Пример #1
0
void CWorldRPCs::SetWeaponProperty(NetBitStreamInterface& bitStream)
{
    unsigned char ucWeapon = 0;
    unsigned char ucProperty = 0;
    unsigned char ucWeaponSkill = 0;
    float         fData = 0.0f;
    short         sData = 0;
    if (bitStream.Read(ucWeapon) && bitStream.Read(ucProperty) && bitStream.Read(ucWeaponSkill))
    {
        CWeaponStat* pWeaponInfo =
            g_pGame->GetWeaponStatManager()->GetWeaponStats(static_cast<eWeaponType>(ucWeapon), static_cast<eWeaponSkill>(ucWeaponSkill));
        switch (ucProperty)
        {
            case WEAPON_WEAPON_RANGE:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponRange(fData);
                break;
            }
            case WEAPON_TARGET_RANGE:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetTargetRange(fData);
                break;
            }
            case WEAPON_ACCURACY:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetAccuracy(fData);
                break;
            }
            case WEAPON_LIFE_SPAN:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetLifeSpan(fData);
                break;
            }
            case WEAPON_FIRING_SPEED:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetFiringSpeed(fData);
                break;
            }
            case WEAPON_MOVE_SPEED:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetMoveSpeed(fData);
                break;
            }
            case WEAPON_ANIM_LOOP_START:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnimLoopStart(fData);
                break;
            }
            case WEAPON_ANIM_LOOP_STOP:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnimLoopStop(fData);
                break;
            }
            case WEAPON_ANIM_LOOP_RELEASE_BULLET_TIME:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnimLoopFireTime(fData);
                break;
            }

            case WEAPON_ANIM2_LOOP_START:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnim2LoopStart(fData);
                break;
            }
            case WEAPON_ANIM2_LOOP_STOP:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnim2LoopStop(fData);
                break;
            }
            case WEAPON_ANIM2_LOOP_RELEASE_BULLET_TIME:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnim2LoopFireTime(fData);
                break;
            }

            case WEAPON_ANIM_BREAKOUT_TIME:
            {
                bitStream.Read(fData);
                pWeaponInfo->SetWeaponAnimBreakoutTime(fData);
                break;
            }
            case WEAPON_DAMAGE:
            {
                bitStream.Read(sData);
                pWeaponInfo->SetDamagePerHit(sData);
                break;
            }
            case WEAPON_MAX_CLIP_AMMO:
            {
                bitStream.Read(sData);
                pWeaponInfo->SetMaximumClipAmmo(sData);
                break;
            }
            case WEAPON_FLAGS:
            {
                int iData = 0;
                if (bitStream.Version() < 0x57)
                {
                    bitStream.Read(sData);
                    iData = sData;
                }
                else
                    bitStream.Read(iData);

                pWeaponInfo->ToggleFlagBits(iData);
                break;
            }
            case WEAPON_ANIM_GROUP:
            {
                bitStream.Read(sData);
                pWeaponInfo->SetAnimGroup(sData);
                break;
            }
            case WEAPON_FLAG_AIM_NO_AUTO:
            case WEAPON_FLAG_AIM_ARM:
            case WEAPON_FLAG_AIM_1ST_PERSON:
            case WEAPON_FLAG_AIM_FREE:
            case WEAPON_FLAG_MOVE_AND_AIM:
            case WEAPON_FLAG_MOVE_AND_SHOOT:
            case WEAPON_FLAG_TYPE_THROW:
            case WEAPON_FLAG_TYPE_HEAVY:
            case WEAPON_FLAG_TYPE_CONSTANT:
            case WEAPON_FLAG_TYPE_DUAL:
            case WEAPON_FLAG_ANIM_RELOAD:
            case WEAPON_FLAG_ANIM_CROUCH:
            case WEAPON_FLAG_ANIM_RELOAD_LOOP:
            case WEAPON_FLAG_ANIM_RELOAD_LONG:
            case WEAPON_FLAG_SHOT_SLOWS:
            case WEAPON_FLAG_SHOT_RAND_SPEED:
            case WEAPON_FLAG_SHOT_ANIM_ABRUPT:
            case WEAPON_FLAG_SHOT_EXPANDS:
            {
                bool bEnable;
                bitStream.ReadBit(bEnable);
                uint uiFlagBit = GetWeaponPropertyFlagBit((eWeaponProperty)ucProperty);
                if (bEnable)
                    pWeaponInfo->SetFlagBits(uiFlagBit);
                else
                    pWeaponInfo->ClearFlagBits(uiFlagBit);
                break;
            }
        }
    }
}
Пример #2
0
bool CMapInfoPacket::Write ( NetBitStreamInterface& BitStream ) const
{
    // Write the map weather
    BitStream.Write ( m_ucWeather );
    BitStream.Write ( m_ucWeatherBlendingTo );
    BitStream.Write ( m_ucBlendedWeatherHour );

