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-rw-r--r--src/weapons/Weapon.cpp2215
1 files changed, 2183 insertions, 32 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 0f41264f..a3d52f69 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -1,23 +1,92 @@
#include "common.h"
-#include "patcher.h"
+
#include "Weapon.h"
+#include "AnimBlendAssociation.h"
+#include "AudioManager.h"
+#include "BulletInfo.h"
+#include "Camera.h"
+#include "Coronas.h"
+#include "DMAudio.h"
+#include "Explosion.h"
+#include "General.h"
+#include "Glass.h"
+#include "Heli.h"
+#include "ModelIndices.h"
+#include "Object.h"
+#include "Pad.h"
+#include "Particle.h"
+#include "Ped.h"
+#include "PointLights.h"
+#include "Pools.h"
+#include "ProjectileInfo.h"
+#include "RpAnimBlend.h"
+#include "ShotInfo.h"
+#include "SpecialFX.h"
+#include "Stats.h"
+#include "TempColModels.h"
#include "Timer.h"
+#include "Vehicle.h"
+#include "WaterLevel.h"
#include "WeaponInfo.h"
-#include "Ped.h"
#include "World.h"
-WRAPPER void CWeapon::ShutdownWeapons(void) { EAXJMP(0x55C2F0); }
-WRAPPER void CWeapon::UpdateWeapons(void) { EAXJMP(0x55C310); }
-WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
-WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
-WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
-WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
-WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
-WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
-WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
+uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
+{
+ 0, // UNARMED
+ 0, // BASEBALLBAT
+ 250, // COLT45
+ 400, // UZI
+ 650, // SHOTGUN
+ 300, // AK47
+ 300, // M16
+ 423, // SNIPERRIFLE
+ 400, // ROCKETLAUNCHER
+ 0, // FLAMETHROWER
+ 0, // MOLOTOV
+ 0, // GRENADE
+ 0, // DETONATOR
+ 0 // HELICANNON
+};
+
+CWeaponInfo *
+CWeapon::GetInfo()
+{
+ CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
+ ASSERT(info!=nil);
+ return info;
+}
+
+void
+CWeapon::InitialiseWeapons(void)
+{
+ CWeaponInfo::Initialise();
+ CShotInfo::Initialise();
+ CExplosion::Initialise();
+ CProjectileInfo::Initialise();
+ CBulletInfo::Initialise();
+}
void
-CWeapon::Initialise(eWeaponType type, int ammo)
+CWeapon::ShutdownWeapons(void)
+{
+ CWeaponInfo::Shutdown();
+ CShotInfo::Shutdown();
+ CExplosion::Shutdown();
+ CProjectileInfo::Shutdown();
+ CBulletInfo::Shutdown();
+}
+
+void
+CWeapon::UpdateWeapons(void)
+{
+ CShotInfo::Update();
+ CExplosion::Update();
+ CProjectileInfo::Update();
+ CBulletInfo::Update();
+}
+
+void
+CWeapon::Initialise(eWeaponType type, int32 ammo)
{
m_eWeaponType = type;
m_eWeaponState = WEAPONSTATE_READY;
@@ -30,13 +99,1873 @@ CWeapon::Initialise(eWeaponType type, int ammo)
m_nTimer = 0;
}
+bool
+CWeapon::Fire(CEntity *shooter, CVector *fireSource)
+{
+ ASSERT(shooter!=nil);
+
+ CVector fireOffset(0.0f, 0.0f, 0.6f);
+ CVector *source = fireSource;
+
+ if (!fireSource) {
+ static CVector tmp;
+ tmp = shooter->GetMatrix() * fireOffset;
+ source = &tmp;
+ }
+ if ( m_bAddRotOffset )
+ {
+ float heading = RADTODEG(shooter->GetForward().Heading());
+ float angle = DEGTORAD(heading);
+ (*source).x += -Sin(angle) * 0.15f;
+ (*source).y += Cos(angle) * 0.15f;
+ }
+
+ if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
+ return false;
+
+ bool fired;
+
+ if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
+ {
+ if ( m_nAmmoInClip <= 0 )
+ return false;
+
+ switch ( m_eWeaponType )
+ {
+ case WEAPONTYPE_SHOTGUN:
+ {
+ fired = FireShotgun(shooter, source);
+
+ break;
+ }
+
+ case WEAPONTYPE_COLT45:
+ case WEAPONTYPE_UZI:
+ case WEAPONTYPE_AK47:
+ {
+ fired = FireInstantHit(shooter, source);
+
+ break;
+ }
+
+ case WEAPONTYPE_SNIPERRIFLE:
+ {
+ fired = FireSniper(shooter);
+
+ break;
+ }
+
+ case WEAPONTYPE_M16:
+ {
+ if ( TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON && shooter == FindPlayerPed() )
+ fired = FireM16_1stPerson(shooter);
+ else
+ fired = FireInstantHit(shooter, source);
+
+ break;
+ }
+
+ case WEAPONTYPE_ROCKETLAUNCHER:
+ {
+ if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
+ {
+ float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
+
+ if ( distToTarget > 8.0f || ((CPed*)shooter)->IsPlayer() )
+ fired = FireProjectile(shooter, source, 0.0f);
+ else
+ fired = false;
+ }
+ else
+ fired = FireProjectile(shooter, source, 0.0f);
+
+ break;
+ }
+
+ case WEAPONTYPE_MOLOTOV:
+ case WEAPONTYPE_GRENADE:
+ {
+ if ( shooter == FindPlayerPed() )
+ {
+ fired = FireProjectile(shooter, source, ((CPlayerPed*)shooter)->m_fAttackButtonCounter*0.0375f);
+ if ( m_eWeaponType == WEAPONTYPE_GRENADE )
+ CStats::KgsOfExplosivesUsed++;
+ }
+ else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
+ {
+ float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
+ float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
+
+ fired = FireProjectile(shooter, source, power);
+ }
+ else
+ fired = FireProjectile(shooter, source, 0.3f);
+
+ break;
+ }
+
+ case WEAPONTYPE_FLAMETHROWER:
+ {
+ fired = FireAreaEffect(shooter, source);
+
+ break;
+ }
+
+ case WEAPONTYPE_DETONATOR:
+ {
+ CWorld::UseDetonator(shooter);
+ m_nAmmoTotal = 1;
+ m_nAmmoInClip = m_nAmmoTotal;
+ fired = true;
+
+ break;
+ }
+
+ case WEAPONTYPE_HELICANNON:
+ {
+ if ( (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON )
+ && shooter == FindPlayerPed() )
+ {
+ fired = FireM16_1stPerson(shooter);
+ }
+ else
+ fired = FireInstantHit(shooter, source);
+
+ break;
+ }
+
+ default:
+ {
+ debug("Unknown weapon type, Weapon.cpp");
+ break;
+ }
+ }
+
+ if ( fired )
+ {
+ bool isPlayer = false;
+
+ if ( shooter->IsPed() )
+ {
+ CPed *shooterPed = (CPed*)shooter;
+
+ shooterPed->bIsShooting = true;
+
+ if ( shooterPed->IsPlayer() )
+ isPlayer = true;
+
+ DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
+ }
+
+ if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
+ if ( m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) ) m_nAmmoTotal--;
+
+ if ( m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER )
+ DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f);
+
+ m_eWeaponState = WEAPONSTATE_FIRING;
+ }
+
+ if ( m_nAmmoInClip == 0 )
+ {
+ if ( m_nAmmoTotal == 0 )
+ return true;
+
+ m_eWeaponState = WEAPONSTATE_RELOADING;
