CPed::SetWeaponLockOnTarget
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@ -90,8 +90,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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pCopPed->m_nRoadblockNode = roadBlockNode;
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pCopPed->bCrouchWhenShooting = roadBlockType != 2;
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if (pEntityToAttack) {
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pCopPed->m_pPointGunAt = pEntityToAttack;
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pEntityToAttack->RegisterReference(&pCopPed->m_pPointGunAt);
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pCopPed->SetWeaponLockOnTarget(pEntityToAttack);
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pCopPed->SetAttack(pEntityToAttack);
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}
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pCopPed->m_pMyVehicle = pVehicle;
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@ -69,7 +69,7 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
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m_bStopAndShootDisabledZone = false;
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m_bZoneDisabled = false;
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field_1364 = -1;
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m_pPointGunAt = nil;
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SetWeaponLockOnTarget(nil);
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// VC also initializes in here, but as nil
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#ifdef FIX_BUGS
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@ -472,10 +472,7 @@ CCopPed::CopAI(void)
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if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt,
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false, true, false, false, true, false, false)
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|| foundEnt && foundEnt == playerOrHisVeh) {
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m_pPointGunAt = playerOrHisVeh;
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if (playerOrHisVeh)
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playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt);
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SetWeaponLockOnTarget(playerOrHisVeh);
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SetAttack(playerOrHisVeh);
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SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
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}
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@ -863,6 +863,13 @@ public:
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SetMoveState(PEDMOVE_WALK);
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}
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inline void SetWeaponLockOnTarget(CEntity *target)
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{
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m_pPointGunAt = (CPed *)target;
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if(target)
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((CEntity *)target)->RegisterReference(&m_pPointGunAt);
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}
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// Using this to abstract nodes of skinned and non-skinned meshes
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CVector GetNodePosition(int32 node)
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{
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@ -620,9 +620,7 @@ CPed::UpdateFromLeader(void)
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m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
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TurnBody();
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if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) {
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m_pPointGunAt = m_threatEntity;
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if (m_threatEntity)
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m_threatEntity->RegisterReference((CEntity **) &m_pPointGunAt);
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SetWeaponLockOnTarget(m_threatEntity);
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SetAttack(m_threatEntity);
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}
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}
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@ -1026,10 +1024,7 @@ CPed::ProcessObjective(void)
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CWorld::bIncludeDeadPeds = false;
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if (foundEnt == vehOfTarget) {
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SetAttack(vehOfTarget);
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m_pPointGunAt = vehOfTarget;
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if (vehOfTarget)
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vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt);
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SetWeaponLockOnTarget(vehOfTarget);
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SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
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if (distWithTargetSc <= m_distanceToCountSeekDone) {
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SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
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@ -1162,10 +1157,7 @@ CPed::ProcessObjective(void)
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CWorld::bIncludeDeadPeds = false;
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if (foundEnt == m_pedInObjective) {
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SetAttack(m_pedInObjective);
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m_pPointGunAt = m_pedInObjective;
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if (m_pedInObjective)
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m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt);
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SetWeaponLockOnTarget(m_pedInObjective);
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SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f));
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int time;
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@ -1551,10 +1543,7 @@ CPed::ProcessObjective(void)
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CWorld::bIncludeDeadPeds = false;
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if (foundEnt == m_carInObjective) {
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SetAttack(m_carInObjective);
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m_pPointGunAt = m_carInObjective;
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if (m_pPointGunAt)
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m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt);
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SetWeaponLockOnTarget(m_carInObjective);
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SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
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if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) {
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SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
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@ -47,8 +47,8 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = false;
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m_pPointGunAt = nil;
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m_nPedState = PED_IDLE;
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SetWeaponLockOnTarget(nil);
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SetPedState(PED_IDLE);
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#ifndef FIX_BUGS
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m_fCurrentStamina = m_fMaxStamina = 150.0f;
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#endif
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@ -73,7 +73,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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void CPlayerPed::ClearWeaponTarget()
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{
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if (m_nPedType == PEDTYPE_PLAYER1) {
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m_pPointGunAt = nil;
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SetWeaponLockOnTarget(nil);
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TheCamera.ClearPlayerWeaponMode();
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CWeaponEffects::ClearCrossHair();
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}
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@ -875,9 +875,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
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if (!nextTarget)
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return false;
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m_pPointGunAt = nextTarget;
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if (nextTarget)
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nextTarget->RegisterReference((CEntity**)&m_pPointGunAt);
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SetWeaponLockOnTarget(nextTarget);
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SetPointGunAt(nextTarget);
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return true;
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}
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@ -891,7 +889,7 @@ CPlayerPed::FindWeaponLockOnTarget(void)
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if (m_pPointGunAt) {
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CVector distVec = m_pPointGunAt->GetPosition() - GetPosition();
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if (distVec.Magnitude2D() > weaponRange) {
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m_pPointGunAt = nil;
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SetWeaponLockOnTarget(nil);
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return false;
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} else {
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return true;
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@ -922,9 +920,7 @@ CPlayerPed::FindWeaponLockOnTarget(void)
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if (!nextTarget)
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return false;
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m_pPointGunAt = nextTarget;
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if (nextTarget)
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nextTarget->RegisterReference((CEntity**)&m_pPointGunAt);
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SetWeaponLockOnTarget(nextTarget);
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SetPointGunAt(nextTarget);
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return true;
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}
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