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WeaponManager.cpp
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774 lines (683 loc) · 31.3 KB
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#include "WeaponManager.h"
void WeaponManager::UpdateActualWeaponMesh()
{
if (settingsManager->debugMod) uevr::API::get()->log_info("UpdateActualWeaponMesh()");
if (cameraController->currentCameraMode == CameraController::Camera && cameraController->previousCameraMode == CameraController::Camera )
return;
//static auto gta_weapon_c = uevr::API::get()->find_uobject<uevr::API::UClass>(L"Class /Script/GTABase.GTAWeapon");
//static auto gta_BPweapon_c = uevr::API::get()->find_uobject<uevr::API::UClass>(L"BlueprintGeneratedClass /Game/SanAndreas/GameData/Blueprints/BP_GTASA_Weapon.BP_GTASA_Weapon_C");
static auto gta_BPplayerCharacter_c = uevr::API::get()->find_uobject<uevr::API::UClass>(L"BlueprintGeneratedClass /Game/SanAndreas/Characters/Player/BP_player_character.BP_Player_Character_C");
static auto gta_StaticMeshComponent_c = uevr::API::get()->find_uobject<uevr::API::UClass>(L"Class /Script/Engine.StaticMeshComponent");
//API::get()->log_info("gta_BPweapon_c = %ls", gta_BPweapon_c->get_full_name().c_str());
const auto& playerControllerChildren = playerManager->playerController->get_property<uevr::API::TArray<uevr::API::UObject*>>(L"Children");
//API::get()->log_info("children = %ls", children.data[4]->get_full_name().c_str());
const uevr::API::UObject* gta_BPplayerCharacter = nullptr;
for (auto child : playerControllerChildren) {
if (gta_BPplayerCharacter == nullptr && child->is_a(gta_BPplayerCharacter_c)) {
gta_BPplayerCharacter = child;
}
}
if (gta_BPplayerCharacter != nullptr)
torso = gta_BPplayerCharacter->get_property<uevr::API::UObject*>(L"torso");
else
{
uevr::API::get()->log_info("gta_BPplayerCharacter not found.");
torso = nullptr;
currentWeaponEquipped = Unarmed;
firstWeaponMesh = nullptr;
firstWeaponStaticMesh = nullptr;
secondWeaponMesh = nullptr;
secondWeaponStaticMesh = nullptr;
return;
}
const auto& torsoChildren = torso->get_property<uevr::API::TArray<uevr::API::UObject*>>(L"AttachChildren");
uevr::API::UObject* firstWeaponMeshFetch = nullptr;
uevr::API::UObject* secondWeaponMeshFetch = nullptr;
for (auto child : torsoChildren) {
// If dual wield, fetch second weapon
if (firstWeaponMeshFetch != nullptr && !child->is_a(gta_StaticMeshComponent_c)) {
secondWeaponMeshFetch = child->get_property<uevr::API::TArray<uevr::API::UObject*>>(L"AttachChildren").data[0];
}
if (firstWeaponMeshFetch == nullptr && !child->is_a(gta_StaticMeshComponent_c)) {
firstWeaponMeshFetch = child->get_property<uevr::API::TArray<uevr::API::UObject*>>(L"AttachChildren").data[0];
}
}
if (firstWeaponMeshFetch != nullptr && firstWeaponMeshFetch->is_a(gta_StaticMeshComponent_c))
{
firstWeaponMesh = firstWeaponMeshFetch;
firstWeaponStaticMesh = firstWeaponMesh->get_property<uevr::API::UObject*>(L"StaticMesh");
}
else
{
currentWeaponEquipped = Unarmed;
firstWeaponMesh = nullptr;
firstWeaponStaticMesh = nullptr;
return;
}
if (secondWeaponMeshFetch != nullptr && secondWeaponMeshFetch->is_a(gta_StaticMeshComponent_c))
{
secondWeaponMesh = secondWeaponMeshFetch;
secondWeaponStaticMesh = secondWeaponMesh->get_property<uevr::API::UObject*>(L"StaticMesh");
}
else
{
secondWeaponMesh = nullptr;
secondWeaponStaticMesh = nullptr;
}
if (cameraController->currentCameraMode != CameraController::Camera && (!playerManager->isInVehicle ||
cameraController->currentCameraMode == CameraController::AimWeaponFromCar ))
{
auto motionState = uevr::API::UObjectHook::get_or_add_motion_controller_state(firstWeaponMesh);
glm::fquat defaultWeaponRotationQuat = glm::fquat(defaultWeaponRotationEuler);
