in0finite
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2eb36c245f
|
fix lower shooting rate
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
9db8019d9a
|
extract GetFirePosition() and GetFireDirection() into IAimState interface/classes - states now control fire position and direction ; drive-by aiming now works for AWA weapons (they no longer aim up in the sky) ;
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
d0badd78cf
|
don't clear raycast buffer - I think that there is no need for that
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
c5aa931715
|
use larger buffer for storing raycasts - this is needed because vehicle is consisted of many colliders which can be on a path of a ray
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
5ede80b85e
|
check also if ignored object is parent of hit object
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
a7ad315260
|
when drawing line from gun, use the last used WeaponAttackParams - this will properly visualize aim direction when in drive-by state
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
6e3cf54a02
|
trying to ignore object when raycasting
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
0c620cc228
|
refactor firing system to use additional parameters - this will make it possible to ignore current vehicle when firing in drive-by state
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
ca40df585d
|
cleanup
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2020-05-31 19:09:53 +02:00 |
|
in0finite
|
886edc3084
|
adjust camera focus position and camera distance
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
a2e9d3f971
|
camera offset is configurable
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
a9f665bc33
|
camera handling works, but needs improvements
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
42946f3a02
|
convert CheckCameraCollision() to static method
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
0dffb495c6
|
aim anim max time is equal to half of the anim length
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
bc05cb0b4c
|
manually update aim anim ; don't play anim while firing, but pause it ; stop firing when weapon is ready to fire, not when anim reaches certain time ;
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
212d1187ff
|
drive-by firing WIP
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2020-05-31 19:09:53 +02:00 |
|
in0finite
|
18136f279f
|
convert other TryFire() to static function
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2020-05-31 19:09:53 +02:00 |
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in0finite
|
3a9b07cf7b
|
convert TryFire() to static function
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2020-05-31 19:09:53 +02:00 |
|
in0finite
|
84b2d4209c
|
update anims from the right place
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
cbf874da6c
|
anims are finally playing correctly
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
c7db8963ff
|
attempt to play driveby anims
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
7f384860b5
|
small cleanup
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
e2d1702e6b
|
change anim wrap mode
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
531e787515
|
play correct anim
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
e50a1e70e2
|
drive-by WIP
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
33b8d217aa
|
small fix
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
c5c8f2c75b
|
any NPC ped can be recruited
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
193577d9b5
|
stalker peds can be recruited
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
c4d9fcc924
|
read G and H button events
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
ecc17aef6d
|
add button pressed event which uses button name
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
688b2c0015
|
proper switching to/from sprint state
|
2020-05-31 19:09:52 +02:00 |
|
in0finite
|
b38a2faf49
|
"CellIds" is no longer available in Inspector
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
4acc23dacd
|
ignore next collision with first enex too
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
8d93a7f2c5
|
use small raycast distance when teleporting through enexes
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
5fb330cbb0
|
raycast distance for finding ground is configurable
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
a1751c7ba4
|
refactor FindGroundParams
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
85cd5867a6
|
load all interiors
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
a12f8aebc1
|
ignore next collision with second enex
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
66d1709492
|
teleport only to different interiors
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
14f9e0bd34
|
remember first and second enex ; teleport from second enex back to first enex
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
c2c84b4c91
|
rename var
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
9dd1dad363
|
log matching enexes
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
7920363002
|
add loading step for enexes
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
d32ee2dc72
|
...
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
028d74331f
|
only teleport to enex's counterpart on server
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
a34e9e27d1
|
don't ignore collision with enex if current enex is disabled
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
d82c42a906
|
teleport ped to enex's counterpart when collided
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
c78d25f269
|
report enex collisions to ped
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
39f7e1b6b3
|
destroy current clip before loading new one
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
424880aa78
|
...
|
2020-05-31 19:09:51 +02:00 |
|