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-rw-r--r--src/peds/Ped.cpp6
-rw-r--r--src/peds/PedFight.cpp28
-rw-r--r--src/peds/PlayerPed.cpp38
-rw-r--r--src/peds/PlayerPed.h6
-rw-r--r--src/weapons/Weapon.cpp71
5 files changed, 122 insertions, 27 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index fbe63a1a..6cbe7484 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -1233,8 +1233,12 @@ CPed::ClearAimFlag(void)
m_lookTimer = 0;
}
- if (IsPlayer())
+ if (IsPlayer()) {
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
+#ifdef FREE_CAM
+ ((CPlayerPed*)this)->m_bFreeAimActive = false;
+#endif
+ }
}
void
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
index 20df6553..43ded57a 100644
--- a/src/peds/PedFight.cpp
+++ b/src/peds/PedFight.cpp
@@ -345,11 +345,17 @@ CPed::SetAttack(CEntity *victim)
if (m_pLookTarget) {
SetAimFlag(m_pLookTarget);
- } else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
- SetAimFlag(m_fRotationCur);
- ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
- } else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
- SetAimFlag(m_fRotationCur);
+#ifdef FREE_CAM
+ } else if (this != FindPlayerPed() || !((CPlayerPed*)this)->m_bFreeAimActive) {
+#else
+ } else {
+#endif
+ if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
+ SetAimFlag(m_fRotationCur);
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
+ } else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
+ SetAimFlag(m_fRotationCur);
+ }
}
}
#ifdef FIX_BUGS
@@ -821,6 +827,9 @@ CPed::Attack(void)
if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
+#ifdef FREE_CAM
+ if (!IsPlayer() || !((CPlayerPed*)this)->m_bFreeAimActive)
+#endif
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
@@ -1017,6 +1026,15 @@ CPed::Attack(void)
weaponAnimAssoc->SetCurrentTime(animLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt);
+#ifdef FREE_CAM
+ } else if (IsPlayer() && ((CPlayerPed*)this)->m_bFreeAimActive && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+ float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
+ SetLookFlag(limitedCam, true, true);
+ SetAimFlag(limitedCam);
+ SetLookTimer(INT32_MAX);
+ SetPointGunAt(nil);
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
+#endif
} else {
ClearAimFlag();
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
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
index 1b7158b5..30b67199 100644
--- a/src/peds/PlayerPed.h
+++ b/src/peds/PlayerPed.h
@@ -44,6 +44,12 @@ public:
float m_fGunSpinAngle;
unsigned int m_nPadDownPressedInMilliseconds;
unsigned int m_nLastBusFareCollected;
+#ifdef FREE_CAM
+ bool m_bFreeAimActive;
+ CVector m_cachedCamSource;
+ CVector m_cachedCamFront;
+ CVector m_cachedCamUp;
+#endif
static bool bDontAllowWeaponChange;
#ifndef MASTER
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index c0319a11..2d219e2d 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -49,6 +49,29 @@ bool CWeapon::bPhotographHasBeenTaken;
int32 sniperPirateCheck = 0x00797743; // 'Cwy\0' ???
#endif
+#ifdef FREE_CAM
+static bool
+Find3rdPersonCamTargetVectorFromCachedVectors(float dist, CVector pos, CVector& source, CVector& target, CVector camSource, CVector camFront, CVector camUp)
+{
+ if (CPad::GetPad(0)->GetLookBehindForPed()) {
+ source = pos;
+ target = dist * FindPlayerPed()->GetForward() + source;
+ return false;
+ } else {
+ float angleX = DEGTORAD((CCamera::m_f3rdPersonCHairMultX - 0.5f) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV * CDraw::GetAspectRatio());
+ float angleY = DEGTORAD((0.5f - CCamera::m_f3rdPersonCHairMultY) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV);
+ source = camSource;
+ target = camFront;
+ target += camUp * Tan(angleY);
+ target += CrossProduct(camFront, camUp) * Tan(angleX);
+ target.Normalise();
+ source += DotProduct(pos - source, target) * target;
+ target = dist * target + source;
+ return true;
+ }
+}
+#endif
+
CWeaponInfo *
CWeapon::GetInfo()
{
@@ -943,17 +966,23 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
- TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
#ifdef FREE_CAM
- CPed *shooterPed = (CPed *)shooter;
- if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
- target.x = info->m_fRange;
- target.y = 0.0f;
- target.z = 0.0f;
+ if (CCamera::bFreeCam) {
+ CPlayerPed* shooterPed = (CPlayerPed*)shooter;
+ Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
- shooterPed->TransformToNode(target, PED_HANDR);
- }
+ if ((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
+ target.x = info->m_fRange;
+ target.y = 0.0f;
+ target.z = 0.0f;
+
+ shooterPed->TransformToNode(target, PED_HANDR);
+ }
+ } else
#endif
+ {
+ TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
+ }
#ifdef FIX_BUGS
// fix muzzleflash rotation
@@ -1708,8 +1737,19 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
- TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
- CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
+ CVector Left;
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam) {
+ CPlayerPed* shooterPed = (CPlayerPed*)shooter;
+ Find3rdPersonCamTargetVectorFromCachedVectors(1.0f, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
+ Left = CrossProduct(shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
+ }
+ else
+#endif
+ {
+ TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
+ Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
+ }
float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
target = f * Left + target - source;
@@ -2151,7 +2191,16 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
- TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam) {
+ CPlayerPed* shooterPed = (CPlayerPed*)shooter;
+ Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
+ }
+ else
+#endif
+ {
+ TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
+ }
float norm = (1.0f / info->m_fRange);
dir = (target - source) * norm;
}