UEVR_Quaternionf defaultWeaponRotationQuat_UEVR = { defaultWeaponRotationQuat.w , defaultWeaponRotationQuat.x, defaultWeaponRotationQuat.y, defaultWeaponRotationQuat.z };
motionState->set_rotation_offset(&defaultWeaponRotationQuat_UEVR);
motionState->set_hand(settingsManager->leftHandedMode != SettingsManager::Disabled ? 0 : 1);
motionState->set_permanent(true);
if (secondWeaponMesh != nullptr)
{
auto motionState = uevr::API::UObjectHook::get_or_add_motion_controller_state(secondWeaponMesh);
glm::fquat defaultWeaponRotationQuat = glm::fquat(defaultWeaponRotationEuler);
UEVR_Quaternionf defaultWeaponRotationQuat_UEVR = { defaultWeaponRotationQuat.w , defaultWeaponRotationQuat.x, defaultWeaponRotationQuat.y, defaultWeaponRotationQuat.z };
motionState->set_rotation_offset(&defaultWeaponRotationQuat_UEVR);
motionState->set_hand(settingsManager->leftHandedMode != SettingsManager::Disabled ? 1 : 0);
motionState->set_permanent(true);
}
}
if ((cameraController->currentCameraMode != CameraController::Camera && playerManager->isInVehicle && !playerManager->wasInVehicle) &&
cameraController->currentCameraMode != CameraController::AimWeaponFromCar)
{
uevr::API::UObjectHook::remove_motion_controller_state(firstWeaponMesh);
if (secondWeaponMesh != nullptr)
uevr::API::UObjectHook::remove_motion_controller_state(secondWeaponMesh);
}
std::wstring weaponName = firstWeaponStaticMesh->get_fname()->to_string();
// Look up the weapon in the map
auto it = weaponNameToIndex.find(weaponName);
if (it != weaponNameToIndex.end()) {
currentWeaponEquipped = static_cast<WeaponType>(it->second);
}
if (previousWeaponEquipped != currentWeaponEquipped)
{
ResetShootingState();
}
}
void WeaponManager::ResetShootingState()
{
firstWeaponIsShooting = false;
secondWeaponIsShooting = false;
firstWeaponShotDone = false;
firstWeaponLastParticleShot = nullptr;
secondWeaponLastParticleShot = nullptr;
}
void WeaponManager::HideBulletTrace()
{
static auto bp_water_base_c = uevr::API::get()->find_uobject<uevr::API::UObject>(L"BP_Water_Base_C /Game/SanAndreas/Maps/SAWorld/SAWorld.SAWorld.PersistentLevel.BP_Water_Base_4");
static auto bulletTraceProceduralMeshComponent = bp_water_base_c->get_property<uevr::API::UObject*>(L"BulletTrace");
bulletTraceProceduralMeshComponent->set_bool_property(L"bVisible", false);
}
void WeaponManager::UpdateShootingState(bool firstWeapon)
{
uevr::API::UObject* weaponMesh = firstWeapon ? firstWeaponMesh : secondWeaponMesh;
std::vector<uevr::API::UObject*>& previousParticles = firstWeapon ? firstWeaponPreviousParticles : secondWeaponPreviousParticles;
if (!weaponMesh)
return;
const auto& childrenParticle = weaponMesh->get_property<uevr::API::TArray<uevr::API::UObject*>>(L"AttachChildren");
int particleCount = childrenParticle.count;
//uevr::API::get()->log_info("particle count %s = %i", firstWeapon ? "first weapon : " : "second weapon : ", particleCount);
//uevr::API::get()->log_info("previousParticleCount %s = %i", firstWeapon ? "first weapon : " : "second weapon : ", previousParticleCount);
bool newParticleDetected = false;
for (size_t i = 0; i < childrenParticle.count; ++i)
{
auto particle = childrenParticle.data[i];
// check if this particle is in the previousParticles
if (std::find(previousParticles.begin(), previousParticles.end(), particle) == previousParticles.end())
{
newParticleDetected = true;
/*uevr::API::get()->log_info("childrenParticle.data[i] = %ls", childrenParticle.data[i]->get_fname()->to_string().c_str());*/
break;
}
}
// Cache the current particles for next frame
previousParticles.clear();
for (size_t i = 0; i < childrenParticle.count; ++i)
previousParticles.push_back(childrenParticle.data[i]);
// A false positive detection sometimes happens the frame after a detection. Resetting and returning here
// allows to discard it. No weapon can shoot on two consecutive frames anyway.
