTSEATPOS
-
+
if ( TheCamera.GetLookingLRBFirstPerson() && !left )
{
source -= 0.3f * shooter->GetForward();
target -= 0.3f * shooter->GetForward();
}
-
+
target += CVector(float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
-
+
DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
-
+
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
if ( !TheCamera.GetLookingLRBFirstPerson() )
CParticle::AddParticle(PARTICLE_GUNFLASH, source, CVector(0.0f, 0.0f, 0.0f));
else
CamShakeNoPos(&TheCamera, 0.01f);
-
+
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_VEHICLE, shooter, FindPlayerPed(), 1000);
CPointLights::AddLight(CPointLights::LIGHT_POINT, source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
@@ -1664,38 +1665,38 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
CColPoint point;
CEntity *victim;
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
-
+
if ( !(CTimer::GetFrameCounter() & 3) )
MakePedsJumpAtShot(shooter, &source, &target);
-
+
if ( victim )
{
CVector traceTarget = point.point;
CBulletTraces::AddTrace(&source, &traceTarget);
-
+
if ( victim->IsPed() )
{
CPed *victimPed = (CPed*)victim;
-
+
if ( !victimPed->DyingOrDead() && victim != (CEntity *)shooter )
{
CVector pos = victimPed->GetPosition();
-
+
CVector2D posOffset(source.x-pos.x, source.y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
-
+
victimPed->ReactToAttack(FindPlayerPed());
victimPed->ClearAttackByRemovingAnim();
-
+
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
- ASSERT(asoc!=NULL);
+ ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
-
+
victimPed->InflictDamage(shooter, WEAPONTYPE_UZI_DRIVEBY, 3*info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
-
+
pos.z += 0.8f;
-
+
if ( victimPed->GetIsOnScreen() )
{
if ( CGame::nastyGame )
@@ -1706,12 +1707,12 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
-
+
CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
}
}
}
-
+
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
else
@@ -1722,7 +1723,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
((CVehicle *)victim)->InflictDamage(FindPlayerPed(), WEAPONTYPE_UZI_DRIVEBY, info->m_nDamage);
else
CGlass::WasGlassHitByBullet(victim, point.point);
-
+
switch ( victim->m_type )
{
case ENTITY_TYPE_BUILDING:
@@ -1759,20 +1760,20 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
CVector traceTarget = (target-source)*norm + source;
CBulletTraces::AddTrace(&source, &traceTarget);
}
-
+
if ( shooter == FindPlayerVehicle() )
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerVehicle()->GetPosition().x, FindPlayerVehicle()->GetPosition().y, FindPlayerVehicle()->GetPosition().z);
-
+
return true;
}
void
CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
{
- ASSERT(shooter!=NULL);
- ASSERT(source!=NULL);
- ASSERT(target !=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target !=nil);
+
#ifndef FIX_BUGS
CEntity entity; // unused
#endif
@@ -1780,19 +1781,19 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
CPed *shooterPed = (CPed*)shooter;
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
return;
-
+
int16 lastEntity;
CEntity *entities[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, true, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
-
+
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
- ASSERT(victim!=NULL);
-
+ ASSERT(victim!=nil);
+
if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) )
{
if ( !(victim->m_status == STATUS_TRAIN_MOVING
@@ -1802,11 +1803,11 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
{
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
-
+
if ( 1.5f*distToVictimZ < distToVictim )
{
float entityDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
-
+
if ( entityDist < closestEntityDist )
{
closestEntityDist = entityDist;
@@ -1816,22 +1817,22 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
}
}
}
-
+
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
{
CEntity *victim = entities[closestEntity];
- ASSERT(victim !=NULL);
-
+ ASSERT(victim !=nil);
+
