Beispiel #1
0
 private void CleanCurrentEntity()
 {
     currentEntity = null;
     isVehicle     = isPed = isObject = false;
     vehicleDoors  = null;
     closestVehicleDoorBoneName    = null;
     closestVehicleDoorIndex       = -1;
     vehicleDoorDetachedPercentage = 0.0f;
     if (breakingPercentageBar != null)
     {
         breakingPercentageBar.Delete();
         breakingPercentageBar = null;
     }
 }
Beispiel #2
0
            public void OnActiveUpdate()
            {
                if (controller.IsPlayer)
                {
                    for (int i = 0; i < ControlsToDisable.Length; i++)
                    {
                        NativeFunction.Natives.DisableControlAction(0, (int)ControlsToDisable[i]);
                    }

                    if (NativeFunction.Natives.IsDisabledControlPressed <bool>(0, (int)GameControl.Attack))
                    {
                        // TODO: extract code to method, and allow AI peds to use the saw
                        Vector3 start = saw.LeftPosition + saw.RightVector * 0.2f;
                        Vector3 end   = start - saw.RightVector * 0.25f;

                        HitResult hitResult = World.TraceCapsule(start, end, 0.15f, TraceFlags.IntersectEverything, controller.Ped, saw);

#if DEBUG
                        Util.DrawLine(start, end, System.Drawing.Color.Red);
                        Util.DrawMarker(28, start, Vector3.Zero, Rotator.Zero, new Vector3(0.05f), System.Drawing.Color.Red);
#endif

                        if (hitResult.Hit && hitResult.HitEntity)
                        {
                            if (hitResult.HitEntity != currentEntity)
                            {
                                currentEntity = hitResult.HitEntity;
                                isVehicle     = currentEntity is Vehicle;
                                isPed         = !isVehicle && currentEntity is Ped;
                                isObject      = !isVehicle && !isPed;
                                vehicleDoors  = isVehicle ? ((Vehicle)currentEntity).GetDoors() : null;
                                closestVehicleDoorBoneName    = null;
                                closestVehicleDoorIndex       = -1;
                                vehicleDoorDetachedPercentage = 0.0f;
                                if (breakingPercentageBar != null)
                                {
                                    breakingPercentageBar.Delete();
                                    breakingPercentageBar = null;
                                }
                            }

#if DEBUG
                            Util.DrawMarker(2, currentEntity.AbovePosition + currentEntity.UpVector * 1.25f, Vector3.Zero, new Rotator(180f, 0f, 0f), new Vector3(0.5f), System.Drawing.Color.Red, true);
#endif


                            if ((Game.GameTime - lastParticleStartGameTime) > gameTimeForNextParticleStart)
                            {
                                if (isVehicle)
                                {
                                    Util.StartParticleFxNonLoopedOnEntity("des_fib_floor", "ent_ray_fbi5a_ramp_metal_imp", saw, new Vector3(-0.715f, 0.005f, 0f), new Rotator(0f, 0f, 25f), 0.75f);
                                    Util.StartParticleFxNonLoopedOnEntity("des_fib_floor", "ent_ray_fbi5a_ramp_metal_imp", saw, new Vector3(-0.715f, 0.005f, 0f), new Rotator(0f, 0f, 155f), 0.75f);
                                }
                                else if (isPed)
                                {
                                    // "cut_solomon5", "cs_sol5_blood_head_shot"
                                    // "cut_michael2", "liquid_splash_blood"
                                    Util.StartParticleFxNonLoopedOnEntity("cut_solomon5", "cs_sol5_blood_head_shot", saw, new Vector3(-0.715f, 0.005f, 0f), new Rotator(0f, 0f, 25f), MathHelper.GetRandomSingle(2.0f, 4.25f));
                                    Util.StartParticleFxNonLoopedOnEntity("cut_solomon5", "cs_sol5_blood_head_shot", saw, new Vector3(-0.715f, 0.005f, 0f), new Rotator(0f, 0f, 155f), MathHelper.GetRandomSingle(2.0f, 4.25f));