if (firstWeaponIsShooting || secondWeaponIsShooting)
{
firstWeaponIsShooting = false;
secondWeaponIsShooting = false;
return;
}
if (newParticleDetected)
{
if (!secondWeaponMesh)
{
firstWeaponIsShooting = true;
return;
}
//dual wield
if (firstWeapon)
{
firstWeaponIsShooting = true;
firstWeaponShotDone = true;
}
else
{
secondWeaponIsShooting = true;
firstWeaponShotDone = false;
}
}
}
void WeaponManager::ProcessAiming(bool firstWeapon)
{
if (settingsManager->debugMod) uevr::API::get()->log_info("UpdateAimingVectors()");
if (!firstWeapon && !secondWeaponMesh)
return;
if (cameraController->currentCameraMode == CameraController::Camera)
{
cameraController->forwardVectorUE = glm::fvec3(
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[0])),
-*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[1])),
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[2]))
);
return;
}
// If not aiming, synchronise the aiming vector with the camera matrix (prevents the radar from following the gun orientation)
if (!playerManager->isInVehicle && camModsRequiringAimHandling.find((int)cameraController->currentCameraMode) == camModsRequiringAimHandling.end()) //check if the current camera mode is in the aiming cam, if not, return
{
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[0])) = cameraController->cameraMatrixValues[12];
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[1])) = cameraController->cameraMatrixValues[13];
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[2])) = cameraController->cameraMatrixValues[14];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[0])) = cameraController->cameraMatrixValues[4];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[1])) = cameraController->cameraMatrixValues[5];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[2])) = cameraController->cameraMatrixValues[6];
return;
}
uevr::API::UObject* weaponMesh = firstWeapon ? firstWeaponMesh : secondWeaponMesh;
if (weaponMesh != nullptr) {
Utilities::ParameterSingleVector3 forwardVector_params;
Utilities::ParameterSingleVector3 upVector_params;
Utilities::ParameterSingleVector3 rightVector_params;
weaponMesh->call_function(L"GetForwardVector", &forwardVector_params);
weaponMesh->call_function(L"GetUpVector", &upVector_params);
weaponMesh->call_function(L"GetRightVector", &rightVector_params);
glm::fvec3 point1Offsets = { 0.0f, 0.0f, 0.0f };
glm::fvec3 point2Offsets = { 0.0f, 0.0f, 0.0f };
bool socketAvailable = true;
bool sprayWeapon = false;
bool meleeWeapon = false;
float offset = 0.0f;
bool firstPersonView = cameraController->currentCameraMode == CameraController::HelicannonFirstPerson;
//mesh alignement weapon offsets
switch (currentWeaponEquipped)
{
// Offsets taken from the game's 3D models in Blender by taking 2 points aligned with the barrel. Units is centimeters.
// Y axis is inversed in Blender.
// We then add some slight offsets manually depending on the aiming tests done ingame.
case Pistol :
point1Offsets = { 2.82819, -2.52103, 9.92684 };
point2Offsets = { 21.7272, -3.89487, 12.9088 + 0.2 };
break;
case PistolSilenced :
point1Offsets = { 2.80735, -2.52308, 9.9193 };
point2Offsets = { 17.3316, -3.5591 + 0.1, 12.2129 + 0.6 };
break;
case DesertEagle :
point1Offsets = { 7.06492 , -2.25853 , 11.9386 + 0.5 };
point2Offsets = { 33.5914, -1.46079 - 0.5, 11.9439 - 0.5 };
break;
case Shotgun :
point1Offsets = { 31.3429, -0.670153, 15.2663 };
point2Offsets = { 73.6795 , 4.2357 - 1 , 22.2237 - 2 };
break;
case Sawnoff :
point1Offsets = { 21.2896, -2.13098 , 13.0224 };
point2Offsets = { 55.8867 , -2.10406 - 1, 16.3934 - 2 };
break;
case Spas12 :
point1Offsets = { 51.9659 , 1.30133, 19.5475 };
point2Offsets = { 70.459 , 3.20646 , 22.5404 };
break;
