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author | erorcun <erorcunerorcun@hotmail.com.tr> | 2021-08-14 21:11:33 +0200 |
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committer | erorcun <erorcunerorcun@hotmail.com.tr> | 2021-08-15 17:34:43 +0200 |
commit | 435b8fe52e7564bfcf6ff32d36b0625316cbf12f (patch) | |
tree | 7de898a800ea9f71ea4c5892d0994dc8bbed775e /src/peds/PlayerPed.cpp | |
parent | Switch PR & remove X11 part from CMakeLists (diff) | |
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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 38 |
1 files changed, 28 insertions, 10 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 1d96ba6d..b0b82640 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -98,6 +98,9 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) m_nAttackDirToCheck = 0; m_nLastBusFareCollected = 0; idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles"); +#ifdef FREE_CAM + m_bFreeAimActive = false; +#endif } void @@ -1342,17 +1345,22 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) { float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); + m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source; + m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front; + m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up; + // On this one we can rotate arm. if (CAN_AIM_WITH_ARM) { - 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 - } pointedGun = 2; - SetLookFlag(limitedCam, true); + m_bFreeAimActive = true; + SetLookFlag(limitedCam, true, true); SetAimFlag(limitedCam); - SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs. - + SetLookTimer(INT32_MAX); + ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) { + // This is a seperate ped state just for pointing gun. Used for target button + SetPointGunAt(nil); + } } else { m_fRotationDest = limitedCam; changedHeadingRate = 2; @@ -1380,9 +1388,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) changedHeadingRate = 0; RestoreHeadingRate(); } - if (pointedGun == 1 && m_nPedState != PED_ATTACK) { - pointedGun = 0; - ClearPointGunAt(); + if (pointedGun == 1) { + if (m_nPedState == PED_ATTACK) { + if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) { + float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); + + SetAimFlag(limitedCam); + ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + m_bFreeAimActive = true; + } + } else { + pointedGun = 0; + ClearPointGunAt(); + } } #endif |