animation fixes for pool
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a8c06186a4
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f9d2262b58
@ -174,6 +174,12 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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{
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if ( g_poolTableData[ poolid ] [ E_STARTED ] )
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{
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// quit table
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if ( HOLDING( KEY_SECONDARY_ATTACK ) ) {
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Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid );
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return Pool_RemovePlayer( playerid );
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}
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// make pressing key fire annoying
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if ( RELEASED( KEY_FIRE ) && g_poolTableData[ poolid ] [ E_AIMER ] != playerid && ! p_PoolChalking{ playerid } )
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{
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@ -249,24 +255,36 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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new
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Float: distance_to_ball = GetDistanceFromPointToPoint( X, Y, Xa, Ya );
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if ( distance_to_ball < 1.5 && Z < 999.5 )
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if ( distance_to_ball < 1.8 && Z < 999.5 )
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{
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printf( "Distance To Ball %f", distance_to_ball );
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TogglePlayerControllable(playerid, false);
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GetAngleToXY(Xa, Ya, X, Y, poolrot);
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SetPlayerFacingAngle(playerid, poolrot);
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TogglePlayerControllable( playerid, false );
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GetAngleToXY( Xa, Ya, X, Y, poolrot );
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p_PoolAngle[ playerid ] [ 0 ] = poolrot;
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p_PoolAngle[ playerid ] [ 1 ] = poolrot;
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SetPlayerArmedWeapon(playerid, 0);
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SetPlayerArmedWeapon( playerid, 0 );
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GetXYInFrontOfPos( Xa, Ya, poolrot + 180, x, y, 0.085 );
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g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = CreateObject( 3004, x, y, Za, 7.0, 0, poolrot + 180 );
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SetPlayerCameraPos(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0);
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SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 );
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ApplyAnimation( playerid, "POOL", "POOL_Med_Start", 4.1, 0, 1, 1, 0, 0, 1 );
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if ( distance_to_ball < 1.20 ) {
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distance_to_ball = 1.20;
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}
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GetXYInFrontOfPos( Xa, Ya, poolrot + 180 - 5.0, X, Y, distance_to_ball ); // offset 5 degrees
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SetPlayerPos( playerid, X, Y, Z );
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SetPlayerFacingAngle( playerid, poolrot );
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if ( distance_to_ball > 1.5 ) {
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ApplyAnimation( playerid, "POOL", "POOL_XLong_Start", 4.1, 0, 1, 1, 1, 1, 1 );
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} else { //if ( distance_to_ball > 1.2 ) {
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ApplyAnimation( playerid, "POOL", "POOL_Long_Start", 4.1, 0, 1, 1, 1, 1, 1 );
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//ApplyAnimation( playerid, "POOL", "POOL_Med_Start", 4.1, 0, 1, 1, 1, 1, 1 );
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}
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g_poolTableData[ poolid ] [ E_AIMER ] = playerid;
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g_poolTableData[ poolid ] [ E_POWER ] = 1.0;
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@ -281,11 +299,12 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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}
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else
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{
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TogglePlayerControllable(playerid, true);
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GivePlayerWeapon(playerid, 7, 1);
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TogglePlayerControllable( playerid, true );
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GivePlayerWeapon( playerid, 7, 1 );
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ClearAnimations( playerid );
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SetCameraBehindPlayer( playerid );
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ApplyAnimation( playerid, "CARRY", "crry_prtial", 4.0, 0, 1, 1, 0, 0 );
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g_poolTableData[ poolid ] [ E_AIMER ] = -1;
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DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] );
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@ -306,16 +325,21 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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Pool_UpdateScoreboard( poolid );
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GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], ball_x, ball_y, ball_z );
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new Float: distance_to_ball = GetPlayerDistanceFromPoint( playerid, ball_x, ball_y, ball_z );
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ApplyAnimation( playerid, "POOL", "POOL_Med_Shot", 4.1, 0, 1, 1, 0, 0, 1);
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if ( distance_to_ball > 1.5 ) {
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ApplyAnimation( playerid, "POOL", "POOL_XLong_Shot", 4.1, 0, 1, 1, 0, 0, 1 );
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} else {
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ApplyAnimation( playerid, "POOL", "POOL_Long_Shot", 4.1, 0, 1, 1, 0, 0, 1 );
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}
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speed = 0.4 + ( g_poolTableData[ poolid ] [ E_POWER ] * 2.0 ) / 100.0;
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PHY_SetObjectVelocity(g_poolBallData[poolid] [E_BALL_OBJECT] [0], speed * floatsin(-p_PoolAngle[ playerid ] [ 0 ], degrees), speed * floatcos(-p_PoolAngle[ playerid ] [ 0 ], degrees));
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SetPlayerCameraPos(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0);