    BitStream.WriteBit ( m_bHasSkyGradient );
    if ( m_bHasSkyGradient )
    {
        BitStream.Write ( m_ucSkyGradientTR );
        BitStream.Write ( m_ucSkyGradientTG );
        BitStream.Write ( m_ucSkyGradientTB );
        BitStream.Write ( m_ucSkyGradientBR );
        BitStream.Write ( m_ucSkyGradientBG );
        BitStream.Write ( m_ucSkyGradientBB );
    }

    // Write heat haze
    BitStream.WriteBit ( m_bHasHeatHaze );
    if ( m_bHasHeatHaze )
    {
        SHeatHazeSync heatHaze ( m_HeatHazeSettings );
        BitStream.Write ( &heatHaze );
    }

    // Write the map hour
    BitStream.Write ( m_ucClockHour );
    BitStream.Write ( m_ucClockMin );

    BitStream.WriteCompressed ( m_ulMinuteDuration );

    // Write the map flags
    SMapInfoFlagsSync flags;
    flags.data.bShowNametags  = m_bShowNametags;
    flags.data.bShowRadar     = m_bShowRadar;
    flags.data.bCloudsEnabled = m_bCloudsEnabled;
    BitStream.Write ( &flags );

    // Write any other world conditions
    BitStream.Write ( m_fGravity );
    if ( m_fGameSpeed == 1.0f )
        BitStream.WriteBit ( true );
    else
    {
        BitStream.WriteBit ( false );
        BitStream.Write ( m_fGameSpeed );
    }
    BitStream.Write ( m_fWaveHeight );
    // Write world water level
    BitStream.Write ( m_WorldWaterLevelInfo.fSeaLevel );
    BitStream.WriteBit ( m_WorldWaterLevelInfo.bNonSeaLevelSet );
    if ( m_WorldWaterLevelInfo.bNonSeaLevelSet )
        BitStream.Write ( m_WorldWaterLevelInfo.fNonSeaLevel );

    BitStream.WriteCompressed ( m_usFPSLimit );

    // Write the garage states
    for ( unsigned char i = 0 ; i < MAX_GARAGES ; i++ )
    {
        const SGarageStates& garageStates = *m_pGarageStates;
        BitStream.WriteBit( garageStates[i] );
    }

    // Write the fun bugs state
    SFunBugsStateSync funBugs;
    funBugs.data.bQuickReload = g_pGame->IsGlitchEnabled ( CGame::GLITCH_QUICKRELOAD );
    funBugs.data.bFastFire    = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTFIRE );
    funBugs.data.bFastMove    = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTMOVE );
    funBugs.data.bCrouchBug   = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CROUCHBUG );
    funBugs.data.bCloseRangeDamage = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CLOSEDAMAGE );
    funBugs.data2.bHitAnim    = g_pGame->IsGlitchEnabled ( CGame::GLITCH_HITANIM );
    funBugs.data3.bFastSprint = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTSPRINT );
    BitStream.Write ( &funBugs );

    BitStream.Write ( m_fJetpackMaxHeight );

    BitStream.WriteBit ( m_bOverrideWaterColor );
    if ( m_bOverrideWaterColor )
    {
        BitStream.Write ( m_ucWaterRed );
        BitStream.Write ( m_ucWaterGreen );
        BitStream.Write ( m_ucWaterBlue );
        BitStream.Write ( m_ucWaterAlpha );
    }

    // Interior sounds
    BitStream.WriteBit ( m_bInteriorSoundsEnabled );

    // Rain level
    BitStream.WriteBit ( m_bOverrideRainLevel );
    if ( m_bOverrideRainLevel )
    {
        BitStream.Write ( m_fRainLevel );
    }

    // Moon size
    if ( BitStream.Version () >= 0x40 )
    {
        BitStream.WriteBit ( m_bOverrideMoonSize );
        if ( m_bOverrideMoonSize )
        {
            BitStream.Write ( m_iMoonSize );
        }
    }

    // Sun size
    BitStream.WriteBit ( m_bOverrideSunSize );
    if ( m_bOverrideSunSize )
    {
        BitStream.Write ( m_fSunSize );
    }

    // Sun color
    BitStream.WriteBit ( m_bOverrideSunColor );
    if ( m_bOverrideSunColor )
    {
        BitStream.Write ( m_ucSunCoreR );
        BitStream.Write ( m_ucSunCoreG );
        BitStream.Write ( m_ucSunCoreB );
        BitStream.Write ( m_ucSunCoronaR );
        BitStream.Write ( m_ucSunCoronaG );
        BitStream.Write ( m_ucSunCoronaB );
    }

    // Wind velocity
    BitStream.WriteBit ( m_bOverrideWindVelocity );
    if ( m_bOverrideWindVelocity )
    {
        BitStream.Write ( m_fWindVelX );
        BitStream.Write ( m_fWindVelY );
        BitStream.Write ( m_fWindVelZ );
    }

    // Far clip distance
    BitStream.WriteBit ( m_bOverrideFarClipDistance );
    if ( m_bOverrideFarClipDistance )
    {
        BitStream.Write ( m_fFarClip );
    }