case MicroUzi:
point1Offsets = { -0.267532, -2.19868 , 10.2951 };
point2Offsets = { 12.9468 , -0.996034 + 0.4, 11.293 + 0.9 };
break;
case Mp5:
point1Offsets = { 6.8924, -1.74509 , 19.3761 };
point2Offsets = { 21.3778 , 0.000536 + 0.2, 21.2535 + 1 };
break;
case Ak47:
offset = firstPersonView ? 0.0f : -0.2f;
point1Offsets = { 3.8416 , -2.83908, 14.3539 };
point2Offsets = { 36.3719, 0.193737 + offset, 16.1544 + offset };
break;
case M4:
point1Offsets = { 5.85945 , -1.78476 , 15.1271 };
point2Offsets = { 60.0434 , 2.99539 - 1 , 16.4006 - 1.5 };
break;
case Tec9:
point1Offsets = { 1.1631 , -3.60654, 11.7162 };
point2Offsets = { 24.9241 , -3.60654, 13.9038 - 1 };
break;
case Rifle : //"cuntgun"
point1Offsets = { 7.92837 , -3.48911 , 11.4936 };
point2Offsets = { 71.2598, 4.09339 - 0.75, 20.9391 - 1.5 };
break;
case Sniper :
point1Offsets = { 5.94806 , -2.75068, 13.2024 };
point2Offsets = { 30.6871 , -0.22823 - 0.025, 15.6848 };
socketAvailable = false;
break;
case RocketLauncher :
//point1Offsets = { 2.41748 , -3.88386 , 14.4056 };
//point2Offsets = { 29.0589, -3.88386, 14.4056 };
point1Offsets = { 0.0f , 0.0f, 0.0f };
point2Offsets = { 0.0f , 0.0f, 0.0f };
socketAvailable = false;
break;
case RocketLauncherHs : // RocketLauncherHeatSeek
//point1Offsets = { -57.665 , -3.74195 , 20.2618 };
//point2Offsets = { 34.8035, -3.52085 , 20.1928 };
point1Offsets = { 0.0f , 0.0f, 0.0f };
point2Offsets = { 0.0f , 0.0f, 0.0f };
socketAvailable = false;
break;
case Flamethrower :
point1Offsets = { 48.0165 , -1.65182 , 16.1683 };
point2Offsets = { 76.7885, 0.537026 , 31.6837 };
sprayWeapon = true;
break;
case Minigun :
point1Offsets = { 48.1025 , -2.9978 , 14.3878 };
point2Offsets = { 86.6453 , 0.429413 /*- 0.5*/ , 35.9644 /*- 0.5 */};
break;
case SprayCan:
/*point1Offsets = { 2.82819, -2.52103, 9.92684 };
point2Offsets = { 21.7272, -3.89487, 12.9088 };*/
point1Offsets = { 0.0f , 0.0f, 0.0f };
point2Offsets = { 0.0f , 0.0f, 0.0f };
sprayWeapon = true;
socketAvailable = false;
break;
case Extinguisher:
/*point1Offsets = { 2.82819, -2.52103, 9.92684 };
point2Offsets = { 21.7272, -3.89487, 12.9088 };*/
point1Offsets = { 0.0f , 0.0f, 0.0f };
point2Offsets = { 0.0f , 0.0f, 0.0f };
sprayWeapon = true;
socketAvailable = false;
break;
case Camera:
point1Offsets = { 13.8476, -11.6162, 1.72577 };
point2Offsets = { 27.6432, -11.6162, 2.84382 };
socketAvailable = false;
break;
default:
point1Offsets = { 0.0f , 0.0f, 0.0f };
point2Offsets = { 0.0f , 0.0f, 0.0f };
socketAvailable = false;
meleeWeapon = true;
break;
}
glm::fvec3 point1Position = { 0.0f , 0.0f, 0.0f };
glm::fvec3 point2Position = { 0.0f , 0.0f, 0.0f };
glm::fvec3 aimingDirection = { 0.0f , 0.0f, 0.0f };
if (socketAvailable && !meleeWeapon)
{
Utilities::ParameterGetSocketLocation socketLocation_params;
socketLocation_params.inSocketName = uevr::API::FName(L"gunflash");
weaponMesh->call_function(L"GetSocketLocation", &socketLocation_params);
point1Position = Utilities::OffsetLocalPositionFromWorld(socketLocation_params.outLocation, forwardVector_params.vec3Value, upVector_params.vec3Value, rightVector_params.vec3Value, point1Offsets);
point2Position = Utilities::OffsetLocalPositionFromWorld(socketLocation_params.outLocation, forwardVector_params.vec3Value, upVector_params.vec3Value, rightVector_params.vec3Value, point2Offsets);
aimingDirection = glm::normalize(point2Position - point1Position);
//The code below compensate for the over the shoulder camera offset. When in 3rd person, this game's crosshair is not centered.
//The game calculate it's aiming vector with the camera direction. We move and align this camera with the gun mesh
//so the game can still use the camera values to calculate the shoot traces.
