in0finite
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fe557282eb
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fix for recruiting peds
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2020-06-05 23:49:50 +02:00 |
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in0finite
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03a0f5c35e
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extract method
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2020-06-05 23:22:30 +02:00 |
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in0finite
|
d37d601082
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peds can not damage other peds in the same vehicle
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2020-06-03 02:12:40 +02:00 |
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in0finite
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cb495440cd
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fix camera being blocked by vehicle's high detail meshes
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2020-06-03 00:27:18 +02:00 |
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in0finite
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71d18bbe6d
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change way of specifying which object should be ignored when raycasting - peds can not damage other peds in the same vehicle
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2020-06-01 14:58:51 +02:00 |
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in0finite
|
e9ef2f709d
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better specify which object should be ignored when raycasting
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2020-05-31 19:09:58 +02:00 |
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in0finite
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2fec510ce3
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display inflicted damage as on-screen message
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2020-05-31 19:09:58 +02:00 |
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in0finite
|
756f7e8563
|
move Damageable class to Utilities assembly
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
f2c9e5ff75
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inflict damage based on part of body that was hit
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
8f56469b28
|
camera can move through "PedBone" layer
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
d675a8b4a4
|
provide layer as property
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
d29a1e1a4e
|
refactor
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2020-05-31 19:09:57 +02:00 |
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in0finite
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8134b8a1d9
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properly detecting when ped is assigned to vehicle and removed from vehicle ; fix radio playing ; wait some time before loading sound of radio station ;
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
4d646c853d
|
small optimization for finding closest vehicle/seat
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
0e130999f4
|
fix bug when peds were not able to enter any vehicle when there was a vehicle with no seats spawned
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2020-05-31 19:09:57 +02:00 |
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in0finite
|
f90732229d
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change SEO of some scripts
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2020-05-31 19:09:56 +02:00 |
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in0finite
|
5c9b83d240
|
remove unneeded code
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2020-05-31 19:09:55 +02:00 |
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in0finite
|
101069ce0a
|
convert speedometer
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2020-05-31 19:09:55 +02:00 |
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in0finite
|
d7db52c142
|
don't show label when ped is in flying state
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2020-05-31 19:09:55 +02:00 |
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in0finite
|
7243560fe0
|
convert ped state label
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2020-05-31 19:09:54 +02:00 |
|
in0finite
|
ef83e9aed5
|
fix errors
|
2020-05-31 19:09:54 +02:00 |
|
in0finite
|
c77f6c471d
|
removed imGUI code
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2020-05-31 19:09:54 +02:00 |
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in0finite
|
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
|
0c620cc228
|
refactor firing system to use additional parameters - this will make it possible to ignore current vehicle when firing in drive-by state
|
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
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
a2e9d3f971
|
camera offset is configurable
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
a9f665bc33
|
camera handling works, but needs improvements
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
42946f3a02
|
convert CheckCameraCollision() to static method
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
0dffb495c6
|
aim anim max time is equal to half of the anim length
|
2020-05-31 19:09:53 +02:00 |
|
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 ;
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
212d1187ff
|
drive-by firing WIP
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
18136f279f
|
convert other TryFire() to static function
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
3a9b07cf7b
|
convert TryFire() to static function
|
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
|
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 |
|