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Copy pathMSF_BurstMode.cpp
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250 lines (230 loc) · 7.48 KB
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#include "MSF_BurstMode.h"
#include "MSF_Data.h"
float CalculateMSperShot(float attackDelay, float speed, bool bAuto)
{
if (speed == 0)
return 0;
float shotsPer10s = 0;
if (bAuto)
shotsPer10s = 1 / speed;
else if (attackDelay != 0)
shotsPer10s = attackDelay / speed;
else
return 0;
return 10 / shotsPer10s;
}
bool BurstModeManager::SetState(UInt8 bActive)
{
flags ^= (-(bActive & BurstModeManager::bActive) ^ flags) & BurstModeManager::bActive;
return true;
}
//test fire rate ingame. LOG weaponFire event timesta,ps while spamming mouse
//ingame delay timer RE::Calendar 4796378 00000000030DDA28 v191
//poll player/actor updateanimation delta
bool BurstModeManager::ValidateFireRate(TESObjectWEAP::InstanceData* instance, bool logWarn) //or block fire input
{
if (!instance)
return false;
float shotTime = CalculateMSperShot(instance->attackDelay, instance->speed, (instance->flags & (TESObjectWEAP::InstanceData::kFlag_Automatic | TESObjectWEAP::InstanceData::kFlag_BoltAction)) != 0);
//float shotTimeNoDelay = CalculateMSperShot(instance->attackDelay, instance->speed, true);
if (shotTime < numOfTotalShots*delayTime)
{
if (logWarn)
_MESSAGE("WARNING: Burst Mode fire rate validation failed.");
return false;
}
return true;
}
bool BurstModeManager::HandleFireEvent()
{
if ((flags & BurstModeData::bActive) == 0)
return false;
InterlockedIncrement16(&numOfShotsFired);
if (numOfShotsFired < numOfTotalShots)
{
if (!(flags & (BurstModeData::bTypeAuto | BurstModeData::bBinaryTrigger)))
{
FireBurstTask* burstTask = new FireBurstTask(this);
delayTask delayBurst(delayTime, true, g_threading->AddTask, burstTask);
//delayTask delayNextShot(delayTime, true, &BurstModeManager::FireWeapon, this);
}
}
else
{
if (flags & BurstModeData::bTypeAuto)
Utilities::PlayIdleAction(*g_player, MSF_MainData::ActionRightRelease);
InterlockedExchange16(&numOfShotsFired, 0);
}
return true;
}
bool BurstModeManager::ResetShotsOnReload()
{
if (flags & BurstModeData::bResetShotCountOnReload)
InterlockedExchange16(&numOfShotsFired, 0);
return true;
}
bool BurstModeManager::HandleReleaseEvent()
{
if ((flags & BurstModeData::bActive) == 0)
return false;
if ((flags & BurstModeData::bResetShotCountOnRelease) && (flags & BurstModeData::bTypeAuto))
InterlockedExchange16(&numOfShotsFired, 0);
if (InterlockedExchange16(&waitingForBinaryRelease, 0))
{
auto elapsed = burstTimer.stop();
if (elapsed < delayTime)
{
FireBurstTask* burstTask = new FireBurstTask(this);
delayTask delayBurst(delayTime-elapsed, true, g_threading->AddTask, burstTask);
}
else
{
FireBurstTask* burstTask = new FireBurstTask(this);
g_threading->AddTask(burstTask);
}
}
return true;
}
bool BurstModeManager::FireWeapon()
{
if (flags & BurstModeData::bTypeAuto)
return true;
if (!(flags & BurstModeData::bOnePullBurst))
{
if (!(GetAsyncKeyState(VK_LBUTTON) & 0x8000))
{
if (flags & BurstModeData::bResetShotCountOnRelease)
InterlockedExchange16(&numOfShotsFired, 0);
return true;
}
}
Actor* player = *g_player;
//TESIdleForm* fireIdle = MSF_Data::GetFireAnimation(player);
//if (fireIdle)
// return Utilities::PlayIdle(player, fireIdle);
Utilities::PlayIdleAction(*g_player, MSF_MainData::ActionFireSingle);
return false;
}
bool BurstModeManager::HandleEquipEvent(TESObjectWEAP::InstanceData* weaponInstance) //ExtraDataList* extraDataList
{
InterlockedExchange16(&numOfShotsFired, 0);
if (!weaponInstance)
{
flags &= ~BurstModeData::bActive;
return false;
}
if (Utilities::WeaponInstanceHasKeyword(weaponInstance, MSF_MainData::FiringModBurstKW))
flags |= BurstModeData::bActive;
