diff options
Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index c84ed4b4..2dbdb59c 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -228,7 +228,7 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon) GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition); - if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim)) + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM)) ClearWeaponTarget(); // WEAPONTYPE_SNIPERRIFLE? Wut? @@ -855,7 +855,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed) bIsAttacking = false; } - if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) { + if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) { if (m_nEvadeAmount != 0 && m_pEvadingFrom) { SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1); m_nEvadeAmount = 0; @@ -900,13 +900,13 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed) return; } - if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) { + if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) { m_nMoveState = PEDMOVE_SPRINT; } if (m_nPedState != PED_FIGHT) SetRealMoveAnim(); - if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && + if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)) && padUsed->JumpJustDown() && m_nPedState != PED_JUMP) { ClearAttack(); @@ -1034,14 +1034,14 @@ CPlayerPed::CanIKReachThisTarget(CVector target, CWeapon* weapon, bool zRotImpor float angleToFace = CGeneral::GetRadianAngleBetweenPoints(target.x, target.y, GetPosition().x, GetPosition().y); float angleDiff = CGeneral::LimitRadianAngle(angleToFace - m_fRotationCur); - return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_bCanAimWithArm || Abs(angleDiff) <= HALFPI) && - (CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_bCanAimWithArm || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D()); + return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(angleDiff) <= HALFPI) && + (CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D()); } void CPlayerPed::RotatePlayerToTrackTarget(void) { - if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) return; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( @@ -1250,7 +1250,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) bCrouchWhenShooting = false; } - if(weaponInfo->m_bCanAim) + if(weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) m_wepAccuracy = 95; else m_wepAccuracy = 100; @@ -1310,7 +1310,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_bHaveTargetSelected = false; } if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && - !weaponInfo->m_bFightMode) { + !weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) { if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE || padUsed->WeaponJustDown()) @@ -1342,7 +1342,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { -#define CAN_AIM_WITH_ARM (weaponInfo->m_bCanAimWithArm && !bIsDucking && !bCrouchWhenShooting) +#define CAN_AIM_WITH_ARM (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && !bIsDucking && !bCrouchWhenShooting) // Weapons except throwable and melee ones if (weaponInfo->m_nWeaponSlot > 2) { if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) { @@ -1365,7 +1365,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_headingRate = 12.5f; // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly) - if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) { + if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) { m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float limitedRotDest = m_fRotationDest; @@ -1392,7 +1392,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) } #endif - if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) { + if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) { if (m_pPointGunAt) { // what?? if (!m_pPointGunAt @@ -1415,7 +1415,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) return; } if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) || - (!bCanPointGunAtTarget && !weaponInfo->m_bCanAimWithArm)) { // this line isn't on Mobile, idk why + (!bCanPointGunAtTarget && !weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))) { // this line isn't on Mobile, idk why ClearWeaponTarget(); return; } @@ -1460,7 +1460,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) bool CPlayerPed::MovementDisabledBecauseOfTargeting(void) { - return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm; + return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM); } // --MIAMI: Done @@ -1521,7 +1521,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) return; } - if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) && padUsed->GetSprint()) { + if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) { if (!m_pCurrentPhysSurface || (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08)) m_nMoveState = PEDMOVE_SPRINT; } @@ -1529,7 +1529,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) if (m_nPedState != PED_FIGHT) SetRealMoveAnim(); - if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy) + if (!bIsInTheAir && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown() && m_nPedState != PED_JUMP) { ClearAttack(); ClearWeaponTarget(); |