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SetPlayerCameraLookAt(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ]);
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SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 );
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SetPlayerCameraLookAt( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] );
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PlayPoolSound(poolid, 31810);
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PlayPoolSound( poolid, 31810 );
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g_poolTableData[ poolid ] [ E_AIMER ] = -1;
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DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] );
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g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1;
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@ -330,8 +354,9 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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{
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if ( PRESSED( KEY_SECONDARY_ATTACK ) )
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{
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if ( IsPlayerPlayingPool( playerid ) ) {
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Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid );
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if ( IsPlayerPlayingPool( playerid ) )
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{
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Pool_SendTableMessage( p_PoolID[ playerid ], COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid );
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return Pool_RemovePlayer( playerid );
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}
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@ -394,6 +419,7 @@ stock Pool_RemovePlayer( playerid )
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p_PoolID[ playerid ] = -1;
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DestroyDynamicObject( p_PoolHoleGuide[ playerid ] );
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p_PoolHoleGuide[ playerid ] = -1;
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RestoreCamera( playerid );
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// check if the player is even in the table
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if ( poolid != -1 && Iter_Contains( poolplayers< poolid >, playerid ) )
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@ -698,7 +724,9 @@ stock Pool_EndGame( poolid )
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g_poolTableData[ poolid ] [ E_FOULS ] = 0;
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g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false;
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KillTimer(g_poolTableData[ poolid ] [ E_TIMER ]);
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KillTimer( g_poolTableData[ poolid ] [ E_TIMER ] );
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DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] );
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g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1;
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for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] != -1 ) {
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PHY_DeleteObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] );
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@ -735,10 +763,16 @@ public PlayPoolSound( poolid, soundid ) {
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return 1;
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}
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public OnPoolUpdate(poolid)
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public OnPoolUpdate( poolid )
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{
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if ( ! g_poolTableData[ poolid ] [ E_STARTED ] )
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return 0;
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if ( ! g_poolTableData[ poolid ] [ E_STARTED ] ) {
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return 1;
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}
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if ( ! Iter_Count( poolplayers< poolid > ) ) {
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// Pool_EndGame( poolid );
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// return 1;
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}
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if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 )
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{
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@ -757,12 +791,11 @@ public OnPoolUpdate(poolid)
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newrot = p_PoolAngle[ playerid ] [ 0 ] + (lr > 0 ? 0.9 : -0.9);
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dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 );
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printf("%f", dist);
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if ( dist < 0.85 ) {
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dist = 0.85;
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if ( dist < 1.20 ) {
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dist = 1.20;
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}
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if (AngleInRangeOfAngle(p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0))
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if ( AngleInRangeOfAngle( p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0 ) )
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{
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p_PoolAngle[ playerid ] [ 0 ] = newrot;
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@ -778,12 +811,12 @@ public OnPoolUpdate(poolid)
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SetPlayerCameraLookAt(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ]);
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}
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GetXYInFrontOfPos(Xa, Ya, newrot + 180, x, y, 0.085);
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SetObjectPos(g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], x, y, Za);
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SetObjectRot(g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], 7.0, 0, p_PoolAngle[ playerid ] [ 0 ] + 180);
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GetXYInFrontOfPos(Xa, Ya, newrot + 180, X, Y, dist);
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SetPlayerPos(playerid, X, Y, Z);
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SetPlayerFacingAngle(playerid, newrot);
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GetXYInFrontOfPos( Xa, Ya, newrot + 180, x, y, 0.085 );
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SetObjectPos( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], x, y, Za );
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SetObjectRot( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], 7.0, 0, p_PoolAngle[ playerid ] [ 0 ] + 180 );