else
flags &= ~BurstModeData::bActive;
return true;
}
bool BurstModeManager::HandleModChangeEvent(ExtraDataList* extraDataList)
{
InterlockedExchange16(&numOfShotsFired, 0);
if (!extraDataList)
{
flags &= ~BurstModeData::bActive;
return false;
}
ExtraInstanceData* extraInstanceData = DYNAMIC_CAST(extraDataList->GetByType(kExtraData_InstanceData), BSExtraData, ExtraInstanceData);
if (!extraInstanceData)
return false;
TESObjectWEAP::InstanceData* instanceData = (TESObjectWEAP::InstanceData*)Runtime_DynamicCast(extraInstanceData->instanceData, RTTI_TBO_InstanceData, RTTI_TESObjectWEAP__InstanceData);
if (Utilities::WeaponInstanceHasKeyword(instanceData, MSF_MainData::FiringModBurstKW))
flags |= BurstModeData::bActive;
else
flags &= ~BurstModeData::bActive;
return true;
}
/*
TaskQueueInterface Singleton 2698331
QueueWeaponFire(this, TESObjectWEAP* a_weapon, TESObjectREFR* a_refObject, BGSEquipIndex a_equipIndex, TESAmmo* a_ammo){ 2229186 };
void BurstWaitAndShoot(BurstMode* data)
{
if (!data)
return;
UInt8 totalShots = data->flags &= ~0xF0;
for (data->NumOfRoundsFired; data->NumOfRoundsFired < totalShots; data->NumOfRoundsFired++)
{
std::this_thread::sleep_for(std::chrono::milliseconds(data->wait));
if (data->animReady)
{
data->animReady = false;
Utilities::PlayIdle(data->actor, data->fireIdle);
}
//Onkeyup: if !enableonepullburst end thread, if resetshotcounts (AV) NumOfRoundsFired = 0;
}
}
void BurstTest(BurstMode* data)
{
if (!data)
{
data = new BurstMode();
data->actor = *g_player;
data->fireSingleAction = MSF_MainData::ActionFireSingle;
data->fireIdle = MSF_MainData::fireIdle1stP;
data->wait = 1000;
data->totalShots = 3;
data->NumOfRoundsFired = 1;
delayTask delay(data->wait, true, &BurstTest, data);
return;
}
Utilities::PlayIdle(data->actor, data->fireIdle);
data->NumOfRoundsFired++;
if (data->NumOfRoundsFired < data->totalShots)
delayTask delay(data->wait, false, &BurstTest, data);
else
delete data;
}
bool FireBurst(Actor* actor)
{
if (!actor)
return false;
float av = Utilities::GetActorValue(&actor->actorValueData, MSF_MainData::BurstModeTime->formID);
_DEBUG("av: %f", av);
return true;
TESObjectWEAP* eqWeap = DYNAMIC_CAST(actor->equipData->object[41].parent.object, TESForm, TESObjectWEAP);
if (!eqWeap)
return false;
TESObjectWEAP::InstanceData* instanceData = (TESObjectWEAP::InstanceData*)Runtime_DynamicCast(actor->equipData->object[41].parent.instanceData, RTTI_TBO_InstanceData, RTTI_TESObjectWEAP__InstanceData);
if (!instanceData)
return false;
if (!actor->middleProcess || !actor->middleProcess->unk08->equipData.entries || !actor->middleProcess->unk08->equipData[0].equippedData)
return false;
if (actor->middleProcess->unk08->equipData[0].equippedData->unk18 <= 0)
return false; //if resetshotcountsonreload
//isAnimPlaying
UInt16 wait = (UInt16)roundp(Utilities::GetActorValue(&actor->actorValueData, MSF_MainData::BurstModeTime->formID));
if (wait < 50)
return false;
// check if actor has burst data w/ iterator, if not, make new one
BurstMode* data = nullptr;
data->actor = actor;
data->wait = wait;
//
//if (MSF_MainData::tmr.IsRunning())
// return false;
//MSF_MainData::tmr.start();
data->animReady = false;
SInt32 state = 8;
if (actor == *g_player)
{
PlayerCamera* playerCamera = *g_playerCamera;
state = playerCamera->GetCameraStateId(playerCamera->cameraState);
data->flags = (UInt8)roundp(Utilities::GetActorValue(&actor->actorValueData, MSF_MainData::BurstModeFlags->formID));
}
if (state == 0)
{
data->fireIdle = MSF_Data::GetFireAnimation(eqWeap, false);
std::thread(BurstWaitAndShoot, data);
return true;
}
else if (state == 7 || state == 8)
{
data->fireIdle = MSF_Data::GetFireAnimation(eqWeap, true);
std::thread(BurstWaitAndShoot, data);
return true;
}
}
*/