float distToTarget = (*target - *source).Magnitude2D();
float distToSource = (victim->GetPosition() - *source).Magnitude2D();
-
+
float victimZ = victim->GetPosition().z + 0.3f;
if ( victim->IsPed() )
{
if ( ((CPed*)victim)->bIsDucking )
victimZ -= 0.8f;
}
-
+
(*target).z = (distToTarget / distToSource) * (victimZ - (*source).z) + (*source).z;
}
}
@@ -1839,11 +1840,11 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
void
CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CVector *target)
{
- ASSERT(shooter!=NULL);
- ASSERT(driver!=NULL);
- ASSERT(source!=NULL);
- ASSERT(target!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(driver!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
#ifndef FIX_BUGS
CEntity entity; // unused
#endif
@@ -1854,17 +1855,17 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
float closestEntityDist = 10000.0f;
int16 closestEntity;
-
+
float normZ = (target->z - source->z) / (*target-*source).Magnitude();
-
+
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
-
- ASSERT(victim!=NULL);
-
+
+ ASSERT(victim!=nil);
+
if ( shooter != victim && driver != victim )
- {
+ {
if ( !(victim->m_status == STATUS_TRAIN_MOVING
|| victim->m_status == STATUS_TRAIN_NOT_MOVING
|| victim->m_status == STATUS_HELI
@@ -1874,7 +1875,7 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
{
float distToVictim = (shooter->GetPosition()-victim->GetPosition()).Magnitude2D();
float distToVictimZ = Abs(shooter->GetPosition().z - (distToVictim*normZ + victim->GetPosition().z));
-
+
if ( 3.0f*distToVictimZ < distToVictim )
{
if ( CCollision::DistToLine(source, target,
@@ -1892,15 +1893,15 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
}
}
}
-
+
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
{
CEntity *victim = entities[closestEntity];
- ASSERT(victim!=NULL);
-
+ ASSERT(victim!=nil);
+
float distToTarget = (*target - *source).Magnitude2D();
float distToSource = (victim->GetPosition() - *source).Magnitude2D();
-
+
(*target).z = (distToTarget / distToSource) * (0.3f + victim->GetPosition().z - (*source).z) + (*source).z;
}
}
@@ -1908,36 +1909,36 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
void
CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
{
- ASSERT(shooter!=NULL);
- ASSERT(source!=NULL);
- ASSERT(target!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
#ifndef FIX_BUGS
CEntity entity; // unused
#endif
-
+
CPed *shooterPed = (CPed*)shooter;
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
return;
-
+
int16 lastEntity;
CEntity *entities[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
-
+
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
- ASSERT(victim!=NULL);
-
+ ASSERT(victim!=nil);
+
if ( shooter != victim )
{
float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
float pedDist = 0.15f*distToVictim + lineDist;
-
+
if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
{
closestEntity = i;
@@ -1945,12 +1946,12 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
}
}
}
-
+
if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
{
CEntity *victim = entities[closestEntity];
- ASSERT(victim!=NULL);
-
+ ASSERT(victim!=nil);
+
float distToTarget = (*source - *target).Magnitude();
float distToSource = (*source - victim->GetPosition()).Magnitude();
*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
@@ -1981,7 +1982,7 @@ CWeapon::Update(int32 audioEntity)
m_eWeaponState = WEAPONSTATE_READY;
break;
}
-
+
case WEAPONSTATE_FIRING:
{
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) )
@@ -1990,7 +1991,7 @@ CWeapon::Update(int32 audioEntity)
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
}
-
+
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
{
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 )
@@ -1998,10 +1999,10 @@ CWeapon::Update(int32 audioEntity)
else
m_eWeaponState = WEAPONSTATE_READY;
}
-
+
break;
}
-
+
case WEAPONSTATE_RELOADING:
{
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
@@ -2010,13 +2011,13 @@ CWeapon::Update(int32 audioEntity)
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