//Hacky but functional, if someday this game gets proper reverse engineered we should be able to do better.
if (!firstPersonView)
{
glm::fvec3 projectedToFloorVector = glm::fvec3(aimingDirection.x, aimingDirection.y, 0.0);
// Safeguard: Normalize projectedToFloorVector only if valid
if (glm::length(projectedToFloorVector) > 0.0f) {
projectedToFloorVector = glm::normalize(projectedToFloorVector);
}
else {
projectedToFloorVector = glm::fvec3(1.0f, 0.0f, 0.0f); // Fallback vector
}
glm::fvec3 yawRight = glm::cross(glm::fvec3(0.0f, 0.0f, 1.0f), projectedToFloorVector);
if (glm::length(yawRight) > 0.0f) {
yawRight = glm::normalize(yawRight);
}
else {
yawRight = glm::fvec3(0.0f, -1.0f, 0.0f); // Fallback vector if collinear
}
glm::fvec3 yawUp = glm::cross(yawRight, projectedToFloorVector);
if (glm::length(yawUp) > 0.0f) {
yawUp = glm::normalize(yawUp);
}
else {
yawUp = glm::fvec3(0.0f, 0.0f, 1.0f); // Fallback vector
}
point2Position = Utilities::OffsetLocalPositionFromWorld(point2Position, projectedToFloorVector, yawUp, yawRight, crosshairOffset);
}
// Safeguard: Recalculate aiming direction and normalize
aimingDirection = point2Position - point1Position;
if (glm::length(aimingDirection) > 0.0f) {
aimingDirection = glm::normalize(aimingDirection);
}
else {
aimingDirection = glm::fvec3(1.0f, 0.0f, 0.0f); // Fallback vector
}
}
else
{
Utilities::ParameterSingleVector3 componentToWorld_params;
weaponMesh->call_function(L"K2_GetComponentLocation", &componentToWorld_params);
if (glm::length(point1Offsets) > 0.0f && glm::length(point2Offsets) > 0.0f)
{
point1Position = Utilities::OffsetLocalPositionFromWorld(componentToWorld_params.vec3Value, forwardVector_params.vec3Value, upVector_params.vec3Value, rightVector_params.vec3Value, point1Offsets);
point2Position = Utilities::OffsetLocalPositionFromWorld(componentToWorld_params.vec3Value, forwardVector_params.vec3Value, upVector_params.vec3Value, rightVector_params.vec3Value, point2Offsets);
aimingDirection = glm::normalize(point2Position - point1Position);
}
else
{
point1Position = componentToWorld_params.vec3Value;
aimingDirection = forwardVector_params.vec3Value;
}
}
calculatedAimForward = {aimingDirection.x, -aimingDirection.y, aimingDirection.z};
calculatedAimPosition = { point1Position.x * 0.01f, -point1Position.y * 0.01f, point1Position.z * 0.01f};
// If in vehicle, just use the forwardVector of the camera matrix
if (playerManager->isInVehicle && cameraController->currentCameraMode != CameraController::AimWeaponFromCar || meleeWeapon)
{
//uevr::API::get()->log_info("UpdateAimingVectors isInVehicle");
//forward vector
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[0])) = cameraController->cameraMatrixValues[4];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[1])) = cameraController->cameraMatrixValues[5];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[2])) = cameraController->cameraMatrixValues[6];
}
else
{
//Apply new values to memory
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[0])) = calculatedAimPosition.x;
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[1])) = calculatedAimPosition.y;
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[2])) = calculatedAimPosition.z;
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[0])) = calculatedAimForward.x;
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[1])) = calculatedAimForward.y;
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[2])) = calculatedAimForward.z;
}
//Fix the up/down aiming for spray weapons
if (sprayWeapon)
{
*(reinterpret_cast<float*>(memoryManager->xAxisSpraysAimAddress)) = aimingDirection.z;
}
}
else //if player unarmed
{
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[0])) = playerManager->actualPlayerPositionUE.x * 0.01f;
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[1])) = -playerManager->actualPlayerPositionUE.y * 0.01f;
*(reinterpret_cast<float*>(memoryManager->cameraPositionAddresses[2])) = playerManager->actualPlayerPositionUE.z * 0.01f;
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[0])) = cameraController->cameraMatrixValues[4];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[1])) = cameraController->cameraMatrixValues[5];
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[2])) = cameraController->cameraMatrixValues[6];
}
cameraController->forwardVectorUE = glm::fvec3(
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[0])),
-*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[1])),
*(reinterpret_cast<float*>(memoryManager->aimForwardVectorAddresses[2]))
);
}
void WeaponManager::ProcessWeaponVisibility()
{
if (settingsManager->debugMod) uevr::API::get()->log_info("HandleWeaponVisibility()");
if (firstWeaponMesh == nullptr)
return;
bool hideWeapon = false;
switch (currentWeaponEquipped)
{
case NightVision:
hideWeapon = true;
break;
case Infrared:
hideWeapon = true;
break;
case Parachute:
hideWeapon = true;
break;
default:
hideWeapon = false;
break;
}
Utilities::ParameterSingleBool setOwnerNoSee_params;
setOwnerNoSee_params.boolValue = playerManager->isInControl ? hideWeapon : false; //Enable visibility when in cutscenes
firstWeaponMesh->call_function(L"SetOwnerNoSee", &setOwnerNoSee_params);
firstWeaponMesh->set_bool_property(L"bVisible", !setOwnerNoSee_params.boolValue);
}
void WeaponManager::ProcessWeaponHandling(float delta)
{
if (settingsManager->debugMod) uevr::API::get()->log_info("ProcessWeaponHandling()");
//Forces the weapon to get back in it's original position when entering a vehicle. No 6dof possible in cars for now, devs removed the
// "free aiming in car" cheat that was in the original game. Would require more reverse engineering.