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
+
+ if ( shooter == FindPlayerPed() )
+ {
+ if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload )
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4;
+ }
+
+ return true;
+ }
+
+ m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
+ if ( shooter == FindPlayerPed() )
+ CStats::RoundsFiredByPlayer++;
+ }
+ else
+ {
+ if ( m_eWeaponState != WEAPONSTATE_FIRING )
+ {
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
+ m_eWeaponState = WEAPONSTATE_FIRING;
+ }
+
+ FireMelee(shooter, *source);
+ }
+
+ if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
+ return true;
+ else
+ return fired;
+}
+
+bool
+CWeapon::FireFromCar(CAutomobile *shooter, bool left)
+{
+ ASSERT(shooter!=nil);
+
+ if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
+ return false;
+
+ if ( m_nAmmoInClip <= 0 )
+ return false;
+
+ if ( FireInstantHitFromCar(shooter, left) )
+ {
+ DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
+
+ if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
+ if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--;
+
+ m_eWeaponState = WEAPONSTATE_FIRING;
+
+ if ( m_nAmmoInClip == 0 )
+ {
+ if ( m_nAmmoTotal == 0 )
+ return true;
+
+ m_eWeaponState = WEAPONSTATE_RELOADING;
+ m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
+
+ return true;
+ }
+
+ m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
+ if ( shooter == FindPlayerVehicle() )
+ CStats::RoundsFiredByPlayer++;
+ }
+
+ return true;
+}
+
+bool
+CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
+{
+ ASSERT(shooter!=nil);
+
+ CWeaponInfo *info = GetInfo();
+
+ bool anim2Playing = false;
+ if ( RpAnimBlendClumpGetAssociation(shooter->GetClump(), info->m_Anim2ToPlay) )
+ anim2Playing = true;
+
+ ASSERT(shooter->IsPed());
+
+ CPed *shooterPed = (CPed*)shooter;
+
+ for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ )
+ {
+ CPed *victimPed = shooterPed->m_nearPeds[i];
+ ASSERT(victimPed!=nil);
+
+ if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget)
+ && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) )
+ {
+ bool collided = false;
+
+ CColModel *victimPedCol = &CTempColModels::ms_colModelPed1;
+ if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) )
+ victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
+
+
+ float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
+ if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
+ {
+ CVector victimPedPos = victimPed->GetPosition();
+ if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
+ {
+ CVector collisionDist;
+
+ int32 s = 0;
+ while ( s < victimPedCol->numSpheres )
+ {
+ CColSphere *sphere = &victimPedCol->spheres[s];
+ collisionDist = victimPedPos+sphere->center-(*fireSource);
+
+ if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
+ {
+ collided = true;
+ break;
+ }
+ s++;
+ }
+
+ if ( !(victimPed->IsPlayer() && victimPed->GetPedState() == PED_GETUP) )
+ {
+ if ( collided )
+ {
+ float victimPedHealth = victimPed->m_fHealth;
+ CVector bloodPos = fireSource + (collisionDist*0.7f);
+
+ CVector2D posOffset(shooterPed->GetPosition().x-victimPedPos.x, shooterPed->GetPosition().y-victimPedPos.y);
+
+ int32 localDir = victimPed->GetLocalDirection(posOffset);
+
+ bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
+
+ if ( !victimPed->DyingOrDead() )
+ victimPed->ReactToAttack(shooterPed);
+
+ uint8 hitLevel = HITLEVEL_HIGH;
+ if ( isBat && victimPed->OnGround() )
+ hitLevel = HITLEVEL_GROUND;
+
+ victimPed->StartFightDefend(localDir, hitLevel, 10);
+
+ if ( !victimPed->DyingOrDead() )
+ {
+ if ( shooterPed->IsPlayer() && isBat && anim2Playing )
+ victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir);
+ else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive )
+ victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir);
+ else
+ {
+ if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair
+ victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir);
+ else
+ victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir);
+ }
+ }
+
+ if ( CGame::nastyGame )
+ {
+ if ( victimPed->GetIsOnScreen() )
+ {
+ CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr());
+
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+
+ if ( isBat )
+ {
+ dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+
+ dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir);
+ }
+ }
+ }
+
+ if ( !victimPed->OnGround() )
+ {
+ if ( victimPed->m_fHealth > 0.0f
+ && (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) )
+ {
+ posOffset.Normalise();
+ victimPed->bIsStanding = false;
+ victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
+
+ if ( isBat && victimPed->IsPlayer() )
+ victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+ else
+ victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+
+ shooterPed->m_pSeekTarget = victimPed;
+ shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget);
+ }
+ }
+ else if (victimPed->Dying() && !anim2Playing)
+ {
+ posOffset.Normalise();
+ victimPed->bIsStanding = false;
+ victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
+ }
+
+ m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT;
+
+ if ( victimPed->m_nPedType == PEDTYPE_COP )
+ CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+bool
+CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
+ CWeaponInfo *info = GetInfo();
+
+ CVector source, target;
+ CColPoint point;
+ CEntity *victim = nil;
+
+ float heading = RADTODEG(shooter->GetForward().Heading());
+ float angle = DEGTORAD(heading);
+
+ CVector2D ahead(-Sin(angle), Cos(angle));
+ ahead.Normalise();
+
+ CVector vel = ((CPed *)shooter)->m_vecMoveSpeed;
+ int32 shooterMoving = false;
+ if ( Abs(vel.x) > 0.0f && Abs(vel.y) > 0.0f )
+ shooterMoving = true;
+
+ if ( shooter == FindPlayerPed() )
+ {
+ static float prev_heading = 0.0f;
+ prev_heading = ((CPed*)shooter)->m_fRotationCur;
+ }
+
+ if ( shooter->IsPed() && ((CPed *)shooter)->m_pPointGunAt )
+ {
+ CPed *shooterPed = (CPed *)shooter;
+ if ( shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY )
+ {
+ int32 accuracy = shooterPed->m_wepAccuracy;
+ int32 inaccuracy = 100-accuracy;
+
+ if ( accuracy != 100 )
+ FindPlayerPed(); //what ?