    // Fog distance
    BitStream.WriteBit ( m_bOverrideFogDistance );
    if ( m_bOverrideFogDistance )
    {
        BitStream.Write ( m_fFogDistance );
    }

    BitStream.Write ( m_fAircraftMaxHeight );

    if ( BitStream.Version () >= 0x3E ) 
        BitStream.Write ( m_fAircraftMaxVelocity );
    
    if ( BitStream.Version () >= 0x30 )
    {
        for (int i = WEAPONTYPE_BRASSKNUCKLE; i < WEAPONTYPE_PISTOL; i++)
        {
            bool bEnabled;
            bEnabled = g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i );
            BitStream.WriteBit ( bEnabled );
        }
    }
    for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_EXTINGUISHER;i++)
    {
        sWeaponPropertySync WeaponProperty;
        CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i );
        BitStream.WriteBit ( true );
        WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType();
        WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy();
        WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed();
        WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange();
        WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange();
        WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo();
        WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit();
        WeaponProperty.data.nFlags = pWeaponStat->GetFlags();

        WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart();
        WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop();
        WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime();

        WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart();
        WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop();
        WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime();

        WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime();
        BitStream.Write( &WeaponProperty );
        if ( BitStream.Version () >= 0x30 )
        {
            BitStream.WriteBit ( g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ) );
        }
    }

    for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_TEC9;i++)
    {
        sWeaponPropertySync WeaponProperty;
        BitStream.WriteBit ( true );
        for (int j = 0; j <= 2;j++)
        {
            CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i, (eWeaponSkill)j );
            WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType();
            WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy();
            WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed();
            WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange();
            WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange();
            WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo();
            WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit();
            WeaponProperty.data.nFlags = pWeaponStat->GetFlags();

            WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart();
            WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop();
            WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime();

            WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart();
            WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop();
            WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime();

            WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime();
            BitStream.Write( &WeaponProperty );
        }
        if ( BitStream.Version () >= 0x36 )
        {
            BitStream.WriteBit ( g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ) );
        }
    }
    if ( BitStream.Version () >= 0x30 )
    {
        for (int i = WEAPONTYPE_CAMERA; i <= WEAPONTYPE_PARACHUTE; i++)
        {
            bool bEnabled;
            bEnabled = g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i );
            BitStream.WriteBit ( bEnabled );
        }
    }

    multimap< unsigned short, CBuildingRemoval* >::const_iterator iter = g_pGame->GetBuildingRemovalManager ( )->IterBegin();
    for (; iter != g_pGame->GetBuildingRemovalManager ( )->IterEnd();++iter)
    {
        CBuildingRemoval * pBuildingRemoval = (*iter).second;
        BitStream.WriteBit( true );
        BitStream.Write( pBuildingRemoval->GetModel ( ) );
        BitStream.Write( pBuildingRemoval->GetRadius ( ) );
        BitStream.Write( pBuildingRemoval->GetPosition ( ).fX );
        BitStream.Write( pBuildingRemoval->GetPosition ( ).fY );
        BitStream.Write( pBuildingRemoval->GetPosition ( ).fZ );
        if ( BitStream.Version() >= 0x039 )
        {
            BitStream.Write ( pBuildingRemoval->GetInterior ( ) );
        }
    }
    BitStream.WriteBit( false );

    if ( BitStream.Version () >= 0x25 )
    {
        bool bOcclusionsEnabled = g_pGame->GetOcclusionsEnabled ();
        BitStream.WriteBit( bOcclusionsEnabled );
    }

    return true;
}
Пример #3
0
void SwitchContext ( CPed* thePed )
{
    if ( thePed == NULL ) return;

    pContextSwitchedPed = thePed;
    // Are we not already in another context?
    if ( !bNotInLocalContext )
    {
        // Grab the local ped and the local pad
        CPed* pLocalPlayerPed = pGameInterface->GetPools ()->GetPedFromRef ( (DWORD)1 ); // the player
        CPad* pLocalPad = pGameInterface->GetPad ();
        CPadSAInterface* pLocalPadInterface = ( (CPadSA*) pLocalPad )->GetInterface ();

        // We're not switching to local player
        if ( thePed != pLocalPlayerPed )
        {
            // Store the local pad
            pLocalPad->Store (); // store a copy of the local pad internally

