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@@ -49,6 +49,29 @@ bool CWeapon::bPhotographHasBeenTaken; |
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int32 sniperPirateCheck = 0x00797743; // 'Cwy\0' ???
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int32 sniperPirateCheck = 0x00797743; // 'Cwy\0' ???
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#endif
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#endif
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#ifdef FREE_CAM
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static bool
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Find3rdPersonCamTargetVectorFromCachedVectors(float dist, CVector pos, CVector& source, CVector& target, CVector camSource, CVector camFront, CVector camUp)
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{
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if (CPad::GetPad(0)->GetLookBehindForPed()) {
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source = pos;
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target = dist * FindPlayerPed()->GetForward() + source;
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return false;
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} else {
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float angleX = DEGTORAD((CCamera::m_f3rdPersonCHairMultX - 0.5f) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV * CDraw::GetAspectRatio());
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float angleY = DEGTORAD((0.5f - CCamera::m_f3rdPersonCHairMultY) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV);
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source = camSource;
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target = camFront;
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target += camUp * Tan(angleY);
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target += CrossProduct(camFront, camUp) * Tan(angleX);
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target.Normalise();
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source += DotProduct(pos - source, target) * target;
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target = dist * target + source;
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return true;
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}
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}
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#endif
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CWeaponInfo *
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CWeaponInfo *
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CWeapon::GetInfo()
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CWeapon::GetInfo()
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{
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{
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@@ -943,17 +966,23 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) |
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}
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}
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else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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#ifdef FREE_CAM
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#ifdef FREE_CAM
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CPed *shooterPed = (CPed *)shooter;
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if (CCamera::bFreeCam) {
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if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
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CPlayerPed* shooterPed = (CPlayerPed*)shooter;
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target.x = info->m_fRange;
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Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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target.y = 0.0f;
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target.z = 0.0f;
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shooterPed->TransformToNode(target, PED_HANDR);
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if ((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
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}
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target.x = info->m_fRange;
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target.y = 0.0f;
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target.z = 0.0f;
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shooterPed->TransformToNode(target, PED_HANDR);
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}
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} else
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#endif
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#endif
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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}
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#ifdef FIX_BUGS
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#ifdef FIX_BUGS
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// fix muzzleflash rotation
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// fix muzzleflash rotation
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@@ -1708,8 +1737,19 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) |
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if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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{
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TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
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CVector Left;
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CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
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#ifdef FREE_CAM
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if (CCamera::bFreeCam) {
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CPlayerPed* shooterPed = (CPlayerPed*)shooter;
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Find3rdPersonCamTargetVectorFromCachedVectors(1.0f, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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Left = CrossProduct(shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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}
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else
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#endif
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{
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TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
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Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
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}
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float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
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float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
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target = f * Left + target - source;
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target = f * Left + target - source;
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@@ -2151,7 +2191,16 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource) |
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if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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#ifdef FREE_CAM
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if (CCamera::bFreeCam) {
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CPlayerPed* shooterPed = (CPlayerPed*)shooter;
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Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
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}
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else
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#endif
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{
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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}
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float norm = (1.0f / info->m_fRange);
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float norm = (1.0f / info->m_fRange);
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dir = (target - source) * norm;
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dir = (target - source) * norm;
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}
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}
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