}
-
+
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
{
Reload();
m_eWeaponState = WEAPONSTATE_READY;
}
-
+
break;
}
}
@@ -2025,21 +2026,21 @@ CWeapon::Update(int32 audioEntity)
void
FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
{
- ASSERT(source!=NULL);
- ASSERT(target!=NULL);
-
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
CParticle::AddParticle(PARTICLE_GUNFLASH, *source, CVector(0.0f, 0.0f, 0.0f));
-
+
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
-
+
CColPoint point;
CEntity *victim;
CWorld::ProcessLineOfSight(*source, *target, point, victim, true, true, true, true, true, true, false);
-
+
CParticle::AddParticle(PARTICLE_HELI_ATTACK, *source, (*target) - (*source) * 0.15f);
-
+
if ( victim )
{
if ( victim->IsPed() )
@@ -2048,21 +2049,21 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
if ( !victimPed->DyingOrDead() )
{
CVector pos = victimPed->GetPosition();
-
+
CVector2D posOffset((*source).x-pos.x, (*source).y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
-
+
victimPed->ClearAttackByRemovingAnim();
-
+
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
- ASSERT(asoc!=NULL);
+ ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
-
- victimPed->InflictDamage(NULL, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir);
-
+
+ victimPed->InflictDamage(nil, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir);
+
pos.z += 0.8f;
-
+
if ( victimPed->GetIsOnScreen() )
{
if ( CGame::nastyGame )
@@ -2073,7 +2074,7 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
-
+
CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
}
}
@@ -2081,9 +2082,9 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
}
}
else if ( victim->IsVehicle() )
- ((CVehicle *)victim)->InflictDamage(NULL, WEAPONTYPE_UZI, damage);
+ ((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage);
//BUG ? no CGlass::WasGlassHitByBullet
-
+
switch ( victim->m_type )
{
case ENTITY_TYPE_BUILDING:
@@ -2141,21 +2142,21 @@ CWeapon::IsType2Handed(void)
void
CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target)
{
- ASSERT(shooter!=NULL);
- ASSERT(source!=NULL);
- ASSERT(target!=NULL);
-
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
float minx = min(source->x, target->x) - 2.0f;
float maxx = max(source->x, target->x) + 2.0f;
float miny = min(source->y, target->y) - 2.0f;
float maxy = max(source->y, target->y) + 2.0f;
float minz = min(source->z, target->z) - 2.0f;
float maxz = max(source->z, target->z) + 2.0f;
-
+
for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--)
{
CPed *ped = CPools::GetPedPool()->GetSlot(i);
-
+
if ( ped )
{
if ( ped->GetPosition().x > minx && ped->GetPosition().x < maxx
@@ -2172,14 +2173,14 @@ CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target
bool
CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
{
- ASSERT(holder!=NULL);
- ASSERT(aimingTo!=NULL);
-
+ ASSERT(holder!=nil);
+ ASSERT(aimingTo!=nil);
+
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
return false;
CWeaponInfo *info = GetInfo();
-
+
CVector adjustedOffset = info->m_vecFireOffset;
adjustedOffset.z += 0.6f;
@@ -2193,8 +2194,8 @@ CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
source = holder->GetMatrix() * adjustedOffset;
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
- ASSERT(aimEntity!=NULL);
-
+ ASSERT(aimEntity!=nil);
+
target = aimEntity->GetPosition();
target.z += 0.6f;
@@ -2219,17 +2220,17 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged )
{
object->bHasBeenDamaged = true;
-
+
CExplosion::AddExplosion(object, FindPlayerPed(), EXPLOSION_BARREL, object->GetPosition()+CVector(0.0f,0.0f,0.5f), 100);
-
+
if ( MI_EXPLODINGBARREL == mi )
object->m_vecMoveSpeed.z += 0.75f;
else
object->m_vecMoveSpeed.z += 0.45f;
-
+
object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
-
+
if ( object->bIsStatic )
{
object->bIsStatic = false;
@@ -2250,7 +2251,7 @@ CWeapon::HasWeaponAmmoToBeUsed(void)
return m_nAmmoTotal != 0;
}
}
-
+
bool
CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{