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author | aap <aap@papnet.eu> | 2019-07-02 07:43:00 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-07-02 07:43:00 +0200 |
commit | b2d1433392483c3e1faafcf5127885cb425527e0 (patch) | |
tree | 477b9853bea245d9cbdaa8700e02ff980abe79d5 /src/entities/Ped.cpp | |
parent | Merge pull request #85 from erorcun/erorcun (diff) | |
parent | Kangaroo cheat and bug fixes (diff) | |
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Diffstat (limited to 'src/entities/Ped.cpp')
-rw-r--r-- | src/entities/Ped.cpp | 39 |
1 files changed, 23 insertions, 16 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index 963454b8..e908f14c 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -435,6 +435,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_ped_flagI4 = false; bRecordedForReplay = false; m_ped_flagI10 = false; +#ifdef KANGAROO_CHEAT + m_ped_flagI80 = false; +#endif if ((CGeneral::GetRandomNumber() & 3) == 0) m_ped_flagD1 = true; @@ -461,12 +464,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) for(int i = 0; i < NUM_PED_WEAPONTYPES; i++) { - CWeapon *weapon = GetWeapon(i); - weapon->m_eWeaponType = WEAPONTYPE_UNARMED; - weapon->m_eWeaponState = WEAPONSTATE_READY; - weapon->m_nAmmoInClip = 0; - weapon->m_nAmmoTotal = 0; - weapon->m_nTimer = 0; + CWeapon &weapon = GetWeapon(i); + weapon.m_eWeaponType = WEAPONTYPE_UNARMED; + weapon.m_eWeaponState = WEAPONSTATE_READY; + weapon.m_nAmmoInClip = 0; + weapon.m_nAmmoTotal = 0; + weapon.m_nTimer = 0; } m_lastHitState = 0; @@ -479,23 +482,27 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) CPopulation::UpdatePedCount(m_nPedType, false); } -void +uint32 CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) { + CWeapon &weapon = GetWeapon(weaponType); + if (HasWeapon(weaponType)) { - if (ammo > 99999) - m_weapons[weaponType].m_nAmmoTotal = 99999; + if (weapon.m_nAmmoTotal + ammo > 99999) + weapon.m_nAmmoTotal = 99999; else - m_weapons[weaponType].m_nAmmoTotal = ammo; + weapon.m_nAmmoTotal += ammo; - m_weapons[weaponType].Reload(); + weapon.Reload(); } else { - m_weapons[weaponType].Initialise(weaponType, ammo); + weapon.Initialise(weaponType, ammo); // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous. m_maxWeaponTypeAllowed++; } - if (m_weapons[weaponType].m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) - m_weapons[weaponType].m_eWeaponState = WEAPONSTATE_READY; + if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) + weapon.m_eWeaponState = WEAPONSTATE_READY; + + return weaponType; } static RwObject* @@ -1227,8 +1234,8 @@ bool CPed::SelectGunIfArmed(void) { for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { - if (GetWeapon(i)->m_nAmmoTotal > 0) { - eWeaponType weaponType = GetWeapon(i)->m_eWeaponType; + if (GetWeapon(i).m_nAmmoTotal > 0) { + eWeaponType weaponType = GetWeapon(i).m_eWeaponType; if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { SetCurrentWeapon(i); return true; |