if (playerManager->isInVehicle && !playerManager->wasInVehicle)
{
UpdateActualWeaponMesh();
UnhookAndRepositionWeapon();
}
if (!playerManager->isInVehicle && playerManager->wasInVehicle)
{
UpdateActualWeaponMesh();
}
if (firstWeaponMesh == nullptr || (playerManager->isInVehicle && cameraController->currentCameraMode != CameraController::AimWeaponFromCar)) //check a shooting on car scenario before deleting
return;
// If weapon equipped doesn't have a muzzle flash, we need to detect the shoot from memory. HelicannonFirstPerson cam mod never has muzzle flash.
bool shootDetectionFromMemory = cameraController->currentCameraMode == CameraController::HelicannonFirstPerson ? true : false;
glm::fvec3 positionRecoilForce = { 0.0f, 0.0f, 0.0f };
glm::fvec3 rotationRecoilForceEuler = { 0.0f, 0.0f, 0.0f };
switch (currentWeaponEquipped)
{
case Pistol:
positionRecoilForce = { 0.0f, -0.005f, -0.5f };
rotationRecoilForceEuler = { -0.08f, 0.0f, 0.0f };
break;
case PistolSilenced:
positionRecoilForce = { 0.0f, -0.005f, -0.5f };
rotationRecoilForceEuler = { -0.05f, 0.0f, 0.0f };
break;
case DesertEagle:
positionRecoilForce = { 0.0f, -0.005f, -2.5f };
rotationRecoilForceEuler = { -0.15f, 0.0f, 0.0f };
break;
case Shotgun:
positionRecoilForce = { 0.0f, -0.005f, -5.0f };
rotationRecoilForceEuler = { -0.3f, 0.0f, 0.0f };
break;
case Sawnoff:
positionRecoilForce = { 0.0f, -0.005f, -5.0f };
rotationRecoilForceEuler = { -0.3f, 0.0f, 0.0f };
break;
case Spas12:
positionRecoilForce = { 0.0f, -0.005f, -5.0f };
rotationRecoilForceEuler = { -0.3f, 0.0f, 0.0f };
break;
case MicroUzi:
positionRecoilForce = { 0.0f, -0.005f, -1.0f };
rotationRecoilForceEuler = { -0.01f, 0.0f, 0.0f };
break;
case Mp5:
positionRecoilForce = { 0.0f, -0.005f, -1.0f };
rotationRecoilForceEuler = { -0.01f, 0.0f, 0.0f };
break;
case Ak47:
positionRecoilForce = { 0.0f, -0.005f, -1.0f };
rotationRecoilForceEuler = { -0.01f, 0.0f, 0.0f };
break;
case M4:
positionRecoilForce = { 0.0f, -0.005f, -1.0f };
rotationRecoilForceEuler = { -0.01f, 0.0f, 0.0f };
break;
case Tec9:
positionRecoilForce = { 0.0f, -0.005f, -1.0f };
rotationRecoilForceEuler = { -0.01f, 0.0f, 0.0f };
break;
case Rifle: // "cuntgun"
positionRecoilForce = { 0.0f, -0.005f, -2.0f };
rotationRecoilForceEuler = { -0.02f, 0.0f, 0.0f };
shootDetectionFromMemory = true;
break;
case Sniper:
positionRecoilForce = { 0.0f, -0.005f, -2.0f };
rotationRecoilForceEuler = { -0.02f, 0.0f, 0.0f };
shootDetectionFromMemory = true;
break;
case RocketLauncher:
positionRecoilForce = { 0.0f, -0.005f, -3.0f };
rotationRecoilForceEuler = { -0.02f, 0.0f, 0.0f };
shootDetectionFromMemory = true;
break;
case RocketLauncherHs : // RocketLauncherHeatSeek
positionRecoilForce = { 0.0f, -0.005f, -3.0f };
rotationRecoilForceEuler = { -0.02f, 0.0f, 0.0f };
shootDetectionFromMemory = true;
break;
case Flamethrower:
positionRecoilForce = { -0.0f, 0.5f, -0.5f };
rotationRecoilForceEuler = { -0.0f, 0.0f, 0.0f };
break;
case Minigun:
//positionRecoilForce = { 0.0f, -0.005f, -5.0f };
//rotationRecoilForceEuler = { -0.3f, 0.0f, 0.0f };
positionRecoilForce = { 0.0f, -0.005f, -1.5f };
rotationRecoilForceEuler = { -0.01f, 0.0f, 0.0f };
break;
case Detonator:
return;
case SprayCan:
return;
case Extinguisher:
return;
case Camera:
HandleCameraWeaponAiming();
return;
default:
UnhookAndRepositionWeapon();
return;
}
if (shootDetectionFromMemory)
{
firstWeaponIsShooting = currentWeaponEquipped == previousWeaponEquipped ? memoryManager->FirstWeaponIsShooting : false;
}
ApplyRecoil(firstWeaponMesh, firstWeaponIsShooting, positionRecoilForce, rotationRecoilForceEuler, delta);
if (secondWeaponMesh)
ApplyRecoil(secondWeaponMesh, secondWeaponIsShooting, positionRecoilForce, rotationRecoilForceEuler, delta);
memoryManager->FirstWeaponIsShooting = false;
}
void WeaponManager::ApplyRecoil(uevr::API::UObject* weaponMesh, bool isShooting, const glm::fvec3& positionRecoilForce, const glm::fvec3& rotationRecoilForceEuler, float delta)
{
auto motionState = uevr::API::UObjectHook::get_motion_controller_state(weaponMesh);
auto [recoilPosPtr, recoilRotPtr] = GetRecoilState(weaponMesh);
auto& recoilPos = *recoilPosPtr;
auto& recoilRot = *recoilRotPtr;
if (isShooting)
{
recoilPos += positionRecoilForce;
recoilRot += rotationRecoilForceEuler;
glm::fquat rotQuat = glm::fquat(recoilRot);
UEVR_Vector3f pos = { recoilPos.x, recoilPos.y, recoilPos.z };
UEVR_Quaternionf rot = { rotQuat.w, rotQuat.x, rotQuat.y, rotQuat.z };
motionState->set_location_offset(&pos);
motionState->set_rotation_offset(&rot);
motionState->set_permanent(true);
}
else
{
// Smoothly return position to base
recoilPos = glm::mix(recoilPos, defaultWeaponPosition, delta * recoilPositionRecoverySpeed);
glm::fquat currentQuat = glm::fquat(recoilRot);
glm::fquat targetQuat = glm::fquat(defaultWeaponRotationEuler);
glm::fquat smoothedQuat = glm::slerp(currentQuat, targetQuat, delta * recoilRotationRecoverySpeed);
recoilRot = glm::eulerAngles(smoothedQuat);
UEVR_Vector3f pos = { recoilPos.x, recoilPos.y, recoilPos.z };
UEVR_Quaternionf rot = { smoothedQuat.w, smoothedQuat.x, smoothedQuat.y, smoothedQuat.z };
motionState->set_location_offset(&pos);
motionState->set_rotation_offset(&rot);
}
}
WeaponManager::WeaponRecoilState WeaponManager::GetRecoilState(uevr::API::UObject* weaponMesh) {
if (weaponMesh == firstWeaponMesh)
return { ¤tFirstWeaponRecoilPosition, ¤tFirstWeaponRecoilRotationEuler };
else
return { ¤tSecondWeaponRecoilPosition, ¤tSecondWeaponRecoilRotationEuler };
}
void WeaponManager::HandleCameraWeaponAiming()
{
//The camera aiming vector doesn't works like every weapons. Instead it's based on the camera matrix (the original game's one, not the UEVR).