+
+ CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
+ if ( threatAttack->IsPed() )
+ {
+ threatAttack->m_pedIK.GetComponentPosition(target, PED_MID);
+ threatAttack->ReactToPointGun(shooter);
+ }
+ else
+ target = threatAttack->GetPosition();
+
+ target -= *fireSource;
+ target *= info->m_fRange / target.Magnitude();
+ target += *fireSource;
+
+ if ( inaccuracy != 0 )
+ {
+ target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
+ target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
+ target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
+ }
+
+ CWorld::bIncludeDeadPeds = true;
+ ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ CWorld::bIncludeDeadPeds = false;
+ }
+ else
+ {
+ target.x = info->m_fRange;
+ target.y = 0.0f;
+ target.z = 0.0f;
+
+ shooterPed->TransformToNode(target, PED_HANDR);
+
+ ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ }
+ }
+ else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
+ {
+ CVector src, trgt;
+ TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
+
+ CWorld::bIncludeDeadPeds = true;
+ ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ CWorld::bIncludeDeadPeds = false;
+
+ int32 rotSpeed = 1;
+ if ( m_eWeaponType == WEAPONTYPE_M16 )
+ rotSpeed = 4;
+
+ CVector bulletPos;
+ if ( CHeli::TestBulletCollision(&src, &trgt, &bulletPos, 4) )
+ {
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
+ }
+ }
+ else
+ {
+ float shooterHeading = RADTODEG(shooter->GetForward().Heading());
+ float shooterAngle = DEGTORAD(shooterHeading);
+
+ CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
+ rotOffset.Normalise();
+
+ target = *fireSource;
+ target.x += rotOffset.x * info->m_fRange;
+ target.y += rotOffset.y * info->m_fRange;
+
+ if ( shooter->IsPed() )
+ DoDoomAiming(shooter, fireSource, &target);
+
+ ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+
+ int32 rotSpeed = 1;
+ if ( m_eWeaponType == WEAPONTYPE_M16 )
+ rotSpeed = 4;
+
+ CVector bulletPos;
+ if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
+ {
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
+ }
+ }
+
+ if ( victim && shooter->IsPed() && victim == ((CPed*)shooter)->m_leader )
+ return false;
+
+ CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed *)shooter, 1000);
+
+ if ( shooter == FindPlayerPed() )
+ {
+ CStats::InstantHitsFiredByPlayer++;
+ if ( !(CTimer::GetFrameCounter() & 3) )
+ MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
+ }
+
+ switch ( m_eWeaponType )
+ {
+ case WEAPONTYPE_AK47:
+ {
+ static uint8 counter = 0;
+
+ if ( !(++counter & 1) )
+ {
+ CPointLights::AddLight(CPointLights::LIGHT_POINT,
+ *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ CVector gunflashPos = *fireSource;
+ gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.10f);
+ gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
+ gunflashPos += CVector(0.05f*ahead.x, 0.05f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
+ gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+
+ CVector gunsmokePos = *fireSource;
+ float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
+
+ CVector gunshellPos = *fireSource;
+ gunshellPos -= CVector(0.5f*ahead.x, 0.5f*ahead.y, 0.0f);
+ CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
+ dir.Normalise2D();
+ AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.018f);
+ }
+
+ break;
+ }
+
+ case WEAPONTYPE_M16:
+ {
+ static uint8 counter = 0;
+
+ if ( !(++counter & 1) )
+ {
+ CPointLights::AddLight(CPointLights::LIGHT_POINT,
+ *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ CVector gunflashPos = *fireSource;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
+ gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
+ gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
+
+ gunflashPos = *fireSource;
+ gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
+ gunflashPos.z += 0.04f;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+ gunflashPos.z += 0.04f;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+ gunflashPos.z += 0.03f;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
+ gunflashPos = *fireSource;
+ gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
+ gunflashPos.z -= 0.04f;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+ gunflashPos.z -= 0.04f;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+ gunflashPos.z -= 0.03f;
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
+ CVector offset = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
+ offset.Normalise2D();
+
+ gunflashPos = *fireSource;
+ gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
+ gunflashPos += CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+ gunflashPos += CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
+ gunflashPos += CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
+ gunflashPos = *fireSource;
+ gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
+ gunflashPos -= CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+ gunflashPos -= CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
+ gunflashPos -= CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
+ CVector gunsmokePos = *fireSource;
+ float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
+
+ CVector gunshellPos = *fireSource;
+ gunshellPos -= CVector(0.65f*ahead.x, 0.65f*ahead.y, 0.0f);
+ CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
+ dir.Normalise2D();
+ AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.02f);
+ }
+
+ break;
+ }
+
+ case WEAPONTYPE_UZI:
+ {
+ CPointLights::AddLight(CPointLights::LIGHT_POINT,
+ *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ CVector gunflashPos = *fireSource;
+
+ if ( shooterMoving )
+ gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
+
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.07f);
+ gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.05f);
+ gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+ gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
+ gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
+ gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+ gunflashPos += CVector(0.02f*ahead.x, 0.02f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.01f);
+
+ CVector gunsmokePos = *fireSource;
+ float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
+
+ CVector gunshellPos = *fireSource;
+ gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
+ CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
+ dir.Normalise2D();
+ AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
+
+ break;
+ }
+
+ case WEAPONTYPE_COLT45:
+ {
+ CPointLights::AddLight(CPointLights::LIGHT_POINT,
+ *fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ CVector gunflashPos = *fireSource;
+
+ if ( shooterMoving )
+ gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
+
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
+ gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
+ gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
+
+ CVector gunsmokePos = *fireSource;
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), nil, 0.005f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), nil, 0.015f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), nil, 0.025f);
+
+ CVector gunshellPos = *fireSource;
+ gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
+ CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
+ dir.Normalise2D();
+ AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
+
+ break;
+ }
+ }
+
+ DoBulletImpact(shooter, victim, fireSource, &target, &point, ahead);
+
+ return true;
+}
+
+void
+CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &direction, float size)
+{
+ ASSERT(shooter!=nil);
+
+ if ( shooter == nil)
+ return;
+
+ CVector dir(direction.x*0.05f, direction.y*0.05f, CGeneral::GetRandomNumberInRange(0.02f, 0.08f));
+
+ static CVector prevEntityPosition(0.0f, 0.0f, 0.0f);
+ CVector entityPosition = shooter->GetPosition();
+
+ CVector diff = entityPosition - prevEntityPosition;
+
+ if ( Abs(diff.x)+Abs(diff.y)+Abs(diff.z) > 1.5f )
+ {
+ prevEntityPosition = entityPosition;
+
+ CParticle::AddParticle(PARTICLE_GUNSHELL_FIRST,
+ source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
+ }
+ else
+ {
+ CParticle::AddParticle(PARTICLE_GUNSHELL,
+ source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
+ }
+}
+
+void
+CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
+ CVector *source, CVector *target, CColPoint *point, CVector2D ahead)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+ ASSERT(point!=nil);
+
+ CWeaponInfo *info = GetInfo();
+
+ if ( victim )
+ {
+ CGlass::WasGlassHitByBullet(victim, point->point);
+
+ CVector traceTarget = point->point;
+ CBulletTraces::AddTrace(source, &traceTarget);
+
+ if ( shooter != nil )
+ {
+ if ( shooter == FindPlayerPed() )
+ {
+ if ( victim->IsPed() || victim->IsVehicle() )
+ CStats::InstantHitsHitByPlayer++;
+ }
+ }
+
+ if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 )
+ {
+ CPed *victimPed = (CPed *)victim;
+ if ( !victimPed->OnGround() && victim != shooter )
+ {
+ if ( victimPed->DoesLOSBulletHitPed(*point) )
+ {
+ CVector pos = victimPed->GetPosition();
+
+ CVector2D posOffset(source->x-pos.x, source->y-pos.y);
+ int32 localDir = victimPed->GetLocalDirection(posOffset);
+
+ victimPed->ReactToAttack(shooter);
+
+ if ( !victimPed->IsPedInControl() || victimPed->bIsDucking )
+ {
+ victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
+ }
+ else
+ {
+ if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
+ {
+ posOffset.Normalise();
+ victimPed->bIsStanding = false;
+
+ victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
+ victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+
+ victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
+ }
+ else
+ {
+ if ( victimPed->IsPlayer() )
+ {
+ CPlayerPed *victimPlayer = (CPlayerPed *)victimPed;
+ if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() )
+ {
+ victimPed->ClearAttackByRemovingAnim();
+
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ ASSERT(asoc!=nil);
+
+ asoc->blendAmount = 0.0f;
+ asoc->blendDelta = 8.0f;
+
+ if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 )
+ victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
+ else
+ victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
+ }
+ }
+ else
+ {
+ victimPed->ClearAttackByRemovingAnim();
+
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ ASSERT(asoc!=nil);
+
+ asoc->blendAmount = 0.0f;
+ asoc->blendDelta = 8.0f;
+ }
+
+ victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
+ }
+ }
+
+ if ( victimPed->m_nPedType == PEDTYPE_COP )
+ CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
+ else
+ CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
+
+ if ( CGame::nastyGame )
+ {
+ uint8 bloodAmount = 8;
+ if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
+ bloodAmount = 32;
+
+ CVector dir = (point->point - victim->GetPosition()) * 0.01f;
+ dir.z = 0.01f;
+
+ if ( victimPed->GetIsOnScreen() )
+ {
+ for ( uint8 i = 0; i < bloodAmount; i++ )
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir);
+ }
+ }
+ }
+ }
+ else
+ {
+ if ( CGame::nastyGame )
+ {
+ CVector dir = (point->point - victim->GetPosition()) * 0.01f;
+ dir.z = 0.01f;
+
+ if ( victim->GetIsOnScreen() )
+ {
+ for ( int32 i = 0; i < 8; i++ )
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point + CVector(0.0f, 0.0f, 0.15f), dir);
+ }
+
+ if ( victimPed->Dead() )
+ {
+ CAnimBlendAssociation *asoc;
+ if ( RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FLAG800) )
+ asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
+ else
+ asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
+
+ if ( asoc )
+ {
+ asoc->SetCurrentTime(0.0f);
+ asoc->flags |= ASSOC_RUNNING;
+ asoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ switch ( victim->m_type )
+ {
+ case ENTITY_TYPE_BUILDING:
+ {
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
+
+ CVector dist = point->point - (*source);
+ CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
+ CVector smokePos = *source + offset;
+
+ smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+ smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+ smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+
+ CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
+
+ break;
+ }
+ case ENTITY_TYPE_VEHICLE:
+ {
+ ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
+
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
+
+ CVector dist = point->point - (*source);
+ CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
+ CVector smokePos = *source + offset;
+
+ CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
+
+ if ( shooter->IsPed() )
+ {
+ CPed *shooterPed = (CPed *)shooter;
+
+ if ( shooterPed->bNotAllowedToDuck )
+ {
+ if ( shooterPed->bKindaStayInSamePlace && victim != shooterPed->m_pPointGunAt )
+ {
+ shooterPed->bKindaStayInSamePlace = false;
+ shooterPed->m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + 15000;
+ }
+ }
+ }
+
+ break;
+ }
+ case ENTITY_TYPE_OBJECT:
+ {
+ for ( int32 i = 0; i < 8; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
+
+ CObject *victimObject = (CObject *)victim;
+
+ if ( !victimObject->bInfiniteMass )
+ {
+ if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
+ {
+ victimObject->bIsStatic = false;
+ victimObject->AddToMovingList();
+ }
+
+ if ( !victimObject->bIsStatic )
+ {
+ CVector moveForce = point->normal*-4.0f;
+ victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
+ }
+ }
+
+ break;
+ }
+ }
+ }
+
+ switch ( victim->m_type )
+ {
+ case ENTITY_TYPE_BUILDING:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point->point);
+ break;
+ }
+ case ENTITY_TYPE_VEHICLE:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
+ break;
+ }
+ case ENTITY_TYPE_PED:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
+ ((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
+ break;
+ }
+ case ENTITY_TYPE_OBJECT:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point->point);
+ break;
+ }
+ case ENTITY_TYPE_DUMMY:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point->point);
+ break;
+ }
+ }
+ }
+ else
+ CBulletTraces::AddTrace(source, target);
+
+ if ( shooter == FindPlayerPed() )
+ CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
+
+ BlowUpExplosiveThings(victim);
+}
+
+bool
+CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
+ CWeaponInfo *info = GetInfo();
+
+ float heading = RADTODEG(shooter->GetForward().Heading());
+ float angle = DEGTORAD(heading);
+
