-
Notifications
You must be signed in to change notification settings - Fork 11
/
Copy pathGunReload.cpp
160 lines (127 loc) · 4.95 KB
/
GunReload.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
#include "GunReload.h"
#include "Config.h"
#include "F4VRBody.h"
#include "VR.h"
#include "Offsets.h"
#include "MiscStructs.h"
#include "Debug.h"
namespace F4VRBody {
GunReload* g_gunReloadSystem = nullptr;
float g_animDeltaTime = -1.0f;
void GunReload::DoAnimationCapture() {
if (!startAnimCap) {
g_animDeltaTime = -1.0f;
return;
}
auto elapsed = since(startCapTime).count();
if (elapsed > 300) {
if (elapsed > 2000) {
g_animDeltaTime = -1.0f;
Offsets::TESObjectREFR_UpdateAnimation(*g_player, 0.08f);
}
g_animDeltaTime = 0.0f;
}
NiNode* weap = getChildNode("Weapon", (*g_player)->firstPersonSkeleton);
//printNodes(weap, elapsed);
}
bool GunReload::StartReloading() {
//NiNode* offhand = c_leftHandedMode ? getChildNode("LArm_Finger21", (*g_player)->unkF0->rootNode) : getChildNode("RArm_Finger21", (*g_player)->unkF0->rootNode);
//NiNode* bolt = getChildNode("WeaponBolt", (*g_player)->firstPersonSkeleton);
NiNode* magNode = getChildNode("WeaponMagazine", (*g_player)->firstPersonSkeleton);
if (!magNode) {
return false;
}
//if ((bolt == nullptr) || (offhand == nullptr)) {
// return false;
//}
//float dist = abs(vec3_len(offhand->m_worldTransform.pos - bolt->m_worldTransform.pos));
uint64_t handInput = g_config->leftHandedMode ? VRHook::g_vrHook->getControllerState(VRHook::VRSystem::TrackerType::Left).ulButtonPressed : VRHook::g_vrHook->getControllerState(VRHook::VRSystem::TrackerType::Right).ulButtonPressed;
if ((!reloadButtonPressed) && (handInput & vr::ButtonMaskFromId(vr::EVRButtonId::k_EButton_Grip))) {
NEW_REFR_DATA* refrData = new NEW_REFR_DATA();
refrData->location = magNode->m_worldTransform.pos;
refrData->direction = (*g_player)->rot;
refrData->interior = (*g_player)->parentCell;
refrData->world = Offsets::TESObjectREFR_GetWorldSpace(*g_player);
ExtraDataList* extraData = (ExtraDataList*) Offsets::MemoryManager_Allocate(g_mainHeap, 0x28, 0, false);
Offsets::ExtraDataList_ExtraDataList(extraData);
extraData->m_refCount += 1;
Offsets::ExtraDataList_setCount(extraData, 10);
refrData->extra = extraData;
BGSObjectInstance* instance = new BGSObjectInstance(nullptr, nullptr);
BGSEquipIndex idx;
Offsets::Actor_GetWeaponEquipIndex(*g_player, &idx, instance);
currentAmmo = Offsets::Actor_GetCurrentAmmo(*g_player, idx);
float clipAmountPct = Offsets::Actor_GetAmmoClipPercentage(*g_player, idx);
if (clipAmountPct == 1.0f) {
return false;
}
int clipAmount = Offsets::Actor_GetCurrentAmmoCount(*g_player, idx);
Offsets::ExtraDataList_setAmmoCount(extraData, clipAmount);
refrData->object = currentAmmo;
void* ammoDrop = new std::size_t;
void* newHandle = Offsets::TESDataHandler_CreateReferenceAtLocation(*g_dataHandler, ammoDrop, refrData);
std::uintptr_t newRefr = 0x0;
Offsets::BSPointerHandleManagerInterface_GetSmartPointer(newHandle, &newRefr);
currentRefr = (TESObjectREFR*)newRefr;
if (!currentRefr) {
return false;
}
Offsets::ExtraDataList_setAmmoCount(currentRefr->extraDataList, clipAmount);
magNode->flags |= 0x1;
reloadButtonPressed = true;
return true;
}
else {
reloadButtonPressed = handInput && vr::ButtonMaskFromId(vr::EVRButtonId::k_EButton_Grip);
magNode->flags &= 0xfffffffffffffffe;
}
return false;
}
bool GunReload::SetAmmoMesh() {
if (currentRefr->unkF0 && currentRefr->unkF0->rootNode) {
for (auto i = 0; i < currentRefr->unkF0->rootNode->m_children.m_emptyRunStart; ++i) {
currentRefr->unkF0->rootNode->RemoveChildAt(i);
}
if (!magMesh) {
magMesh = loadNifFromFile("Data/Meshes/Weapons/10mmPistol/10mmMagLarge.nif");
}
NiCloneProcess proc;
proc.unk18 = Offsets::cloneAddr1;
proc.unk48 = Offsets::cloneAddr2;
NiNode* newMesh = Offsets::cloneNode(magMesh, &proc);
bhkWorld* world = Offsets::TESObjectCell_GetbhkWorld(currentRefr->parentCell);
currentRefr->unkF0->rootNode->AttachChild(newMesh, true);
Offsets::bhkWorld_RemoveObject(currentRefr->unkF0->rootNode, true, false);
currentRefr->unkF0->rootNode->m_spCollisionObject.m_pObject = nullptr;
Offsets::bhkUtilFunctions_MoveFirstCollisionObjectToRoot(currentRefr->unkF0->rootNode, newMesh);
Offsets::bhkNPCollisionObject_AddToWorld((bhkNPCollisionObject*)currentRefr->unkF0->rootNode->m_spCollisionObject.m_pObject, world);
Offsets::bhkWorld_SetMotion(currentRefr->unkF0->rootNode, hknpMotionPropertiesId::Preset::DYNAMIC, true, true, true);
Offsets::TESObjectREFR_InitHavokForCollisionObject(currentRefr);
Offsets::bhkUtilFunctions_SetLayer(currentRefr->unkF0->rootNode, 5);
//_MESSAGE("%016I64X", currentRefr);
return true;
}
return false;
}
void GunReload::Update() {
switch (state) {
case idle:
if (StartReloading()) {
state = reloadingStart;
}
break;
case reloadingStart:
if (SetAmmoMesh()) {
state = idle;
}
break;
case newMagReady:
break;
case magInserted:
break;
default:
state = idle;
break;
}
}
}