                                    NativeFunction.Natives.PlayPain(currentEntity, MathHelper.GetRandomInteger(6, 7), 0, 0);
                                }
                                else if (isObject)
                                {
                                    // TODO
                                    Util.StartParticleFxNonLoopedOnEntity("des_fib_floor", "ent_ray_fbi5a_ramp_metal_imp", saw, new Vector3(-0.715f, 0.005f, 0f), new Rotator(0f, 0f, 25f), 0.75f);
                                    Util.StartParticleFxNonLoopedOnEntity("des_fib_floor", "ent_ray_fbi5a_ramp_metal_imp", saw, new Vector3(-0.715f, 0.005f, 0f), new Rotator(0f, 0f, 155f), 0.75f);
                                }

                                lastParticleStartGameTime    = Game.GameTime;
                                gameTimeForNextParticleStart = (uint)MathHelper.GetRandomInteger(100, 275);
                            }

                            if (isVehicle)
                            {
                                Vehicle v = (Vehicle)currentEntity;

                                string closestBoneName = null;
                                int    closestIndex    = 0;
                                float  closestDistSqr  = 999999f * 999999f;

                                Vector3 sawPos = saw.LeftPosition;
                                for (int i = 0; i < vehicleDoors.Length; i++)
                                {
                                    VehicleDoor d = vehicleDoors[i];

                                    if (!d.IsDamaged)
                                    {
                                        string  boneName = Util.GetVehicleDoorBoneName(d);
                                        Vector3 pos      = v.GetBonePosition(boneName);

                                        float distSqr = Vector3.DistanceSquared(sawPos, pos);
                                        if (distSqr < closestDistSqr)
                                        {
                                            closestDistSqr  = distSqr;
                                            closestBoneName = boneName;
                                            closestIndex    = d.Index;
                                        }
                                    }
                                }

#if DEBUG
                                Game.DisplayHelp($"Closest:{closestBoneName}~n~DistSqr:{closestDistSqr}~n~Dist:{System.Math.Sqrt(closestDistSqr)}");
#endif

                                if (closestBoneName != null && closestDistSqr < 1.5f * 1.5f)
                                {
                                    if (closestVehicleDoorBoneName != closestBoneName)
                                    {
                                        closestVehicleDoorBoneName    = closestBoneName;
                                        closestVehicleDoorIndex       = closestIndex;
                                        vehicleDoorDetachedPercentage = 0.0f;
                                    }

                                    if (breakingPercentageBar == null)
                                    {
                                        breakingPercentageBar = new PercentageBar(closestVehicleDoorBoneName);
                                    }

                                    vehicleDoorDetachedPercentage   += 0.0825f * Game.FrameTime;
                                    breakingPercentageBar.Percentage = vehicleDoorDetachedPercentage;

#if DEBUG
                                    Game.DisplaySubtitle("~b~" + vehicleDoorDetachedPercentage);
#endif
                                    if (vehicleDoorDetachedPercentage >= 1f)
                                    {
                                        v.Doors[closestVehicleDoorIndex].BreakOff();
                                        breakingPercentageBar.Delete();
                                        breakingPercentageBar = null;

                                        API.Functions.OnVehicleDoorRemovedWithSaw(v, closestVehicleDoorIndex, Game.LocalPlayer.Character, true);
                                    }
                                }
                                else
                                {
                                    if (breakingPercentageBar != null)
                                    {
                                        breakingPercentageBar.Delete();
                                        breakingPercentageBar = null;
                                    }
                                }
                            }
                            else if (isPed)
                            {
                                Ped p = (Ped)currentEntity;

                                if (p.IsAlive)
                                {
                                    p.Health -= 3;
                                }
                            }
                            else if (isObject)
                            {
                                // TODO
                                // idea: when cutting a garage door, teleport player to a mp garage; would be cool for extinguishing fires in interiors
                            }
                        }
                        else
                        {
                            CleanCurrentEntity();
                        }
                    }
                    else
                    {
                        CleanCurrentEntity();
                    }

                    if ((Game.GameTime - gameTimeSincePedStartedAnimation) > 2000 && !NativeFunction.Natives.IsEntityPlayingAnim <bool>(controller.Ped, "weapons@heavy@minigun", "idle_2_aim_right_med", 3)) // TODO: change animation
                    {
                        controller.Ped.Tasks.PlayAnimation("weapons@heavy@minigun", "idle_2_aim_right_med", 1.0f, AnimationFlags.SecondaryTask | AnimationFlags.StayInEndFrame | AnimationFlags.UpperBodyOnly);
                        gameTimeSincePedStartedAnimation = Game.GameTime;
                    }
                }
            }