+ CVector2D rotOffset(-Sin(angle), Cos(angle));
+ rotOffset.Normalise();
+
+ CVector gunflashPos = *fireSource;
+ gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
+ gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.15f);
+ gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
+ CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
+
+ CVector gunsmokePos = *fireSource;
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), nil, 0.1f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), nil, 0.1f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), nil, 0.1f);
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), nil, 0.1f);
+
+ CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed*)shooter, 1000);
+
+ CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0, 0.0, 0.0), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ float shooterAngle;
+
+ if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != nil )
+ {
+ CEntity *threatAttack = ((CPed*)shooter)->m_pPointGunAt;
+ shooterAngle = CGeneral::GetAngleBetweenPoints(threatAttack->GetPosition().x, threatAttack->GetPosition().y,
+ (*fireSource).x, (*fireSource).y);
+ }
+ else
+ shooterAngle = RADTODEG(shooter->GetForward().Heading());
+
+
+ for ( int32 i = 0; i < 5; i++ ) // five shoots at once
+ {
+ float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
+ CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
+
+ CVector source, target;
+ CColPoint point;
+ CEntity *victim;
+
+ 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);
+
+ float f = float(i - 2) * (DEGTORAD(7.5f) / 2);
+ target = f * Left + target - source;
+ target *= info->m_fRange;
+ target += source;
+
+ ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ }
+ else
+ {
+ target = *fireSource;
+ target.x += shootRot.x * info->m_fRange;
+ target.y += shootRot.y * info->m_fRange;
+
+ if ( shooter->IsPed() )
+ {
+ CPed *shooterPed = (CPed *)shooter;
+
+ if ( shooterPed->m_pPointGunAt == nil )
+ DoDoomAiming(shooter, fireSource, &target);
+ else
+ {
+ float distToTarget = (shooterPed->m_pPointGunAt->GetPosition() - (*fireSource)).Magnitude2D();
+ target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z);
+ }
+ }
+
+ ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ }
+
+ if ( victim )
+ {
+ CGlass::WasGlassHitByBullet(victim, point.point);
+
+ CBulletTraces::AddTrace(fireSource, &point.point);
+
+ if ( victim->IsPed() )
+ {
+ CPed *victimPed = (CPed *)victim;
+ if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) )
+ {
+ bool cantStandup = true;
+
+ CVector pos = victimPed->GetPosition();
+
+ CVector2D posOffset((*fireSource).x-pos.x, (*fireSource).y-pos.y);
+ int32 localDir = victimPed->GetLocalDirection(posOffset);
+
+ victimPed->ReactToAttack(FindPlayerPed());
+
+ posOffset.Normalise();
+
+ if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) )
+ cantStandup = false;
+
+ if ( victimPed->bIsStanding && cantStandup )
+ {
+ victimPed->bIsStanding = false;
+
+ victimPed->ApplyMoveForce(posOffset.x*-6.0f, posOffset.y*-6.0f, 5.0f);
+ }
+ else
+ victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f);
+
+ if ( cantStandup )
+ victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
+
+ victimPed->InflictDamage(nil, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
+
+ if ( victimPed->m_nPedType == PEDTYPE_COP )
+ CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
+ else
+ CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
+
+ if ( CGame::nastyGame )
+ {
+ uint8 bloodAmount = 8;
+ if ( m_eWeaponType == WEAPONTYPE_SHOTGUN )
+ bloodAmount = 32;
+
+ CVector dir = (point.point - victim->GetPosition()) * 0.01f;
+ dir.z = 0.01f;
+
+ if ( victimPed->GetIsOnScreen() )
+ {
+ for ( uint8 i = 0; i < bloodAmount; i++ )
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point, dir);
+ }
+ }
+ }
+ }
+ else
+ {
+ switch ( victim->m_type )
+ {
+ case ENTITY_TYPE_VEHICLE:
+ {
+ ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
+
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
+
+ CVector dist = point.point - (*fireSource);
+ CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
+ CVector smokePos = *fireSource + offset;
+
+ CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
+
+ break;
+ }
+
+ case ENTITY_TYPE_BUILDING:
+ case ENTITY_TYPE_OBJECT:
+ {
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
+
+ CVector dist = point.point - (*fireSource);
+ CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
+ CVector smokePos = *fireSource + offset;
+
+ smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+ smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+ smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+
+ CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
+
+ if ( victim->IsObject() )
+ {
+ CObject *victimObject = (CObject *)victim;
+
+ if ( !victimObject->bInfiniteMass )
+ {
+ if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
+ {
+ victimObject->bIsStatic = false;
+ victimObject->AddToMovingList();
+ }
+
+ if ( !victimObject->bIsStatic )
+ {
+ CVector moveForce = point.normal*-5.0f;
+ victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
+ }
+ }
+ }
+
+ break;
+ }
+ }
+ }
+
+ switch ( victim->m_type )
+ {
+ case ENTITY_TYPE_BUILDING:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
+ break;
+ }
+ case ENTITY_TYPE_VEHICLE:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
+ break;
+ }
+ case ENTITY_TYPE_PED:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
+ ((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
+ break;
+ }
+ case ENTITY_TYPE_OBJECT:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
+ break;
+ }
+ case ENTITY_TYPE_DUMMY:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
+ break;
+ }
+ }
+ }
+ else
+ {
+ CVector traceTarget = *fireSource;
+ traceTarget += (target - (*fireSource)) * Min(info->m_fRange, 30.0f) / info->m_fRange;
+ CBulletTraces::AddTrace(fireSource, &traceTarget);
+ }
+ }
+
+ if ( shooter == FindPlayerPed() )
+ CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
+
+ return true;
+}
+
+bool
+CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
+ CVector source, target;
+
+ if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER )
+ {
+ source = *fireSource;
+
+ if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() )
+ {
+ int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+ if (!( mode == CCam::MODE_M16_1STPERSON
+ || mode == CCam::MODE_SNIPER
+ || mode == CCam::MODE_ROCKETLAUNCHER
+ || mode == CCam::MODE_M16_1STPERSON_RUNABOUT
+ || mode == CCam::MODE_SNIPER_RUNABOUT
+ || mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) )
+ {
+ return false;
+ }
+
+ *fireSource += TheCamera.Cams[TheCamera.ActiveCam].Front;
+ }
+ else
+ *fireSource += shooter->GetForward();
+
+ target = *fireSource;
+ }
+ else
+ {
+ float dot = DotProduct(*fireSource-shooter->GetPosition(), shooter->GetForward());
+
+ if ( dot < 0.3f )
+ *fireSource += (0.3f-dot) * shooter->GetForward();
+
+ target = *fireSource;
+
+ if ( target.z - shooter->GetPosition().z > 0.0f )
+ target += 0.6f*shooter->GetForward();
+
+ source = *fireSource - shooter->GetPosition();
+
+ source = *fireSource - DotProduct(source, shooter->GetForward()) * shooter->GetForward();
+ }
+
