diff options
Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r-- | src/peds/PlayerPed.cpp | 27 |
1 files changed, 21 insertions, 6 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 04251860..826cc9e9 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -92,6 +92,11 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) void CPlayerPed::ClearWeaponTarget() { if (m_nPedType == PEDTYPE_PLAYER1) { + + // TODO(Miami) + // if (m_pPointGunAt) + // m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt); + m_pPointGunAt = nil; TheCamera.ClearPlayerWeaponMode(); CWeaponEffects::ClearCrossHair(); @@ -213,13 +218,15 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon) TheCamera.ClearPlayerWeaponMode(); } SetCurrentWeapon(weapon); + m_nSelectedWepSlot = m_currentWeapon; GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition); if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim)) ClearWeaponTarget(); - CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205); + // WEAPONTYPE_SNIPERRIFLE? Wut? + CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE))); if (weaponAnim) { weaponAnim->SetRun(); weaponAnim->flags |= ASSOC_FADEOUTWHENDONE; @@ -666,7 +673,10 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) { if (m_nSelectedWepSlot < 0) - m_nSelectedWepSlot = 9; + m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1; + + if (m_nSelectedWepSlot == 0) + break; if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { break; @@ -690,11 +700,16 @@ spentAmmoCheck: else m_nSelectedWepSlot = 2; - // BUG: m_nSelectedWepSlot is slot in VC but they compared against weapon types, lol. for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { - if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(6).m_eWeaponType == WEAPONTYPE_BASEBALLBAT + + // BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez +#ifdef FIX_BUGS + if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) { +#else + if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 - /*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) { + && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) { +#endif goto switchDetectDone; } } @@ -1152,7 +1167,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { // Weapons except throwable and melee ones - if (weaponInfo->m_bCanAim || weaponInfo->m_b1stPerson || weaponInfo->m_bExpands) { + if (weaponInfo->m_nWeaponSlot > 2) { if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) { float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); |