//So the aiming has to be manually controlled with joystick.
if (settingsManager->debugMod) uevr::API::get()->log_info("HandleCameraWeaponAiming()");
// detaching the weaponMesh from motion controls
if (cameraController->currentCameraMode == CameraController::Camera && cameraController->previousCameraMode != CameraController::Camera )
{
uevr::API::UObjectHook::remove_motion_controller_state(firstWeaponMesh);
Utilities::ParameterDetachFromParent detachFromParent_params;
detachFromParent_params.maintainWorldPosition = true;
detachFromParent_params.callModify = false;
firstWeaponMesh->call_function(L"DetachFromParent", &detachFromParent_params);
}
if (cameraController->currentCameraMode != CameraController::Camera && cameraController->previousCameraMode == CameraController::Camera )
{
uevr::API::UObjectHook::get_or_add_motion_controller_state(firstWeaponMesh);
}
// Manually sets the camera Mesh to a position in front of the player.
if (cameraController->currentCameraMode == CameraController::Camera)
{
glm::fvec3 cameraOffsetsPoint1 = { 13.8476, -11.6162, -1.72577 };
glm::fvec3 cameraOffsetsPoint2 = { 27.6432, -11.6162, -2.84382 };
// Convert local offsets into world positions
glm::fvec3 worldOffset1 = (cameraController->forwardVectorUE * cameraOffsetsPoint1.x) + ( cameraController->rightVectorUE * cameraOffsetsPoint1.y) + (cameraController->upVectorUE* cameraOffsetsPoint1.z);
glm::fvec3 worldOffset2 = (cameraController->forwardVectorUE * cameraOffsetsPoint2.x) + ( cameraController->rightVectorUE * cameraOffsetsPoint2.y) + (cameraController->upVectorUE * cameraOffsetsPoint2.z);
glm::fvec3 weaponPoint1 = cameraController->cameraPositionUE + (cameraController->forwardVectorUE * 35.0f) + worldOffset1;
glm::fvec3 weaponPoint2 = cameraController->cameraPositionUE + (cameraController->forwardVectorUE * 35.0f) + worldOffset2;
// Apply position to weaponMesh
Utilities::Parameter_K2_SetWorldOrRelativeLocation setWorldLocation_params{};
setWorldLocation_params.bSweep = false;
setWorldLocation_params.bTeleport = true;
setWorldLocation_params.newLocation = weaponPoint1;
firstWeaponMesh->call_function(L"K2_SetWorldLocation", &setWorldLocation_params);
// FindLookAtRotation from Point1 to Point2
Utilities::ParameterFindLookAtRotation lookAtRotationParams;
lookAtRotationParams.start = weaponPoint1;
lookAtRotationParams.target = weaponPoint2;
Utilities::KismetMathLibrary->call_function(L"FindLookAtRotation", &lookAtRotationParams);
// Apply rotation to weaponMesh
Utilities::Parameter_K2_SetWorldOrRelativeRotation setWorldRotation_params{};
setWorldRotation_params.bSweep = false;
setWorldRotation_params.bTeleport = true;
setWorldRotation_params.newRotation = lookAtRotationParams.outRotation;
firstWeaponMesh->call_function(L"K2_SetWorldRotation", &setWorldRotation_params);
}
}
void WeaponManager::UnhookAndRepositionWeapon()
{
if (settingsManager->debugMod) uevr::API::get()->log_info("UnhookAndRepositionWeapon()");
if (firstWeaponMesh == nullptr)
return;
if (!uevr::API::UObjectHook::get_motion_controller_state(firstWeaponMesh))
return;
uevr::API::UObjectHook::remove_motion_controller_state(firstWeaponMesh);
//Reset weapon position and rotation for melee weapons
Utilities::Parameter_K2_SetWorldOrRelativeLocation setRelativeLocation_params{};
setRelativeLocation_params.bSweep = false;
setRelativeLocation_params.bTeleport = true;
setRelativeLocation_params.newLocation = glm::fvec3(0.0f, 0.0f, 0.0f);
firstWeaponMesh->call_function(L"K2_SetRelativeLocation", &setRelativeLocation_params);
Utilities::Parameter_K2_SetWorldOrRelativeRotation setRelativeRotation_params{};
setRelativeRotation_params.bSweep = false;
setRelativeRotation_params.bTeleport = true;
setRelativeRotation_params.newRotation = { 0.0f, 0.0f, 0.0f };
firstWeaponMesh->call_function(L"K2_SetRelativeRotation", &setRelativeRotation_params);
if (secondWeaponMesh == nullptr)
return;
uevr::API::UObjectHook::remove_motion_controller_state(secondWeaponMesh);
secondWeaponMesh->call_function(L"K2_SetRelativeLocation", &setRelativeLocation_params);
secondWeaponMesh->call_function(L"K2_SetRelativeRotation", &setRelativeRotation_params);
}