+ if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) )
+ {
+ if ( m_eWeaponType != WEAPONTYPE_GRENADE )
+ CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
+ else
+ {
+ if ( shooter->IsPed() )
+ {
+ source = shooter->GetPosition() - shooter->GetForward();
+ source.z -= 0.4f;
+
+ if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, nil, false, false, true, false, false, false) )
+ CProjectileInfo::AddProjectile(shooter, m_eWeaponType, source, 0.0f);
+ else
+ CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
+ }
+ }
+ }
+ else
+ CProjectileInfo::AddProjectile(shooter, m_eWeaponType, *fireSource, power);
+
+ return true;
+}
+
+void
+CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir)
+{
+ dir *= 0.7f;
+ CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
+
+ dir *= 0.7f;
+ CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
+
+ dir *= 0.7f;
+ CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
+
+ dir *= 0.7f;
+ CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
+
+ dir *= 0.7f;
+ CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
+}
+
+bool
+CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(fireSource!=nil);
+
+ CWeaponInfo *info = GetInfo();
+
+ float heading = RADTODEG(shooter->GetForward().Heading());
+
+ CVector source;
+ CVector target;
+ CVector dir;
+
+ if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
+ {
+ TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
+ float norm = (1.0f / info->m_fRange);
+ dir = (target - source) * norm;
+ }
+ else
+ {
+ float angle = DEGTORAD(heading);
+ dir = CVector(-Sin(angle)*0.5f, Cos(angle)*0.5f, 0.0f);
+ target = *fireSource + dir;
+ }
+
+ CShotInfo::AddShot(shooter, m_eWeaponType, *fireSource, target);
+ CWeapon::GenerateFlameThrowerParticles(*fireSource, dir);
+
+ return true;
+}
+
+bool
+CWeapon::FireSniper(CEntity *shooter)
+{
+ ASSERT(shooter!=nil);
+
+ int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+ if (!( mode == CCam::MODE_M16_1STPERSON
+ || mode == CCam::MODE_SNIPER
+ || mode == CCam::MODE_ROCKETLAUNCHER
+ || mode == CCam::MODE_M16_1STPERSON_RUNABOUT
+ || mode == CCam::MODE_SNIPER_RUNABOUT
+ || mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) )
+ {
+ return false;
+ }
+
+#ifndef FIX_BUGS
+ CWeaponInfo *info = GetInfo(); //unused
+#endif
+
+ CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
+ ASSERT(cam!=nil);
+
+ CVector source = cam->Source;
+ CVector dir = cam->Front;
+
+ if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f )
+ CCoronas::bSmallMoon = !CCoronas::bSmallMoon;
+
+ dir.Normalise();
+ dir *= 16.0f;
+
+ CBulletInfo::AddBullet(shooter, m_eWeaponType, source, dir);
+
+ if ( shooter == FindPlayerPed() )
+ CStats::InstantHitsFiredByPlayer++;
+
+ if ( shooter == FindPlayerPed() )
+ {
+ CPad::GetPad(0)->StartShake_Distance(240, 128,
+ FindPlayerPed()->GetPosition().x,
+ FindPlayerPed()->GetPosition().y,
+ FindPlayerPed()->GetPosition().z);
+
+ CamShakeNoPos(&TheCamera, 0.2f);
+ }
+
+ return true;
+}
+
+bool
+CWeapon::FireM16_1stPerson(CEntity *shooter)
+{
+ ASSERT(shooter!=nil);
+
+ int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+
+ if (!( mode == CCam::MODE_M16_1STPERSON
+ || mode == CCam::MODE_SNIPER
+ || mode == CCam::MODE_ROCKETLAUNCHER
+ || mode == CCam::MODE_M16_1STPERSON_RUNABOUT
+ || mode == CCam::MODE_SNIPER_RUNABOUT
+ || mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT
+ || mode == CCam::MODE_HELICANNON_1STPERSON) )
+ {
+ return false;
+ }
+
+ CWeaponInfo *info = GetInfo();
+
+ CColPoint point;
+ CEntity *victim;
+
+ CWorld::bIncludeCarTyres = true;
+ CWorld::pIgnoreEntity = shooter;
+ CWorld::bIncludeDeadPeds = true;
+
+ CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
+ ASSERT(cam!=nil);
+
+ CVector source = cam->Source;
+ CVector target = cam->Front*info->m_fRange + source;
+
+ ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ CWorld::bIncludeDeadPeds = false;
+ CWorld::pIgnoreEntity = nil;
+ CWorld::bIncludeCarTyres = false;
+
+ CVector2D front(cam->Front.x, cam->Front.y);
+ front.Normalise();
+
+ DoBulletImpact(shooter, victim, &source, &target, &point, front);
+
+ CVector bulletPos;
+ if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, 4) )
+ {
+ for ( int32 i = 0; i < 16; i++ )
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
+ }
+
+ if ( shooter == FindPlayerPed() )
+ {
+ CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
+
+ if ( m_eWeaponType == WEAPONTYPE_M16 )
+ {
+ TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f;
+ TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f;
+ }
+ else if ( m_eWeaponType == WEAPONTYPE_HELICANNON )
+ {
+ TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f;
+ TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f;
+ }
+ }
+
+ return true;
+}
+
+bool
+CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
+{
+ CWeaponInfo *info = GetInfo();
+
+ CVehicleModelInfo *modelInfo = shooter->GetModelInfo();
+
+ #define FRONTSEATPOS() (&(shooter->IsBoat() ? modelInfo->m_positions[BOAT_POS_FRONTSEAT] : modelInfo->m_positions[CAR_POS_FRONTSEAT]))
+
+ CVector source, target;
+ if ( left )
+ {
+ source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f,
+ float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
+ FRONTSEATPOS()->z + 0.5f);
+ source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
+
+
+ target = shooter->GetMatrix() * CVector(-info->m_fRange,
+ FRONTSEATPOS()->y,
+ FRONTSEATPOS()->z + 0.5f);
+ }
+ else
+ {
+ source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f,
+ float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
+ FRONTSEATPOS()->z + 0.5f);
+ source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
+
+ target = shooter->GetMatrix() * CVector(info->m_fRange,
+ FRONTSEATPOS()->y,
+ FRONTSEATPOS()->z + 0.5f);
+ }
+ #undef FRONTSEATPOS
+
+ if ( TheCamera.GetLookingLRBFirstPerson() && !left )
+ {
+ source -= 0.3f * shooter->GetForward();
+ target -= 0.3f * shooter->GetForward();
+ }
+
+ target += CVector(float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
+ float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
+ float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
+
+ DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
+
+ CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
+
+ if ( !TheCamera.GetLookingLRBFirstPerson() )
+ CParticle::AddParticle(PARTICLE_GUNFLASH, source, CVector(0.0f, 0.0f, 0.0f));
+ else
+ CamShakeNoPos(&TheCamera, 0.01f);
+
+ CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_VEHICLE, shooter, FindPlayerPed(), 1000);
+
+ CPointLights::AddLight(CPointLights::LIGHT_POINT, source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ CColPoint point;
+ CEntity *victim;
+ ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+
+ if ( !(CTimer::GetFrameCounter() & 3) )
+ MakePedsJumpAtShot(shooter, &source, &target);
+
+ if ( victim )
+ {
+ CVector traceTarget = point.point;
+ CBulletTraces::AddTrace(&source, &traceTarget);
+
+ if ( victim->IsPed() )
+ {
+ CPed *victimPed = (CPed*)victim;
+
+ if ( !victimPed->DyingOrDead() && victim != (CEntity *)shooter )
+ {
+ CVector pos = victimPed->GetPosition();
+
+ CVector2D posOffset(source.x-pos.x, source.y-pos.y);
+ int32 localDir = victimPed->GetLocalDirection(posOffset);
