diff options
Diffstat (limited to '')
-rw-r--r-- | src/weapons/BulletInfo.cpp | 24 | ||||
-rw-r--r-- | src/weapons/BulletInfo.h | 3 | ||||
-rw-r--r-- | src/weapons/ProjectileInfo.h | 3 | ||||
-rw-r--r-- | src/weapons/ShotInfo.cpp | 2 | ||||
-rw-r--r-- | src/weapons/ShotInfo.h | 3 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 33 | ||||
-rw-r--r-- | src/weapons/Weapon.h | 50 | ||||
-rw-r--r-- | src/weapons/WeaponInfo.h | 5 | ||||
-rw-r--r-- | src/weapons/WeaponType.h | 49 |
9 files changed, 90 insertions, 82 deletions
diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp index abf5c061..36c3cc78 100644 --- a/src/weapons/BulletInfo.cpp +++ b/src/weapons/BulletInfo.cpp @@ -232,35 +232,35 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl #else float minP = 0.0f; float maxP = 1.0f; - float minX = min(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x); - float maxX = max(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x); + float minX = Min(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x); + float maxX = Max(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x); if (minX < x2 || maxX > x1) { if (minX < x1) - minP = min(minP, (x1 - minX) / (maxX - minX)); + minP = Min(minP, (x1 - minX) / (maxX - minX)); if (maxX > x2) - maxP = max(maxP, (maxX - x2) / (maxX - minX)); + maxP = Max(maxP, (maxX - x2) / (maxX - minX)); } else return false; - float minY = min(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y); - float maxY = max(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y); + float minY = Min(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y); + float maxY = Max(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y); if (minY < y2 || maxY > y1) { if (minY < y1) - minP = min(minP, (y1 - minY) / (maxY - minY)); + minP = Min(minP, (y1 - minY) / (maxY - minY)); if (maxY > y2) - maxP = max(maxP, (maxY - y2) / (maxY - minY)); + maxP = Max(maxP, (maxY - y2) / (maxY - minY)); } #ifdef FIX_BUGS else return false; #endif - float minZ = min(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z); - float maxZ = max(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z); + float minZ = Min(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z); + float maxZ = Max(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z); if (minZ < z2 || maxZ > z1) { if (minZ < z1) - minP = min(minP, (z1 - minZ) / (maxZ - minZ)); + minP = Min(minP, (z1 - minZ) / (maxZ - minZ)); if (maxZ > z2) - maxP = max(maxP, (maxZ - z2) / (maxZ - minZ)); + maxP = Max(maxP, (maxZ - z2) / (maxZ - minZ)); } else return false; diff --git a/src/weapons/BulletInfo.h b/src/weapons/BulletInfo.h index c7d740b2..cf1dd27f 100644 --- a/src/weapons/BulletInfo.h +++ b/src/weapons/BulletInfo.h @@ -1,7 +1,8 @@ #pragma once +#include "WeaponType.h" + class CEntity; -enum eWeaponType; class CBulletInfo { diff --git a/src/weapons/ProjectileInfo.h b/src/weapons/ProjectileInfo.h index b88322f9..3d8074c9 100644 --- a/src/weapons/ProjectileInfo.h +++ b/src/weapons/ProjectileInfo.h @@ -1,9 +1,10 @@ #pragma once +#include "WeaponType.h" + class CEntity; class CObject; class CProjectile; -enum eWeaponType; class CProjectileInfo { diff --git a/src/weapons/ShotInfo.cpp b/src/weapons/ShotInfo.cpp index 83ce2a02..f09ae052 100644 --- a/src/weapons/ShotInfo.cpp +++ b/src/weapons/ShotInfo.cpp @@ -109,7 +109,7 @@ CShotInfo::Update() if (shot.m_sourceEntity) { assert(shot.m_sourceEntity->IsPed()); CPed *ped = (CPed*) shot.m_sourceEntity; - float radius = max(1.0f, shot.m_radius); + float radius = Max(1.0f, shot.m_radius); for (int i = 0; i < ped->m_numNearPeds; ++i) { CPed *nearPed = ped->m_nearPeds[i]; diff --git a/src/weapons/ShotInfo.h b/src/weapons/ShotInfo.h index a5e5fd35..db6158c2 100644 --- a/src/weapons/ShotInfo.h +++ b/src/weapons/ShotInfo.h @@ -1,7 +1,8 @@ #pragma once +#include "WeaponType.h" + class CEntity; -enum eWeaponType; class CShotInfo { diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index 276693e8..b7ccb455 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -107,9 +107,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) CVector fireOffset(0.0f, 0.0f, 0.6f); CVector *source = fireSource; - if ( !fireSource ) - source = &(shooter->GetMatrix() * fireOffset); - + if (!fireSource) { + static CVector tmp; + tmp = shooter->GetMatrix() * fireOffset; + source = &tmp; + } if ( m_bAddRotOffset ) { float heading = RADTODEG(shooter->GetForward().Heading()); @@ -997,7 +999,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, 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 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); @@ -1016,7 +1018,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, 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 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)); @@ -1265,7 +1267,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) 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 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)); @@ -1280,7 +1282,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) 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 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); @@ -1347,7 +1349,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) else { CVector traceTarget = *fireSource; - traceTarget += (target - (*fireSource)) * min(info->m_fRange, 30.0f) / info->m_fRange; + traceTarget += (target - (*fireSource)) * Min(info->m_fRange, 30.0f) / info->m_fRange; CBulletTraces::AddTrace(fireSource, &traceTarget); } } @@ -1877,8 +1879,9 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV if ( 3.0f*distToVictimZ < distToVictim ) { + CVector tmp = CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f); if ( CCollision::DistToLine(source, target, - &CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f)) < victim->GetBoundRadius()*3.0f ) + &tmp) < victim->GetBoundRadius()*3.0f ) { float vehicleDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ)); if ( vehicleDist < closestEntityDist ) @@ -2145,12 +2148,12 @@ CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target 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; + 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--) { diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index 265ffddb..2c3a9657 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -1,56 +1,10 @@ #pragma once +#include "WeaponType.h" + #define DRIVEBYAUTOAIMING_MAXDIST (2.5f) #define DOOMAUTOAIMING_MAXDIST (9000.0f) -enum eWeaponType -{ - WEAPONTYPE_UNARMED, - WEAPONTYPE_BASEBALLBAT, - WEAPONTYPE_COLT45, - WEAPONTYPE_UZI, - WEAPONTYPE_SHOTGUN, - WEAPONTYPE_AK47, - WEAPONTYPE_M16, - WEAPONTYPE_SNIPERRIFLE, - WEAPONTYPE_ROCKETLAUNCHER, - WEAPONTYPE_FLAMETHROWER, - WEAPONTYPE_MOLOTOV, - WEAPONTYPE_GRENADE, - WEAPONTYPE_DETONATOR, - WEAPONTYPE_HELICANNON, - WEAPONTYPE_LAST_WEAPONTYPE, - WEAPONTYPE_ARMOUR, - WEAPONTYPE_RAMMEDBYCAR, - WEAPONTYPE_RUNOVERBYCAR, - WEAPONTYPE_EXPLOSION, - WEAPONTYPE_UZI_DRIVEBY, - WEAPONTYPE_DROWNING, - WEAPONTYPE_FALL, - WEAPONTYPE_UNIDENTIFIED, - - WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE, - WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13, -}; - -enum eWeaponFire { - WEAPON_FIRE_MELEE, - WEAPON_FIRE_INSTANT_HIT, - WEAPON_FIRE_PROJECTILE, - WEAPON_FIRE_AREA_EFFECT, - WEAPON_FIRE_USE -}; - -// Taken from MTA SA, seems it's unchanged -enum eWeaponState -{ - WEAPONSTATE_READY, - WEAPONSTATE_FIRING, - WEAPONSTATE_RELOADING, - WEAPONSTATE_OUT_OF_AMMO, - WEAPONSTATE_MELEE_MADECONTACT -}; - class CEntity; class CPhysical; class CAutomobile; diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h index f82f18c5..3bafd324 100644 --- a/src/weapons/WeaponInfo.h +++ b/src/weapons/WeaponInfo.h @@ -1,8 +1,7 @@ #pragma once -enum AnimationId; -enum eWeaponFire; -enum eWeaponType; +#include "AnimationId.h" +#include "WeaponType.h" class CWeaponInfo { // static CWeaponInfo(&ms_apWeaponInfos)[14]; diff --git a/src/weapons/WeaponType.h b/src/weapons/WeaponType.h new file mode 100644 index 00000000..b45740b7 --- /dev/null +++ b/src/weapons/WeaponType.h @@ -0,0 +1,49 @@ +#pragma once + +enum eWeaponType +{ + WEAPONTYPE_UNARMED, + WEAPONTYPE_BASEBALLBAT, + WEAPONTYPE_COLT45, + WEAPONTYPE_UZI, + WEAPONTYPE_SHOTGUN, + WEAPONTYPE_AK47, + WEAPONTYPE_M16, + WEAPONTYPE_SNIPERRIFLE, + WEAPONTYPE_ROCKETLAUNCHER, + WEAPONTYPE_FLAMETHROWER, + WEAPONTYPE_MOLOTOV, + WEAPONTYPE_GRENADE, + WEAPONTYPE_DETONATOR, + WEAPONTYPE_HELICANNON, + WEAPONTYPE_LAST_WEAPONTYPE, + WEAPONTYPE_ARMOUR, + WEAPONTYPE_RAMMEDBYCAR, + WEAPONTYPE_RUNOVERBYCAR, + WEAPONTYPE_EXPLOSION, + WEAPONTYPE_UZI_DRIVEBY, + WEAPONTYPE_DROWNING, + WEAPONTYPE_FALL, + WEAPONTYPE_UNIDENTIFIED, + + WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE, + WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13, +}; + +enum eWeaponFire { + WEAPON_FIRE_MELEE, + WEAPON_FIRE_INSTANT_HIT, + WEAPON_FIRE_PROJECTILE, + WEAPON_FIRE_AREA_EFFECT, + WEAPON_FIRE_USE +}; + +// Taken from MTA SA, seems it's unchanged +enum eWeaponState +{ + WEAPONSTATE_READY, + WEAPONSTATE_FIRING, + WEAPONSTATE_RELOADING, + WEAPONSTATE_OUT_OF_AMMO, + WEAPONSTATE_MELEE_MADECONTACT +};
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