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author | Sergeanur <s.anureev@yandex.ua> | 2021-01-15 16:57:35 +0100 |
---|---|---|
committer | Sergeanur <s.anureev@yandex.ua> | 2021-01-15 16:57:35 +0100 |
commit | 4bd7bafd7cef0c2f1238dcbbbf4282e6bc5a684f (patch) | |
tree | ecd6628c082ffdd0e12e1ac7616e69f9be0f55ac /src | |
parent | incoming "fuck" commit (diff) | |
parent | Fix Jumbo Sound reseting when walking (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/audio/AudioLogic.cpp | 1 | ||||
-rw-r--r-- | src/audio/oal/stream.cpp | 2 | ||||
-rw-r--r-- | src/audio/sampman_oal.cpp | 2 | ||||
-rw-r--r-- | src/collision/Collision.cpp | 15 | ||||
-rw-r--r-- | src/control/Script7.cpp | 4 | ||||
-rw-r--r-- | src/control/Script8.cpp | 6 | ||||
-rw-r--r-- | src/core/Cam.cpp | 10 | ||||
-rw-r--r-- | src/core/SurfaceTable.h | 1 | ||||
-rw-r--r-- | src/render/Hud.cpp | 8 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 18 |
11 files changed, 40 insertions, 29 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index dc204d17..ad72eb56 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -36,7 +36,7 @@ target_compile_definitions(${EXECUTABLE} PRIVATE $<IF:$<CONFIG:DEBUG>,DEBUG,NDEBUG> LIBRW - ${PROJECT}_NO_AUTOLINK + CMAKE_NO_AUTOLINK ) if(LIBRW_PLATFORM_D3D9) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index cd341eac..1f32890c 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -4106,6 +4106,7 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol) m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_nReleasingVolumeDivider = 5; m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bRequireReflection = false; // todo port fix to re3 diff --git a/src/audio/oal/stream.cpp b/src/audio/oal/stream.cpp index 81a78381..19fa4ec4 100644 --- a/src/audio/oal/stream.cpp +++ b/src/audio/oal/stream.cpp @@ -4,7 +4,7 @@ #include "stream.h" #include "sampman.h" -#ifdef _WIN32 +#if defined _MSC_VER && !defined CMAKE_NO_AUTOLINK #ifdef AUDIO_OAL_USE_SNDFILE #pragma comment( lib, "libsndfile-1.lib" ) #endif diff --git a/src/audio/sampman_oal.cpp b/src/audio/sampman_oal.cpp index ef070825..f53b1362 100644 --- a/src/audio/sampman_oal.cpp +++ b/src/audio/sampman_oal.cpp @@ -38,7 +38,7 @@ //TODO: max channels //TODO: loop count -#ifdef _WIN32 +#if defined _MSC_VER && !defined CMAKE_NO_AUTOLINK #pragma comment( lib, "OpenAL32.lib" ) #endif diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp index c90390c4..703804d9 100644 --- a/src/collision/Collision.cpp +++ b/src/collision/Collision.cpp @@ -507,12 +507,14 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod for(i = 0; i < model.numSpheres; i++){ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue; if(TestLineSphere(*(CColLine*)newline, model.spheres[i])) return true; } for(i = 0; i < model.numBoxes; i++){ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue; if(TestLineBox(*(CColLine*)newline, model.boxes[i])) return true; } @@ -522,6 +524,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod VuTriangle vutri; for(i = 0; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -539,6 +542,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod #endif for(; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1333,6 +1337,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, float coldist = 1.0f; for(i = 0; i < model.numSpheres; i++){ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue; if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); } @@ -1348,6 +1353,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, CColTriangle *lasttri = nil; for(i = 0; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1367,6 +1373,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, float dist; for(; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1466,13 +1473,13 @@ CCollision::ProcessVerticalLine(const CColLine &line, float coldist = 1.0f; for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue; if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); } for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue; if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); } @@ -1484,7 +1491,7 @@ CCollision::ProcessVerticalLine(const CColLine &line, CColTriangle *lasttri = nil; VuTriangle vutri; for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1503,7 +1510,7 @@ CCollision::ProcessVerticalLine(const CColLine &line, CVuVector pnt, normal; float dist; for(; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); diff --git a/src/control/Script7.cpp b/src/control/Script7.cpp index b3f16106..a5c8e717 100644 --- a/src/control/Script7.cpp +++ b/src/control/Script7.cpp @@ -95,8 +95,8 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command) CollectParameters(&m_nIp, 2); CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]); script_assert(pPed); - ScriptParams[0] = pPed->GetWeapon(ScriptParams[1]).m_eWeaponType; - ScriptParams[1] = pPed->GetWeapon(ScriptParams[1]).m_nAmmoTotal; + ScriptParams[0] = pPed->GetWeapon(ScriptParams[1] - 1).m_eWeaponType; + ScriptParams[1] = pPed->GetWeapon(ScriptParams[1] - 1).m_nAmmoTotal; ScriptParams[2] = CPickups::ModelForWeapon((eWeaponType)ScriptParams[0]); StoreParameters(&m_nIp, 3); return 0; diff --git a/src/control/Script8.cpp b/src/control/Script8.cpp index 2f52b150..afa213f2 100644 --- a/src/control/Script8.cpp +++ b/src/control/Script8.cpp @@ -66,7 +66,7 @@ int8 CRunningScript::ProcessCommands1400To1499(int32 command) return 0; case COMMAND_WANTED_STARS_ARE_FLASHING: { - CWanted *pWanted = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted; + CWanted* pWanted = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted; UpdateCompareFlag(pWanted->m_nMinWantedLevel - pWanted->m_nWantedLevel > 0); return 0; } @@ -136,7 +136,7 @@ int8 CRunningScript::ProcessCommands1400To1499(int32 command) CTheScripts::ReadTextLabelFromScript(&m_nIp, key); m_nIp += KEY_LENGTH_IN_SCRIPT; CVector pos = pPlayerInfo->GetPos(); - CZone *infoZone = CTheZones::FindInformationZoneForPosition(&pos); + CZone* infoZone = CTheZones::FindInformationZoneForPosition(&pos); UpdateCompareFlag(strncmp(key, infoZone->name, 8) == 0); // original code doesn't seem to be using strncmp in here and compare 2 ints instead return 0; } @@ -352,7 +352,7 @@ int8 CRunningScript::ProcessCommands1400To1499(int32 command) case COMMAND_CREATE_DUST_EFFECT_FOR_CUTSCENE_HELI: { CollectParameters(&m_nIp, 3); - CObject *pHeli = CPools::GetObjectPool()->GetAt(ScriptParams[0]); + CObject* pHeli = CPools::GetObjectPool()->GetAt(ScriptParams[0]); bool found = false; float waterLevel = -1000.0f; CVector pos = pHeli->GetPosition(); diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 581e219a..bb3a0fbe 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -4350,7 +4350,7 @@ CCam::ProcessArrestCamOne(void) ((CPed*)TheCamera.pTargetEntity)->m_pedIK.GetComponentPosition(TargetPos, PED_MID); if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop) cop = FindPlayerPed()->m_pArrestingCop; - if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.5f){ + if(cop && CGeneral::GetRandomNumberInRange(0.0f, 1.0f) > 0.5f){ ArrestModes[0] = ARRESTCAM_OVERSHOULDER; ArrestModes[1] = ARRESTCAM_ALONGGROUND; ArrestModes[2] = ARRESTCAM_OVERSHOULDER; @@ -4372,7 +4372,7 @@ CCam::ProcessArrestCamOne(void) if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop) cop = FindPlayerPed()->m_pArrestingCop; - if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.65f){ + if(cop && CGeneral::GetRandomNumberInRange(0.0f, 1.0f) > 0.65f){ ArrestModes[0] = ARRESTCAM_OVERSHOULDER; ArrestModes[1] = ARRESTCAM_LAMPPOST; ArrestModes[2] = ARRESTCAM_ALONGGROUND; @@ -4442,6 +4442,7 @@ CCam::ProcessArrestCamOne(void) pStoredCopPed = nil; } + Source = CamSource; CVector OrigSource = Source; TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV); Front = TargetPos - Source; @@ -4468,8 +4469,9 @@ CCam::ProcessArrestCamOne(void) if(nUsingWhichCamera == ARRESTCAM_OVERSHOULDER && pStoredCopPed){ foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, pStoredCopPed, TargetPos, CamSource); - if(CamSource.z > Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep()) - CamSource.z = Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep(); + float newZ = Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep(); + if(CamSource.z > newZ) + CamSource.z = newZ; }else if(nUsingWhichCamera >= ARRESTCAM_ALONGGROUND_RIGHT && nUsingWhichCamera <= ARRESTCAM_ALONGGROUND_LEFT_UP){ CamSource = Source; Front = TargetPos - CamSource; diff --git a/src/core/SurfaceTable.h b/src/core/SurfaceTable.h index cd08c843..8ff43106 100644 --- a/src/core/SurfaceTable.h +++ b/src/core/SurfaceTable.h @@ -81,6 +81,7 @@ inline bool IsShootThrough(uint8 surfType) { switch(surfType) + case SURFACE_TRANSPARENT_CLOTH: case SURFACE_METAL_CHAIN_FENCE: case SURFACE_TRANSPARENT_STONE: case SURFACE_SCAFFOLD_POLE: diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 350e8c45..f3181fa8 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -449,10 +449,10 @@ void CHud::Draw() } if (m_WeaponState != FADED_OUT) { CWeapon *weapon = playerPed->GetWeapon(); - uint32 AmmoAmount = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType)->m_nAmountofAmmunition; - uint32 AmmoInClip = weapon->m_nAmmoInClip; - uint32 TotalAmmo = weapon->m_nAmmoTotal; - uint32 Ammo, Clip; + int32 AmmoAmount = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType)->m_nAmountofAmmunition; + int32 AmmoInClip = weapon->m_nAmmoInClip; + int32 TotalAmmo = weapon->m_nAmmoTotal; + int32 Ammo, Clip; if (AmmoAmount <= 1 || AmmoAmount >= 1000) sprintf(sTemp, "%d", TotalAmmo); diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index e2213399..940a6b98 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -911,7 +911,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) CWorld::bIncludeDeadPeds = true; CWorld::bIncludeBikers = true; - CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeDeadPeds = false; CWorld::bIncludeBikers = false; } @@ -924,7 +924,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) shooterPed->TransformToNode(target, PED_HANDR); CWorld::bIncludeBikers = true; - CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeBikers = false; } } @@ -935,7 +935,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) CWorld::bIncludeBikers = true; CWorld::bIncludeDeadPeds = true; CWorld::bIncludeCarTyres = true; - CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeBikers = false; CWorld::bIncludeDeadPeds = false; CWorld::bIncludeCarTyres = false; @@ -981,7 +981,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) target *= info->m_fRange; target += *fireSource; CWorld::pIgnoreEntity = shooter; - CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); CWorld::pIgnoreEntity = nil; int32 rotSpeed = 1; @@ -1014,7 +1014,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) } CWorld::bIncludeBikers = true; - CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeBikers = false; int32 rotSpeed = 1; @@ -1683,7 +1683,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) CWorld::bIncludeCarTyres = true; CWorld::bIncludeBikers = true; CWorld::bIncludeDeadPeds = true; - CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeDeadPeds = false; CWorld::bIncludeCarTyres = false; } @@ -1716,7 +1716,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) CWorld::bIncludeDeadPeds = true; CWorld::bIncludeBikers = true; - CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeDeadPeds = false; } CWorld::bIncludeBikers = false; @@ -2329,7 +2329,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) CVector source = cam->Source; CVector target = cam->Front*info->m_fRange + source; - if (CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true)) { + if (ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false)) { CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target); } CWorld::pIgnoreEntity = nil; @@ -3176,7 +3176,7 @@ CPed::IsPedDoingDriveByShooting(void) 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) { - return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects); + return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, false, ignoreSomeObjects, true); } |