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author | eray orçunus <erayorcunus@gmail.com> | 2020-05-29 21:05:33 +0200 |
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committer | eray orçunus <erayorcunus@gmail.com> | 2020-05-29 21:05:33 +0200 |
commit | 529cec565380b3c6689641ea427a1bf973014e02 (patch) | |
tree | 6caafab9dece0f1233f7ac9899d57b83ff421cce /src/peds/PlayerPed.cpp | |
parent | Merge pull request #603 from Fire-Head/miami (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/PlayerPed.cpp | 123 |
1 files changed, 97 insertions, 26 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index aafb80c7..3896efa5 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -17,6 +17,7 @@ #include "Darkel.h" #include "CarCtrl.h" #include "MBlur.h" +#include "Streaming.h" #define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f @@ -27,6 +28,8 @@ const uint32 CPlayerPed::nSaveStructSize = sizeof(CPlayerPed); #endif +int32 idleAnimBlockIndex; + CPlayerPed::~CPlayerPed() { delete m_pWanted; @@ -79,7 +82,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) m_nCheckPlayersIndex = 0; m_nPadUpPressedInMilliseconds = 0; m_nPadDownPressedInMilliseconds = 0; - // TODO(Miami): Idle anim block index + idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles"); } void CPlayerPed::ClearWeaponTarget() @@ -113,11 +116,7 @@ void CPlayerPed::MakeObjectTargettable(int32 handle) { for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) { - if ( -#ifdef FIX_BUGS - m_nTargettableObjects[i] == -1 || -#endif - CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) { + if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) { m_nTargettableObjects[i] = handle; return; } @@ -633,7 +632,7 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed) GetWeapon()->Update(m_audioEntityId, nil); } -// --MIAMI: Made compatible with slots, but still TODO +// --MIAMI: Done except commented thing // I think R* also used goto in here. void CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) @@ -641,6 +640,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) if (CDarkel::FrenzyOnGoing() || m_attachedTo) goto switchDetectDone; + // TODO(Miami): byte_A10B57 if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) { if (padUsed->CycleWeaponRightJustDown()) { @@ -649,7 +649,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) { + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) { for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) { if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { @@ -661,7 +662,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) } else if (padUsed->CycleWeaponLeftJustDown()) { if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) { + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) { for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) { if (m_nSelectedWepSlot < 0) @@ -682,31 +684,31 @@ spentAmmoCheck: if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE && (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) { if (GetWeapon()->m_nAmmoTotal <= 0) { - if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) { + if (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON + || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER + || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER) + return; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR - || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE) - m_nSelectedWepSlot = m_currentWeapon - 1; - else - m_nSelectedWepSlot = 2; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR + || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE) + m_nSelectedWepSlot = m_currentWeapon - 1; + else + m_nSelectedWepSlot = 2; - for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { + for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { - // BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez + // BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez #ifdef FIX_BUGS - if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) { + if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) { #else - if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT - || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 - && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) { + if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT + || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 + && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) { #endif - goto switchDetectDone; - } + goto switchDetectDone; } - m_nSelectedWepSlot = 0; } + m_nSelectedWepSlot = 0; } } @@ -1337,6 +1339,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) SetJump(); } } + PlayIdleAnimations(padUsed); } void @@ -1630,6 +1633,74 @@ CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty) return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon; } +// TODO(Miami): This only works on gamepad cam! This isn't fair +void +CPlayerPed::PlayIdleAnimations(CPad *padUsed) +{ + CAnimBlendAssociation* assoc; + + if (TheCamera.m_WideScreenOn || bIsDucking) + return; + + struct animAndGroup { + AnimationId animId; + AssocGroupId groupId; + }; + + const animAndGroup idleAnims[] = { + {ANIM_IDLE_STRETCH, ASSOCGRP_PLAYER_IDLE}, + {ANIM_IDLE_TIME, ASSOCGRP_PLAYER_IDLE}, + {ANIM_IDLE_SHOULDER, ASSOCGRP_PLAYER_IDLE}, + {ANIM_IDLE_STRETCH_LEG, ASSOCGRP_PLAYER_IDLE}, + {ANIM_XPRESS_SCRATCH, ASSOCGRP_STD}, + }; + + static int32 lastTime = 0; + static int32 lastAnim = -1; + + bool hasIdleAnim = false; + CAnimBlock *idleAnimBlock = CAnimManager::GetAnimationBlock(idleAnimBlockIndex); + uint32 sinceLastInput = padUsed->InputHowLongAgo(); + if (sinceLastInput <= 30000) { + if (idleAnimBlock->isLoaded) { + for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { + if (assoc->flags & ASSOC_IDLE) { + hasIdleAnim = true; + assoc->blendDelta = -8.0f; + } + } + if (!hasIdleAnim) + CStreaming::RemoveAnim(idleAnimBlockIndex); + } else { + lastTime = 0; + } + } else { + CStreaming::RequestAnim(idleAnimBlockIndex, STREAMFLAGS_DONT_REMOVE); + if (idleAnimBlock->isLoaded) { + for(CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { + int firstIdle = idleAnimBlock->firstIndex; + int index = assoc->hierarchy - CAnimManager::GetAnimation(0); + if (index >= firstIdle && index < firstIdle + idleAnimBlock->numAnims) { + hasIdleAnim = true; + break; + } + } + + if (!hasIdleAnim && !bIsLooking && !bIsRestoringLook && sinceLastInput - lastTime > 25000) { + int anim; + do + anim = CGeneral::GetRandomNumberInRange(0, ARRAY_SIZE(idleAnims)); + while (lastAnim == anim); + + assoc = CAnimManager::BlendAnimation(GetClump(), idleAnims[anim].groupId, idleAnims[anim].animId, 8.0f); + assoc->flags |= ASSOC_IDLE; + lastAnim = anim; + lastTime = sinceLastInput; + } + } + } +} + #ifdef COMPATIBLE_SAVES #define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); #define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); |