+
+ victimPed->ReactToAttack(FindPlayerPed());
+ victimPed->ClearAttackByRemovingAnim();
+
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ ASSERT(asoc!=nil);
+ asoc->blendAmount = 0.0f;
+ asoc->blendDelta = 8.0f;
+
+ victimPed->InflictDamage(shooter, WEAPONTYPE_UZI_DRIVEBY, 3*info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
+
+ pos.z += 0.8f;
+
+ if ( victimPed->GetIsOnScreen() )
+ {
+ if ( CGame::nastyGame )
+ {
+ for ( int32 i = 0; i < 4; i++ )
+ {
+ CVector dir;
+ dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+
+ CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
+ }
+ }
+ }
+
+ if ( victimPed->m_nPedType == PEDTYPE_COP )
+ CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
+ else
+ CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
+ }
+ }
+ else if ( victim->IsVehicle() )
+ ((CVehicle *)victim)->InflictDamage(FindPlayerPed(), WEAPONTYPE_UZI_DRIVEBY, info->m_nDamage);
+ else
+ CGlass::WasGlassHitByBullet(victim, point.point);
+
+ switch ( victim->m_type )
+ {
+ case ENTITY_TYPE_BUILDING:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
+ break;
+ }
+ case ENTITY_TYPE_VEHICLE:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
+ break;
+ }
+ case ENTITY_TYPE_PED:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
+ ((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
+ break;
+ }
+ case ENTITY_TYPE_OBJECT:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
+ break;
+ }
+ case ENTITY_TYPE_DUMMY:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
+ break;
+ }
+ }
+ }
+ else
+ {
+ float norm = 30.0f/info->m_fRange;
+ CVector traceTarget = (target-source)*norm + source;
+ CBulletTraces::AddTrace(&source, &traceTarget);
+ }
+
+ if ( shooter == FindPlayerVehicle() )
+ CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerVehicle()->GetPosition().x, FindPlayerVehicle()->GetPosition().y, FindPlayerVehicle()->GetPosition().z);
+
+ return true;
+}
+
+void
+CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target !=nil);
+
+#ifndef FIX_BUGS
+ CEntity entity; // unused
+#endif
+
+ CPed *shooterPed = (CPed*)shooter;
+ if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
+ return;
+
+ int16 lastEntity;
+ CEntity *entities[16];
+ CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, true, false, false);
+
+ float closestEntityDist = 10000.0f;
+ int16 closestEntity;
+
+ for ( int32 i = 0; i < lastEntity; i++ )
+ {
+ CEntity *victim = entities[i];
+ ASSERT(victim!=nil);
+
+ if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) )
+ {
+ if ( !(victim->m_status == STATUS_TRAIN_MOVING
+ || victim->m_status == STATUS_TRAIN_NOT_MOVING
+ || victim->m_status == STATUS_HELI
+ || victim->m_status == STATUS_PLANE) )
+ {
+ float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
+ float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
+
+ if ( 1.5f*distToVictimZ < distToVictim )
+ {
+ float entityDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
+
+ if ( entityDist < closestEntityDist )
+ {
+ closestEntityDist = entityDist;
+ closestEntity = i;
+ }
+ }
+ }
+ }
+ }
+
+ if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
+ {
+ CEntity *victim = entities[closestEntity];
+ ASSERT(victim !=nil);
+
+ float distToTarget = (*target - *source).Magnitude2D();
+ float distToSource = (victim->GetPosition() - *source).Magnitude2D();
+
+ float victimZ = victim->GetPosition().z + 0.3f;
+ if ( victim->IsPed() )
+ {
+ if ( ((CPed*)victim)->bIsDucking )
+ victimZ -= 0.8f;
+ }
+
+ (*target).z = (distToTarget / distToSource) * (victimZ - (*source).z) + (*source).z;
+ }
+}
+
+void
+CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CVector *target)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(driver!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
+#ifndef FIX_BUGS
+ CEntity entity; // unused
+#endif
+
+ int16 lastEntity;
+ CEntity *entities[16];
+ CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, false, false, false);
+
+ float closestEntityDist = 10000.0f;
+ int16 closestEntity;
+
+ float normZ = (target->z - source->z) / (*target-*source).Magnitude();
+
+ for ( int32 i = 0; i < lastEntity; i++ )
+ {
+ CEntity *victim = entities[i];
+
+ ASSERT(victim!=nil);
+
+ if ( shooter != victim && driver != victim )
+ {
+ if ( !(victim->m_status == STATUS_TRAIN_MOVING
+ || victim->m_status == STATUS_TRAIN_NOT_MOVING
+ || victim->m_status == STATUS_HELI
+ || victim->m_status == STATUS_PLANE) )
+ {
+ if ( !(victim->IsVehicle() && victim->bRenderScorched) )
+ {
+ float distToVictim = (shooter->GetPosition()-victim->GetPosition()).Magnitude2D();
+ float distToVictimZ = Abs(shooter->GetPosition().z - (distToVictim*normZ + victim->GetPosition().z));
+
+ if ( 3.0f*distToVictimZ < distToVictim )
+ {
+ CVector tmp = CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f);
+ if ( CCollision::DistToLine(source, target,
+ &tmp) < victim->GetBoundRadius()*3.0f )
+ {
+ float vehicleDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
+ if ( vehicleDist < closestEntityDist )
+ {
+ closestEntityDist = vehicleDist;
+ closestEntity = i;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
+ {
+ CEntity *victim = entities[closestEntity];
+ ASSERT(victim!=nil);
+
+ float distToTarget = (*target - *source).Magnitude2D();
+ float distToSource = (victim->GetPosition() - *source).Magnitude2D();
+
+ (*target).z = (distToTarget / distToSource) * (0.3f + victim->GetPosition().z - (*source).z) + (*source).z;
+ }
+}
+
+void
+CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
+#ifndef FIX_BUGS
+ CEntity entity; // unused
+#endif
+
+ CPed *shooterPed = (CPed*)shooter;
+ if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
+ return;
+
+ int16 lastEntity;
+ CEntity *entities[16];
+ CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
+
+ float closestEntityDist = 10000.0f;
+ int16 closestEntity;
+
+ for ( int32 i = 0; i < lastEntity; i++ )
+ {
+ CEntity *victim = entities[i];
+ ASSERT(victim!=nil);
+
+ if ( shooter != victim )
+ {
+ float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
+ float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
+ float pedDist = 0.15f*distToVictim + lineDist;
+
+ if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
+ {
+ closestEntity = i;
+ closestEntityDist = pedDist;
+ }
+ }
+ }
+
+ if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
+ {
+ CEntity *victim = entities[closestEntity];
+ ASSERT(victim!=nil);
+
+ float distToTarget = (*source - *target).Magnitude();
+ float distToSource = (*source - victim->GetPosition()).Magnitude();
+ *target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
+ }
+}
+
void
CWeapon::Reload(void)
{
if (m_nAmmoTotal == 0)
return;
- CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
+ CWeaponInfo *info = GetInfo();
if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
m_nAmmoInClip = info->m_nAmountofAmmunition;
@@ -44,10 +1973,159 @@ CWeapon::Reload(void)
m_nAmmoInClip = m_nAmmoTotal;
}
-bool
-CWeapon::IsType2Handed(void)
+void
+CWeapon::Update(int32 audioEntity)
{
- return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
+ switch ( m_eWeaponState )
+ {
+ case WEAPONSTATE_MELEE_MADECONTACT:
+ {
+ m_eWeaponState = WEAPONSTATE_READY;
+ break;
+ }
+
