Merge branch 'develop' into develop_mirrors

This commit is contained in:
Lwmte 2024-12-19 01:40:19 +01:00
commit 2e17f7f8d9
6 changed files with 12 additions and 12 deletions

View file

@ -837,7 +837,7 @@ void AimWeapon(ItemInfo& laraItem, ArmInfo& arm, const WeaponInfo& weaponInfo)
} }
// TODO: Include snowmobile gun in GetAmmo(), otherwise the player won't be able to shoot while controlling it. -- TokyoSU 2023.04.21 // TODO: Include snowmobile gun in GetAmmo(), otherwise the player won't be able to shoot while controlling it. -- TokyoSU 2023.04.21
FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo& targetEntity, ItemInfo& laraItem, const EulerAngles& armOrient) FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo* targetEntity, ItemInfo& laraItem, const EulerAngles& armOrient)
{ {
auto& player = *GetLaraInfo(&laraItem); auto& player = *GetLaraInfo(&laraItem);
auto& ammo = GetAmmo(player, weaponType); auto& ammo = GetAmmo(player, weaponType);
@ -872,14 +872,14 @@ FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo& targetEntity, Ite
GetFloor(pos.x, pos.y, pos.z, &roomNumber); GetFloor(pos.x, pos.y, pos.z, &roomNumber);
vOrigin.RoomNumber = roomNumber; vOrigin.RoomNumber = roomNumber;
if (&targetEntity == nullptr) if (targetEntity == nullptr)
{ {
auto vTarget = GameVector(target); auto vTarget = GameVector(target);
GetTargetOnLOS(&vOrigin, &vTarget, false, true); GetTargetOnLOS(&vOrigin, &vTarget, false, true);
return FireWeaponType::Miss; return FireWeaponType::Miss;
} }
auto spheres = targetEntity.GetSpheres(); auto spheres = targetEntity->GetSpheres();
int closestJointIndex = NO_VALUE; int closestJointIndex = NO_VALUE;
float closestDist = INFINITY; float closestDist = INFINITY;
for (int i = 0; i < spheres.size(); i++) for (int i = 0; i < spheres.size(); i++)
@ -909,7 +909,7 @@ FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo& targetEntity, Ite
// NOTE: It seems that entities hit by the player in the normal way must have GetTargetOnLOS return false. // NOTE: It seems that entities hit by the player in the normal way must have GetTargetOnLOS return false.
// It's strange, but this replicates original behaviour until we fully understand what is happening. // It's strange, but this replicates original behaviour until we fully understand what is happening.
if (!GetTargetOnLOS(&vOrigin, &vTarget, false, true)) if (!GetTargetOnLOS(&vOrigin, &vTarget, false, true))
HitTarget(&laraItem, &targetEntity, &vTarget, weapon.Damage, false, closestJointIndex); HitTarget(&laraItem, targetEntity, &vTarget, weapon.Damage, false, closestJointIndex);
return FireWeaponType::PossibleHit; return FireWeaponType::PossibleHit;
} }

View file

@ -61,7 +61,7 @@ GAME_OBJECT_ID GetWeaponObjectMeshID(ItemInfo& laraItem, LaraWeaponType weapon
void HandleWeapon(ItemInfo& laraItem); void HandleWeapon(ItemInfo& laraItem);
void AimWeapon(ItemInfo& laraItem, ArmInfo& arm, const WeaponInfo& weaponInfo); void AimWeapon(ItemInfo& laraItem, ArmInfo& arm, const WeaponInfo& weaponInfo);
FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo& targetEntity, ItemInfo& laraItem, const EulerAngles& armOrient); FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo* targetEntity, ItemInfo& laraItem, const EulerAngles& armOrient);
void FindNewTarget(ItemInfo& laraItem, const WeaponInfo& weaponInfo); void FindNewTarget(ItemInfo& laraItem, const WeaponInfo& weaponInfo);
void LaraTargetInfo(ItemInfo& laraItem, const WeaponInfo& weaponInfo); void LaraTargetInfo(ItemInfo& laraItem, const WeaponInfo& weaponInfo);