            // Grab the remote data storage for the player we're context switching to
            CPlayerPed* thePlayerPed = dynamic_cast < CPlayerPed* > ( thePed );
            if ( thePlayerPed )
            {
                CRemoteDataStorageSA * data = CRemoteDataSA::GetRemoteDataStorage ( thePlayerPed );
                if ( data )
                {
                    // We want the player to be seen as in targeting mode if they are right clicking and with weapons 
                    CWeapon* pWeapon = thePed->GetWeapon(thePed->GetCurrentWeaponSlot());
                    eWeaponType currentWeapon = pWeapon->GetType();
                    CControllerState * cs = data->CurrentControllerState();
                    CWeaponStat * pWeaponStat = NULL;
                    if ( currentWeapon >= WEAPONTYPE_PISTOL && currentWeapon <= WEAPONTYPE_TEC9 )
                    {
                        float fValue = data->m_stats.StatTypesFloat [ pGameInterface->GetStats ()->GetSkillStatIndex ( currentWeapon ) ];
                        pWeaponStat = pGameInterface->GetWeaponStatManager ( )->GetWeaponStatsFromSkillLevel ( currentWeapon, fValue );
                    }
                    else
                        pWeaponStat = pGameInterface->GetWeaponStatManager ( )->GetWeaponStats ( currentWeapon );

                    if ( cs->RightShoulder1 != 0 
                        && ( pWeaponStat && pWeaponStat->IsFlagSet ( WEAPONTYPE_FIRSTPERSON ) ) )
                    {
                        b1stPersonWeaponModeHackInPlace = true;
                        
                        // make the CCamera::Using1stPersonWeaponMode function return true
                        MemPutFast < BYTE > ( 0x50BFF0, 0xB0 );
                        MemPutFast < BYTE > ( 0x50BFF1, 0x01 );
                        MemPutFast < BYTE > ( 0x50BFF2, 0xC3 );
                    }

                    // Change the local player's pad to the remote player's
                    MemCpyFast ( pLocalPadInterface, &data->m_pad, sizeof ( CPadSAInterface ) );

                    // this is to fix the horn/siren
                    pLocalPad->SetHornHistoryValue ( ( cs->ShockButtonL == 255 ) );
                    // disables the impatient actions on remote players (which cause desync)
                    pLocalPad->SetLastTimeTouched ( pGameInterface->GetSystemTime () );

                    // this is to make movement work correctly
                    fLocalPlayerCameraRotation = *(float *)VAR_CameraRotation;
                    MemPutFast < float > ( VAR_CameraRotation, data->m_fCameraRotation );

                    // Change the gravity to the remote player's
                    pGameInterface->SetGravity ( data->m_fGravity );

                    // Disable mouselook for remote players (so the mouse doesn't affect them)
                    // Only disable mouselook if they're not holding a 1st-person weapon
                    // And if they're not under-water
                    bool bDisableMouseLook = true;
                    if ( pWeapon )
                    {
                        eWeaponType weaponType = pWeapon->GetType ();
                        if ( pWeaponStat->IsFlagSet ( WEAPONTYPE_FIRSTPERSON ) )
                        {
                            bDisableMouseLook = false;
                        }
                    }
                    bMouseLookEnabled = *(bool *)0xB6EC2E;
                    if ( bDisableMouseLook ) *(bool *)0xB6EC2E = false;

                    // Disable the goggles
                    bInfraredVisionEnabled = *(bool *)0xC402B9;
                    MemPutFast < bool > ( 0xC402B9, false );
                    bNightVisionEnabled = *(bool *)0xC402B8;
                    MemPutFast < bool > ( 0xC402B8, false );

                    // Remove the code making players cough on fire extinguisher and teargas
                    MemSetFast ( (void*) 0x4C03F0, 0x90, 3 );
                    MemSetFast ( (void*) 0x4C03F8, 0x90, 7 );

                    // Prevent it calling ClearWeaponTarget for remote players
                    MemPutFast < BYTE > ( 0x609C80, 0xC3 );

                    // Prevent rockets firing oddly
                    //*(BYTE *)0x73811C = 0x90;
                    //*(BYTE *)0x73811D = 0xE9;

                    
                    // This is so weapon clicks and similar don't play for us when done remotly
                    MemPutFast < BYTE > ( 0x60F273, 0xEB );
                    MemPutFast < BYTE > ( 0x60F260, 0x90 );
                    MemPutFast < BYTE > ( 0x60F261, 0x90 );
                    

                    // Prevent CCamera::SetNewPlayerWeaponMode being called
                    MemPutFast < BYTE > ( 0x50BFB0, 0xC2 );
                    MemPutFast < BYTE > ( 0x50BFB1, 0x0C );
                    MemPutFast < BYTE > ( 0x50BFB2, 0x00 );

                    // Prevent it calling CCamera::ClearPlayerWeaponMode for remote players
                    MemPutFast < BYTE > ( 0x50AB10, 0xC3 );

                    // Prevent it marking targets of remote players
                    MemPutFast < BYTE > ( 0x742BF0, 0xC3 );

                    // this is to prevent shooting players following the local camera
                    MemPutFast < BYTE > ( 0x687099, 0xEB );

                    // Prevent the game making remote player's weapons get switched by the local player's
                    MemPutFast < BYTE > ( 0x60D850, 0xC2 );
                    MemPutFast < BYTE > ( 0x60D851, 0x04 );
                    MemPutFast < BYTE > ( 0x60D852, 0x00 );