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GetXYInFrontOfPos( Xa, Ya, newrot + 180 - 5.0, x, y, dist ); // offset 5 degrees
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SetPlayerPos( playerid, x, y, Z );
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SetPlayerFacingAngle( playerid, newrot );
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}
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}
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}
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@ -832,11 +865,11 @@ public OnPoolUpdate(poolid)
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public RestoreCamera( playerid )
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{
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TextDrawHideForPlayer(playerid, g_PoolTextdraw);
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HidePlayerProgressBar(playerid, g_PoolPowerBar[playerid]);
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TogglePlayerControllable(playerid, 1);
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return SetCameraBehindPlayer(playerid);
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TextDrawHideForPlayer( playerid, g_PoolTextdraw );
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HidePlayerProgressBar( playerid, g_PoolPowerBar[ playerid ] );
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TogglePlayerControllable( playerid, 1 );
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ApplyAnimation( playerid, "CARRY", "crry_prtial", 4.0, 0, 1, 1, 0, 0 );
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return SetCameraBehindPlayer( playerid );
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}
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public deleteBall( poolid, ballid )
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@ -950,6 +983,7 @@ public PHY_OnObjectUpdate( objectid )
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if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_CUE )
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{
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GameTextForPlayer( current_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 4 );
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed the cue ball!", ReturnPlayerName( current_player ), current_player );
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// penalty for that
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g_poolTableData[ poolid ] [ E_FOULS ] ++;
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@ -970,13 +1004,13 @@ public PHY_OnObjectUpdate( objectid )
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if ( p_PoolScore[ current_player ] < 7 )
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{
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p_PoolScore[ opposite_player ] ++;
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has accidentally pocketed the 8-Ball ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player );
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has accidentally pocketed the 8-Ball ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player );
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Pool_OnPlayerWin( poolid, opposite_player );
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}
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else if ( g_poolTableData[ poolid ] [ E_PLAYER_8BALL_TARGET ] [ current_player ] != holeid )
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{
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p_PoolScore[ opposite_player ] ++;
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has put the 8-Ball in the wrong pocket ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player );
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has put the 8-Ball in the wrong pocket ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player );
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Pool_OnPlayerWin( poolid, opposite_player );
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}
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else
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@ -1015,12 +1049,12 @@ public PHY_OnObjectUpdate( objectid )
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}
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// mark final target hole
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if ( p_PoolScore[ first_player ] == 7 || p_PoolScore[ second_player ] == 7 )
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if ( ( p_PoolScore[ first_player ] == 7 && p_PoolHoleGuide[ first_player ] == -1 ) || ( p_PoolScore[ second_player ] == 7 && p_PoolHoleGuide[ second_player ] == -1 ) )
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{
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new
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player_being_marked = p_PoolScore[ first_player ] == 7 ? first_player : second_player;
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if ( ! IsValidDynamicObject( p_PoolHoleGuide[ player_being_marked ] ) )
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if ( p_PoolHoleGuide[ player_being_marked ] == -1 )
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{
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new
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opposite_holeid = g_poolHoleOpposite[ holeid ];
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@ -1077,7 +1111,7 @@ stock Pool_QueueNextPlayer( poolid, current_player )
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if ( g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] && g_poolTableData[ poolid ] [ E_FOULS ] < 1 )
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{
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g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false;
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has an extra shot remaining!", ReturnPlayerName( current_player ), current_player );
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has an extra shot remaining!", ReturnPlayerName( current_player ), current_player );
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}
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else
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{
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@ -1090,7 +1124,7 @@ stock Pool_QueueNextPlayer( poolid, current_player )
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g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] = current_player == first_player ? second_player : first_player;
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// reset ball positions just incase
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d)'s turn to play!", ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ), g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] );
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Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d)'s turn to play!", ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ), g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] );
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}
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// respawn the cue ball if it has been pocketed
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