View file

@ -395,7 +395,7 @@ void FireShotgun(ItemInfo& laraItem)
armOrient.y + scatter * (GetRandomControl() - ANGLE(90.0f)) / 65536, armOrient.y + scatter * (GetRandomControl() - ANGLE(90.0f)) / 65536,
0); 0);
if (FireWeapon(LaraWeaponType::Shotgun, *player.TargetEntity, laraItem, wobbledArmOrient) != FireWeaponType::NoAmmo) if (FireWeapon(LaraWeaponType::Shotgun, player.TargetEntity, laraItem, wobbledArmOrient) != FireWeaponType::NoAmmo)
hasFired = true; hasFired = true;
// HACK: Compensate for spending 6 units of shotgun ammo. -- Lwmte, 18.11.22 // HACK: Compensate for spending 6 units of shotgun ammo. -- Lwmte, 18.11.22
@ -1152,7 +1152,7 @@ void FireHK(ItemInfo& laraItem, bool inaccurateMode)
Weapons[(int)LaraWeaponType::HK].Damage = damage / 3; Weapons[(int)LaraWeaponType::HK].Damage = damage / 3;
} }
if (FireWeapon(LaraWeaponType::HK, *player.TargetEntity, laraItem, angles) != FireWeaponType::NoAmmo) if (FireWeapon(LaraWeaponType::HK, player.TargetEntity, laraItem, angles) != FireWeaponType::NoAmmo)
{ {
player.LeftArm.GunSmoke = 12; player.LeftArm.GunSmoke = 12;

View file

@ -154,7 +154,7 @@ static void AnimateWeapon(ItemInfo& laraItem, LaraWeaponType weaponType, bool& h
arm.Orientation.y + laraItem.Pose.Orientation.y, arm.Orientation.y + laraItem.Pose.Orientation.y,
0); 0);
if (FireWeapon(weaponType, *player.TargetEntity, laraItem, armOrient) != FireWeaponType::NoAmmo) if (FireWeapon(weaponType, player.TargetEntity, laraItem, armOrient) != FireWeaponType::NoAmmo)
{ {
arm.GunSmoke = 28; arm.GunSmoke = 28;
TriggerGunShell(isRightWeapon ? true : false, ID_GUNSHELL, weaponType); TriggerGunShell(isRightWeapon ? true : false, ID_GUNSHELL, weaponType);

View file

@ -680,8 +680,8 @@ namespace TEN::Entities::Vehicles
lara->RightArm.Orientation.y + laraItem->Pose.Orientation.y, lara->RightArm.Orientation.y + laraItem->Pose.Orientation.y,
0); 0);
FireWeapon(LaraWeaponType::Snowmobile, *lara->TargetEntity, *laraItem, angles); FireWeapon(LaraWeaponType::Snowmobile, lara->TargetEntity, *laraItem, angles);
FireWeapon(LaraWeaponType::Snowmobile, *lara->TargetEntity, *laraItem, angles); FireWeapon(LaraWeaponType::Snowmobile, lara->TargetEntity, *laraItem, angles);
SoundEffect(weapon.SampleNum, &laraItem->Pose); SoundEffect(weapon.SampleNum, &laraItem->Pose);
skidooItem->ItemFlags[0] = 4; skidooItem->ItemFlags[0] = 4;
} }

View file

@ -297,7 +297,7 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
<LanguageStandard>stdcpp17</LanguageStandard> <LanguageStandard>stdcpp17</LanguageStandard>
<PrecompiledHeaderFile>framework.h</PrecompiledHeaderFile> <PrecompiledHeaderFile>framework.h</PrecompiledHeaderFile>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<Optimization>Disabled</Optimization> <Optimization>MinSpace</Optimization>
<BasicRuntimeChecks>Default</BasicRuntimeChecks> <BasicRuntimeChecks>Default</BasicRuntimeChecks>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion> <InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
@ -377,7 +377,7 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
<LanguageStandard>stdcpp17</LanguageStandard> <LanguageStandard>stdcpp17</LanguageStandard>
<PrecompiledHeaderFile>framework.h</PrecompiledHeaderFile> <PrecompiledHeaderFile>framework.h</PrecompiledHeaderFile>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<Optimization>Disabled</Optimization> <Optimization>MinSpace</Optimization>
<BasicRuntimeChecks>Default</BasicRuntimeChecks> <BasicRuntimeChecks>Default</BasicRuntimeChecks>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion> <InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>