                    // Change the local player's stats to the remote player's
                    if ( data )
                    {
                        MemCpyFast ( (void *)0xb79380, data->m_stats.StatTypesFloat, sizeof(float) * MAX_FLOAT_STATS );
                        MemCpyFast ( (void *)0xb79000, data->m_stats.StatTypesInt, sizeof(int) * MAX_INT_STATS );
                        MemCpyFast ( (void *)0xb78f10, data->m_stats.StatReactionValue, sizeof(float) * MAX_REACTION_STATS );
                    }                 

                    /*
                    // ChrML: Force as high stats as we can go before screwing up. Players can't have different
                    //        stats or guns don't work. We can't have dual guns either due to some screwups.
                    //        Dual gun screwup: Sync code needs update and the gun pointing up needs to.
                    float* pfStats = (float*) 0xb79380;
                    pfStats [ 69 ] = 500.0f;
                    pfStats [ 70 ] = 999.0f;
                    pfStats [ 71 ] = 999.0f;
                    pfStats [ 72 ] = 999.0f;
                    pfStats [ 73 ] = 500.0f;
                    pfStats [ 74 ] = 999.0f;
                    pfStats [ 75 ] = 500.0f;
                    pfStats [ 76 ] = 999.0f;
                    pfStats [ 77 ] = 999.0f;
                    pfStats [ 78 ] = 999.0f;
                    pfStats [ 79 ] = 999.0f;
                    */

                    CPedSA* thePedSA = dynamic_cast < CPedSA* > ( thePed );
                    if ( thePedSA )
                    {
                        CEntitySAInterface * ped = thePedSA->GetInterface();
                        MemPutFast < DWORD > ( 0xB7CD98, (DWORD)ped );
                    }

                    // Remember that we're not in the local player's context any more (for switching back)
                    bNotInLocalContext = true;

                    // Call the pre-context switch handler we might have
                    if ( m_pPreContextSwitchHandler )
                    {
                        CPlayerPed* pPlayerPed = dynamic_cast < CPlayerPed* > ( thePed );
                        if ( pPlayerPed )
                            m_pPreContextSwitchHandler ( pPlayerPed );
                    }
                }
            }
        }
        else
        {
            // Set the local players gravity
            pGameInterface->SetGravity ( fLocalPlayerGravity );

            if ( bCustomCameraRotation )
                MemPutFast < float > ( VAR_CameraRotation, fLocalPlayerCameraRotation );
        }
    }
    pGameInterface->OnPedContextChange ( thePed );
}
Пример #4
0
void CNametags::DrawFromAim()
{
    unsigned long ulCurrentTime = CClientTime::GetTime();

    // Got any players that are not local?
    if (m_pPlayerManager->Count() > 1)
    {
        // Grab the local player
        CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer();
        if (pLocalPlayer)
        {
            // Grab the current time and the camera
            unsigned long ulCurrentTime = CClientTime::GetTime();
            CCamera*      pCamera = g_pGame->GetCamera();

            // Grab our controller state
            CControllerState State;
            g_pGame->GetPad()->GetCurrentControllerState(&State);

            // Grab our current weapon slot. Use screen center if melee or none
            CVector     vecStart;
            CVector     vecTarget;
            eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot();
            if (eSlot == WEAPONSLOT_TYPE_UNARMED || eSlot == WEAPONSLOT_TYPE_MELEE || eSlot == WEAPONSLOT_TYPE_RIFLE || eSlot == WEAPONSLOT_TYPE_THROWN ||
                eSlot == WEAPONSLOT_TYPE_SPECIAL || eSlot == WEAPONSLOT_TYPE_GIFT || eSlot == WEAPONSLOT_TYPE_PARACHUTE || eSlot == WEAPONSLOT_TYPE_DETONATOR)
            {
                // Grab the active cam
                CCamera* pCamera = g_pGame->GetCamera();
                CCam*    pActive = pCamera->GetCam(pCamera->GetActiveCam());

                // Grab the camera matrix
                CMatrix matCamera;
                pCamera->GetMatrix(&matCamera);
                vecStart = matCamera.vPos;

                // Range
                float        fRange;
                eWeaponType  eWeapon = pLocalPlayer->GetCurrentWeaponType();
                float        fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon));
                CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill);
                if (pWeaponStat)
                {
                    fRange = pWeaponStat->GetTargetRange();
                }
                else
                {
                    fRange = MELEE_VISIBLE_RANGE;
                }

                // Find the target position
                CVector vecFront = *pActive->GetFront();
                vecFront.Normalize();
                vecTarget = *pActive->GetSource() + vecFront * fRange;
            }
            else
            {
                // Grab the weapon and keysync state. If it exists and he holds Target down
                CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon();
                if (pPlayerWeapon && State.RightShoulder1)
                {
                    // Grab the gun muzzle position
                    eWeaponType  eWeapon = pLocalPlayer->GetCurrentWeaponType();
                    float        fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon));
                    CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill);

                    CVector vecGunMuzzle = *pWeaponStat->GetFireOffset();
                    pLocalPlayer->GetTransformedBonePosition(BONE_RIGHTWRIST, vecGunMuzzle);

