Merge remote-tracking branch 'origin/miami' into lcs

# Conflicts:
#	.github/workflows/reLCS_msvc_amd64.yml
#	.github/workflows/reLCS_msvc_x86.yml
#	README.md
#	gamefiles/TEXT/american.gxt
#	gamefiles/TEXT/french.gxt
#	gamefiles/TEXT/german.gxt
#	gamefiles/TEXT/italian.gxt
#	gamefiles/TEXT/spanish.gxt
#	premake5.lua
#	src/animation/AnimManager.cpp
#	src/animation/AnimationId.h
#	src/audio/MusicManager.cpp
#	src/audio/audio_enums.h
#	src/control/Script7.cpp
#	src/core/FileLoader.cpp
#	src/core/re3.cpp
#	src/extras/custompipes_d3d9.cpp
#	src/extras/custompipes_gl.cpp
#	src/extras/postfx.cpp
#	src/extras/shaders/colourfilterVC.frag
#	src/extras/shaders/colourfilterVC_PS.hlsl
#	src/extras/shaders/make_hlsl.cmd
#	src/extras/shaders/obj/colourfilterVC_PS.cso
#	src/extras/shaders/obj/colourfilterVC_PS.inc
#	src/extras/shaders/obj/colourfilterVC_frag.inc
#	src/peds/PedFight.cpp
#	src/render/Font.cpp
#	src/render/Hud.cpp
#	src/render/Particle.cpp
#	src/render/WaterCannon.cpp
#	src/skel/win/gtavc.ico
#	src/vehicles/Automobile.cpp
#	utils/gxt/american.txt
#	utils/gxt/french.txt
#	utils/gxt/german.txt
#	utils/gxt/italian.txt
#	utils/gxt/spanish.txt
This commit is contained in:
Sergeanur
2021-02-16 18:08:19 +02:00
114 changed files with 5143 additions and 2112 deletions

View File

@@ -696,7 +696,7 @@ public:
uint32 m_threatFlags;
uint32 m_threatCheckTimer;
uint32 m_threatCheckInterval;
uint32 m_delayedSoundID;
int32 m_delayedSoundID;
uint32 m_delayedSoundTimer;
uint32 m_lastSoundStart;
uint32 m_soundStart;
@@ -737,7 +737,7 @@ public:
void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookTimer(int time);
void SetDie(AnimationId anim = ANIM_KO_SHOT_FRONT1, float arg1 = 4.0f, float arg2 = 0.0f);
void SetDie(AnimationId anim = ANIM_STD_KO_FRONT, float arg1 = 4.0f, float arg2 = 0.0f);
void SetDead(void);
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
void RemoveBodyPart(PedNode nodeId, int8 direction);
@@ -1092,39 +1092,39 @@ public:
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
return ANIM_WEAPON_CROUCHFIRE;
return ANIM_ATTACK_2;
else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
return ANIM_WEAPON_FIRE_3RD;
else if (kickFloorIfNone)
return ANIM_KICK_FLOOR;
return ANIM_STD_KICKGROUND;
else
return (AnimationId)0;
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
return ANIM_BOMBER;
return ANIM_STD_DETONATE;
else
return ANIM_WEAPON_FIRE;
return ANIM_ATTACK_1;
}
static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
return ANIM_WEAPON_CROUCHRELOAD;
return ANIM_ATTACK_EXTRA2;
else
return (AnimationId)0;
}
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
return ANIM_WEAPON_CROUCHFIRE;
return ANIM_ATTACK_2;
else
return (AnimationId)0;
}
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
return ANIM_WEAPON_RELOAD;
return ANIM_ATTACK_EXTRA1;
else
return (AnimationId)0;
}
@@ -1145,7 +1145,7 @@ public:
static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
return ANIM_WEAPON_FIRE_2ND;
else
return (AnimationId)0;
}