+ case WEAPONSTATE_FIRING:
+ {
+ if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) )
+ {
+ uint32 timePassed = m_nTimer - gReloadSampleTime[WEAPONTYPE_SHOTGUN];
+ if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+ }
+
+ if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
+ {
+ if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 )
+ m_eWeaponState = WEAPONSTATE_OUT_OF_AMMO;
+ else
+ m_eWeaponState = WEAPONSTATE_READY;
+ }
+
+ break;
+ }
+
+ case WEAPONSTATE_RELOADING:
+ {
+ if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
+ {
+ uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
+ if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
+ DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
+ }
+
+ if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
+ {
+ Reload();
+ m_eWeaponState = WEAPONSTATE_READY;
+ }
+
+ break;
+ }
+ }
+}
+
+void
+FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
+{
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
+ CParticle::AddParticle(PARTICLE_GUNFLASH, *source, CVector(0.0f, 0.0f, 0.0f));
+
+ CPointLights::AddLight(CPointLights::LIGHT_POINT,
+ *source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
+ 1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
+
+ CColPoint point;
+ CEntity *victim;
+ CWorld::ProcessLineOfSight(*source, *target, point, victim, true, true, true, true, true, true, false);
+
+ CParticle::AddParticle(PARTICLE_HELI_ATTACK, *source, ((*target) - (*source)) * 0.15f);
+
+ if ( victim )
+ {
+ if ( victim->IsPed() )
+ {
+ CPed *victimPed = (CPed *)victim;
+ if ( !victimPed->DyingOrDead() )
+ {
+ CVector pos = victimPed->GetPosition();
+
+ CVector2D posOffset((*source).x-pos.x, (*source).y-pos.y);
+ int32 localDir = victimPed->GetLocalDirection(posOffset);
+
+ victimPed->ClearAttackByRemovingAnim();
+
+ CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
+ ASSERT(asoc!=nil);
+ asoc->blendAmount = 0.0f;
+ asoc->blendDelta = 8.0f;
+
+ victimPed->InflictDamage(nil, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir);
+
+ pos.z += 0.8f;
+
+ if ( victimPed->GetIsOnScreen() )
+ {
+ if ( CGame::nastyGame )
+ {
+ for ( int32 i = 0; i < 4; i++ )
+ {
+ CVector dir;
+ dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+
+ CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
+ }
+ }
+ }
+ }
+ }
+ else if ( victim->IsVehicle() )
+ ((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage);
+ //BUG ? no CGlass::WasGlassHitByBullet
+
+ switch ( victim->m_type )
+ {
+ case ENTITY_TYPE_BUILDING:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
+ CParticle::AddParticle(PARTICLE_SMOKE, point.point, CVector(0.0f, 0.0f, 0.01f));
+ break;
+ }
+ case ENTITY_TYPE_VEHICLE:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
+ break;
+ }
+ case ENTITY_TYPE_PED:
+ {
+ DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
+ ((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
+ break;
+ }
+ case ENTITY_TYPE_OBJECT:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
+ break;
+ }
+ case ENTITY_TYPE_DUMMY:
+ {
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
+ break;
+ }
+ }
+ }
+ else
+ {
+ float waterLevel;
+ if ( CWaterLevel::GetWaterLevel((*target).x, (*target).y, (*target).z + 10.0f, &waterLevel, false) )
+ {
+ CParticle::AddParticle(PARTICLE_BOAT_SPLASH, CVector((*target).x, (*target).y, waterLevel), CVector(0.0f, 0.0f, 0.01f));
+ PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_WATER, point.point); // no sound(empty)
+ }
+ }
}
bool
@@ -57,32 +2135,75 @@ CWeapon::IsTypeMelee(void)
}
bool
-CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
+CWeapon::IsType2Handed(void)
+{
+ return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
+}
+
+void
+CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target)
+{
+ ASSERT(shooter!=nil);
+ ASSERT(source!=nil);
+ ASSERT(target!=nil);
+
+ float minx = Min(source->x, target->x) - 2.0f;
+ float maxx = Max(source->x, target->x) + 2.0f;
+ float miny = Min(source->y, target->y) - 2.0f;
+ float maxy = Max(source->y, target->y) + 2.0f;
+ float minz = Min(source->z, target->z) - 2.0f;
+ float maxz = Max(source->z, target->z) + 2.0f;
+
+ for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--)
+ {
+ CPed *ped = CPools::GetPedPool()->GetSlot(i);
+
+ if ( ped )
+ {
+ if ( ped->GetPosition().x > minx && ped->GetPosition().x < maxx
+ && ped->GetPosition().y > miny && ped->GetPosition().y < maxy
+ && ped->GetPosition().z > minz && ped->GetPosition().z < maxz )
+ {
+ if ( ped != FindPlayerPed() && !((uint8)(ped->m_randomSeed ^ CGeneral::GetRandomNumber()) & 31) )
+ ped->SetEvasiveDive(shooter, 1);
+ }
+ }
+ }
+}
+
+bool
+CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
{
+ ASSERT(holder!=nil);
+ ASSERT(aimingTo!=nil);
+
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
return false;
- CWeaponInfo *ourType = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
- CVector adjustedOffset = ourType->m_vecFireOffset;
+ CWeaponInfo *info = GetInfo();
+
+ CVector adjustedOffset = info->m_vecFireOffset;
adjustedOffset.z += 0.6f;
- CVector point1, point2;
+ CVector source, target;
CEntity *foundEnt = nil;
CColPoint foundCol;
- if (firePos)
- point1 = *firePos;
+ if (fireSource)
+ source = *fireSource;
else
- point1 = holder->GetMatrix() * adjustedOffset;
+ source = holder->GetMatrix() * adjustedOffset;
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
- point2 = aimEntity->GetPosition();
- point2.z += 0.6f;
+ ASSERT(aimEntity!=nil);
- CWorld::ProcessLineOfSight(point1, point2, foundCol, foundEnt, true, false, false, false, false, false, false);
+ target = aimEntity->GetPosition();
+ target.z += 0.6f;
+
+ CWorld::ProcessLineOfSight(source, target, foundCol, foundEnt, true, false, false, false, false, false, false);
if (foundEnt && foundEnt->IsBuilding()) {
// That was supposed to be Magnitude, according to leftover code in assembly
- float diff = (foundCol.point.z - point1.z);
+ float diff = (foundCol.point.z - source.z);
if (diff < 0.0f && diff > -3.0f)
return true;
}
@@ -90,6 +2211,36 @@ CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
return false;
}
+void
+CWeapon::BlowUpExplosiveThings(CEntity *thing)
+{
+ if ( thing )
+ {
+ CObject *object = (CObject*)thing;
+ int32 mi = object->GetModelIndex();
+ if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged )
+ {
+ object->bHasBeenDamaged = true;
+
+ CExplosion::AddExplosion(object, FindPlayerPed(), EXPLOSION_BARREL, object->GetPosition()+CVector(0.0f,0.0f,0.5f), 100);
+
+ if ( MI_EXPLODINGBARREL == mi )
+ object->m_vecMoveSpeed.z += 0.75f;
+ else
+ object->m_vecMoveSpeed.z += 0.45f;
+
+ object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
+ object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
+
+ if ( object->bIsStatic )
+ {
+ object->bIsStatic = false;
+ object->AddToMovingList();
+ }
+ }
+ }
+}
+
bool
CWeapon::HasWeaponAmmoToBeUsed(void)
{
@@ -102,8 +2253,8 @@ CWeapon::HasWeaponAmmoToBeUsed(void)
}
}
-STARTPATCHES
- InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
- InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
- InjectHook(0x564890, &CWeapon::HitsGround, PATCH_JUMP);
-ENDPATCHES
+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);
+} \ No newline at end of file