                    // Grab the target point
                    pCamera->Find3rdPersonCamTargetVector(AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget);
                }
                else
                {
                    // Grab the active cam
                    CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam());

                    // Grab the camera matrix
                    CMatrix matCamera;
                    pCamera->GetMatrix(&matCamera);
                    vecStart = matCamera.vPos;

                    // Find the target position
                    CVector vecFront = *pActive->GetFront();
                    vecFront.Normalize();
                    vecTarget = *pActive->GetSource() + vecFront * MELEE_VISIBLE_RANGE;
                }
            }

            // Ignore the local player for this
            pLocalPlayer->WorldIgnore(true);

            // Do the raycast
            CColPoint*        pColPoint = NULL;
            CEntity*          pEntity = NULL;
            SLineOfSightFlags flags;
            flags.bCheckBuildings = true;
            flags.bCheckVehicles = true;
            flags.bCheckPeds = true;
            flags.bCheckObjects = true;
            flags.bCheckDummies = true;
            flags.bSeeThroughStuff = true;
            flags.bIgnoreSomeObjectsForCamera = false;
            flags.bShootThroughStuff = true;
            g_pGame->GetWorld()->ProcessLineOfSight(&vecStart, &vecTarget, &pColPoint, &pEntity, flags);
            if (pColPoint)
                pColPoint->Destroy();

            // Un-ignore the local player
            pLocalPlayer->WorldIgnore(false);

            // Did we find an entity?
            if (pEntity)
            {
                // Grab the CClientEntity belonging to this game_sa entity
                CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer());
                if (pClientEntity)
                {
                    // Is it a vehicle? Is it a ped?
                    eClientEntityType EntityType = pClientEntity->GetType();
                    if (EntityType == CCLIENTVEHICLE)
                    {
                        CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity);

                        // Set the current time as the last draw time for all players inside
                        CClientPed* pPed;
                        int         i;
                        for (i = 0; i < 8; i++)
                        {
                            // Grab this seat's occupant and set its last nametag show time to now
                            pPed = pClientVehicle->GetOccupant(i);
                            if (pPed && pPed->GetType() == CCLIENTPLAYER)
                            {
                                static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime);
                            }
                        }
                    }
                    else if (EntityType == CCLIENTPLAYER)
                    {
                        // Grab the player this entity is
                        CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity);
                        if (pClientPlayer)
                        {
                            // Set now as the last time we had the cursor above him
                            pClientPlayer->SetLastNametagShow(ulCurrentTime);
                        }
                    }
                }
            }

            // Grab the local player vehicle
            CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle();

            // Draw the nametags we need to
            CClientPlayer*                              pPlayer;
            CClientStreamElement*                       pElement;
            list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin();
            for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter)
            {
                pElement = *iter;
                if (!pElement->IsStreamedIn())
                    continue;
                if (pElement->GetType() != CCLIENTPLAYER)
                    continue;
                pPlayer = static_cast<CClientPlayer*>(pElement);
                if (pPlayer->IsLocalPlayer())
                    continue;

                // Is he in the same vehicle as the local player?
                if (pLocalVehicle && pPlayer->GetOccupiedVehicle() == pLocalVehicle)
                {
                    pPlayer->SetLastNametagShow(ulCurrentTime);
                }

                // Can we show this player's nametag
                unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow();
                if (ulLastNametagShow != 0 && ulCurrentTime <= ulLastNametagShow + NAMETAG_END_FADE_TIME)
                {
                    unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow();
                    // Calculate the alpha modifier
                    float fAlphaTimeModifier;
                    if (ulCurrentTime < ulLastNametagShow + NAMETAG_BEGIN_FADE_TIME)
                    {
                        fAlphaTimeModifier = 1.0f;
                    }
                    else
                    {
                        fAlphaTimeModifier = 1.0f - (ulCurrentTime - ulLastNametagShow - NAMETAG_BEGIN_FADE_TIME) / 1000.0f;
                    }

                    // Calculate the alpha for the nametag
                    unsigned char ucAlpha = static_cast<unsigned char>(180.0f * fAlphaTimeModifier);

                    // Draw it
                    DrawTagForPlayer(pPlayer, ucAlpha);
                }
            }
        }
    }
}
Пример #5
0
void CWorldRPCs::SetWeaponProperty ( NetBitStreamInterface& bitStream )
{
    unsigned char ucWeapon = 0;
    unsigned char ucProperty = 0;
    unsigned char ucWeaponSkill = 0;
    float fData = 0.0f;
    short sData = 0;
    if ( bitStream.Read ( ucWeapon ) && bitStream.Read ( ucProperty ) && bitStream.Read ( ucWeaponSkill ) )
    {
        CWeaponStat* pWeaponInfo = g_pGame->GetWeaponStatManager()->GetWeaponStats( static_cast < eWeaponType > ( ucWeapon ), static_cast < eWeaponSkill > ( ucWeaponSkill ) );
        CWeaponStat* pOriginalWeaponInfo = g_pGame->GetWeaponStatManager()->GetOriginalWeaponStats( static_cast < eWeaponType > ( ucWeapon ), static_cast < eWeaponSkill > ( ucWeaponSkill ) );
        switch ( ucProperty )
        {
        case WEAPON_WEAPON_RANGE:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponRange ( fData );
            break;
        }
        case WEAPON_TARGET_RANGE:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetTargetRange ( fData );
            break;
        }
        case WEAPON_ACCURACY:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetAccuracy ( fData );
            break;
        }
        case WEAPON_LIFE_SPAN:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetLifeSpan ( fData );
            break;
        }
        case WEAPON_FIRING_SPEED:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetFiringSpeed ( fData );
            break;
        }
        case WEAPON_MOVE_SPEED:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetMoveSpeed ( fData );
            break;
        }
        case WEAPON_ANIM_LOOP_START:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnimLoopStart ( fData );
            break;
        }
        case WEAPON_ANIM_LOOP_STOP:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnimLoopStop ( fData );
            break;
        }
        case WEAPON_ANIM_LOOP_RELEASE_BULLET_TIME:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnimLoopFireTime ( fData );
            break;
        }

        case WEAPON_ANIM2_LOOP_START:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnim2LoopStart ( fData );
            break;
        }
        case WEAPON_ANIM2_LOOP_STOP:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnim2LoopStop ( fData );
            break;
        }
        case WEAPON_ANIM2_LOOP_RELEASE_BULLET_TIME:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnim2LoopFireTime ( fData );
            break;
        }

        case WEAPON_ANIM_BREAKOUT_TIME:
        {
            bitStream.Read ( fData );
            pWeaponInfo->SetWeaponAnimBreakoutTime ( fData );
            break;
        }
        case WEAPON_DAMAGE:
        {
            bitStream.Read ( sData );
            pWeaponInfo->SetDamagePerHit ( sData );
            break;
        }
        case WEAPON_MAX_CLIP_AMMO:
        {
            bitStream.Read ( sData );
            pWeaponInfo->SetMaximumClipAmmo ( sData );
            break;
        }
        case WEAPON_FLAGS:
        {
            bitStream.Read ( sData );
            if ( pWeaponInfo->IsFlagSet ( sData ) )
            {
                if ( sData == 0x800 )
                {
                    // if it can support this anim group
                    if ( ( ucWeapon >= WEAPONTYPE_PISTOL && ucWeapon <= WEAPONTYPE_SNIPERRIFLE ) || ucWeapon == WEAPONTYPE_MINIGUN )
                    {
                        // Revert anim group to default
                        pWeaponInfo->SetAnimGroup ( pOriginalWeaponInfo->GetAnimGroup ( ) );
                    }
                }
                pWeaponInfo->ClearFlag ( sData );
            }
            else
            {
                if ( sData == 0x800 )
                {
                    // if it can support this anim group
                    if ( ( ucWeapon >= WEAPONTYPE_PISTOL && ucWeapon <= WEAPONTYPE_SNIPERRIFLE ) || ucWeapon == WEAPONTYPE_MINIGUN )
                    {
                        // sawn off shotgun anim group
                        pWeaponInfo->SetAnimGroup ( 17 );
                    }
                }
                pWeaponInfo->SetFlag ( sData );
            }

            break;
        }
        case WEAPON_ANIM_GROUP:
        {
            bitStream.Read ( sData );
            pWeaponInfo->SetAnimGroup ( sData );
            break;
        }
        }
    }
}
Пример #6
0
bool CMapInfoPacket::Write ( NetBitStreamInterface& BitStream ) const
{
    // Write the map weather
    BitStream.Write ( m_ucWeather );
    BitStream.Write ( m_ucWeatherBlendingTo );
    BitStream.Write ( m_ucBlendedWeatherHour );

    BitStream.WriteBit ( m_bHasSkyGradient );
    if ( m_bHasSkyGradient )
    {
        BitStream.Write ( m_ucSkyGradientTR );
        BitStream.Write ( m_ucSkyGradientTG );
        BitStream.Write ( m_ucSkyGradientTB );
        BitStream.Write ( m_ucSkyGradientBR );
        BitStream.Write ( m_ucSkyGradientBG );
        BitStream.Write ( m_ucSkyGradientBB );
    }

    // Write heat haze
    BitStream.WriteBit ( m_bHasHeatHaze );
    if ( m_bHasHeatHaze )
    {
        SHeatHazeSync heatHaze ( m_HeatHazeSettings );
        BitStream.Write ( &heatHaze );
    }

    // Write the map hour
    BitStream.Write ( m_ucClockHour );
    BitStream.Write ( m_ucClockMin );

    BitStream.WriteCompressed ( m_ulMinuteDuration );

    // Write the map flags
    SMapInfoFlagsSync flags;
    flags.data.bShowNametags  = m_bShowNametags;
    flags.data.bShowRadar     = m_bShowRadar;
    flags.data.bCloudsEnabled = m_bCloudsEnabled;
    BitStream.Write ( &flags );

    // Write any other world conditions
    BitStream.Write ( m_fGravity );
    if ( m_fGameSpeed == 1.0f )
        BitStream.WriteBit ( true );
    else
    {
        BitStream.WriteBit ( false );
        BitStream.Write ( m_fGameSpeed );
    }
    BitStream.Write ( m_fWaveHeight );
    // Write world water level
    BitStream.Write ( m_WorldWaterLevelInfo.fSeaLevel );
    BitStream.WriteBit ( m_WorldWaterLevelInfo.bNonSeaLevelSet );
    if ( m_WorldWaterLevelInfo.bNonSeaLevelSet )
        BitStream.Write ( m_WorldWaterLevelInfo.fNonSeaLevel );

    BitStream.WriteCompressed ( m_usFPSLimit );

    // Write the garage states
    for ( unsigned char i = 0 ; i < MAX_GARAGES ; i++ )
    {
        BitStream.WriteBit( static_cast < unsigned char > ( m_pbGarageStates[i] ) );
    }

    // Write the fun bugs state
    SFunBugsStateSync funBugs;
    funBugs.data.bQuickReload = g_pGame->IsGlitchEnabled ( CGame::GLITCH_QUICKRELOAD );
    funBugs.data.bFastFire    = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTFIRE );
    funBugs.data.bFastMove    = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTMOVE );
    funBugs.data.bCrouchBug   = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CROUCHBUG );
    funBugs.data.bCloseRangeDamage = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CLOSEDAMAGE );
    BitStream.Write ( &funBugs );

    BitStream.Write ( m_fJetpackMaxHeight );

    BitStream.WriteBit ( m_bOverrideWaterColor );
    if ( m_bOverrideWaterColor )
    {
        BitStream.Write ( m_ucWaterRed );
        BitStream.Write ( m_ucWaterGreen );
        BitStream.Write ( m_ucWaterBlue );
        BitStream.Write ( m_ucWaterAlpha );
    }

    // Interior sounds
    BitStream.WriteBit ( m_bInteriorSoundsEnabled );

    // Rain level
    BitStream.WriteBit ( m_bOverrideRainLevel );
    if ( m_bOverrideRainLevel )
    {
        BitStream.Write ( m_fRainLevel );
    }

    // Sun size
    BitStream.WriteBit ( m_bOverrideSunSize );
    if ( m_bOverrideSunSize )
    {
        BitStream.Write ( m_fSunSize );
    }

    // Sun color
    BitStream.WriteBit ( m_bOverrideSunColor );
    if ( m_bOverrideSunColor )
    {
        BitStream.Write ( m_ucSunCoreR );
        BitStream.Write ( m_ucSunCoreG );
        BitStream.Write ( m_ucSunCoreB );
        BitStream.Write ( m_ucSunCoronaR );
        BitStream.Write ( m_ucSunCoronaG );
        BitStream.Write ( m_ucSunCoronaB );
    }

    // Wind velocity
    BitStream.WriteBit ( m_bOverrideWindVelocity );
    if ( m_bOverrideWindVelocity )
    {
        BitStream.Write ( m_fWindVelX );
        BitStream.Write ( m_fWindVelY );
        BitStream.Write ( m_fWindVelZ );
    }

    // Far clip distance
    BitStream.WriteBit ( m_bOverrideFarClipDistance );
    if ( m_bOverrideFarClipDistance )
    {
        BitStream.Write ( m_fFarClip );
    }

    // Fog distance
    BitStream.WriteBit ( m_bOverrideFogDistance );
    if ( m_bOverrideFogDistance )
    {
        BitStream.Write ( m_fFogDistance );
    }

    BitStream.Write ( m_fAircraftMaxHeight );

    for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_EXTINGUISHER;i++)
    {
        sWeaponPropertySync WeaponProperty;
        CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i );
        BitStream.WriteBit ( true );
        WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType();
        WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy();
        WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed();
        WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange();
        WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange();
        WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo();
        WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit();
        WeaponProperty.data.nFlags = pWeaponStat->GetFlags();

        WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart();
        WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop();
        WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime();

        WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart();
        WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop();
        WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime();

        WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime();
        BitStream.Write( &WeaponProperty );
    }

    for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_TEC9;i++)
    {
        sWeaponPropertySync WeaponProperty;
        BitStream.WriteBit ( true );
        for (int j = 0; j <= 2;j++)
        {
            CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i, (eWeaponSkill)j );
            WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType();
            WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy();
            WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed();
            WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange();
            WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange();
            WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo();
            WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit();
            WeaponProperty.data.nFlags = pWeaponStat->GetFlags();

            WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart();
            WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop();
            WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime();

            WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart();
            WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop();
            WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime();

            WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime();
            BitStream.Write( &WeaponProperty );
        }
    }

    return true;
}