Merge branch 'miami' into lcs

# Conflicts:
#	src/audio/AudioLogic.cpp
#	src/audio/AudioManager.cpp
#	src/audio/PolRadio.cpp
#	src/control/CarCtrl.cpp
This commit is contained in:
Sergeanur
2021-08-21 13:25:42 +03:00
8 changed files with 234 additions and 212 deletions

View File

@@ -205,9 +205,15 @@ CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
else if (status == ANGLES_SET_EXACTLY)
m_flags |= GUN_POINTED_SUCCESSFULLY;
}
RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine
#ifdef FIX_BUGS
RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine);
#else
RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(m_ped->GetClump());
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
RwMatrix *m = &mats[2];
#endif
RwV3d axis = { 0.0f, 0.0f, 0.0f };
float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur);
float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->up.y, -m->up.x) - m_ped->m_fRotationCur);
axis.y = -Sin(axisangle);
axis.z = Cos(axisangle);

View File

@@ -777,7 +777,8 @@ spentAmmoCheck:
// 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 == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) {
if (m_nSelectedWepSlot == WEAPONSLOT_MELEE ||
GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && (m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE || GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE)) {
#else
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
@@ -1057,7 +1058,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
// nextTarget = nil; // duplicate
float lastCloseness = -10000.0f;
// CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused
CVector distVec = previousTarget->GetPosition() - GetPosition();
CVector distVec = previousTarget->GetPosition() - TheCamera.GetPosition();
float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
@@ -1069,7 +1070,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
&& (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike()))
#endif
&& pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed
&& OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) {
&& OurPedCanSeeThisOne(pedToCheck, true) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) {
EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness,
weaponRange, referenceBeta, lookToLeft, IsThisPedAnAimingPriority(pedToCheck));
@@ -1196,7 +1197,7 @@ CPlayerPed::ProcessAnimGroups(void)
GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
groupToSet = ASSOCGRP_PLAYERCHAINSAW;
else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI
// I hope this is a inlined function...
// I hope this is an inlined function...
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA