User:Cazomino05
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Todo
Break at least one of Gamesnert's resourcesFix Gamesnert's resource
Custom Animations Branch
Todo:
Test Loading AnimationsNOTE: Loading animations which are already in SA will lock up the game when they are used or failing that cause an assertion in the sync code.- Unload custom animations on exit
Create an IFP Element to facilitate unloading.- Create a function to unload IFP's. CAnimManagerSA::RemoveAnimBlock seems like the best way to do this.
Fixes for a later date:
- Support v1 Animation files. (Non Static Block Name length)
- Use the Animation equivalent of RpClumpStreamRead in combination with the commented code in CRenderWareSA::ReadIFP to facilitate better parsing of IFP files and better crash checks (might be able to load animations into existing blocks?) - Note: Could fix the above as well.
- Work out what the extra paramaters in the RWStream implementation of CAnimManagerSA::LoadAnimFile are used for.
Custom Weapon Stats Branch
General Documentation:
- Everything is client side at the moment for testing, later on set will be removed client side and moved server side for sync purposes.
- Accuracy is a float from 0-3.0 ( from my brief testing but other factors could impact it ) the lower it is the less accurate you are.
- Damage works with minus values for a healing gun ( this won't sync > 2000 damage to the server )
- Make sure all clients have the same values for now otherwise it could just not sync entirely.
Todo:
- Reset Stats on quit
- Implement some limits
- Move Set server side
Explore the possibility of per ped weapon stats vs per model (this largely depends on how SA handles weapons i.e. does it give all peds a shared pointer or allocate one CWeapon per ped)- Test all properties
Explore the possibility of adding flags- Explore the possibility and viability of adding Anim information
- Integrate into the trunk
Completely change the way weapon stats work- Weapon stats will be based on skill levels, each skill level will have an entirely different set of weapon info (damage, accuracy etc)- There are currently 3 skill levels for skill based weapons, for non-skill based weapons there is obviously one skill level- Skill levels are basically rendered entirely useless this way and it gives us 3 separate weapon info possibilities and also removes most sync issues
Additional work likely required for a merge:
- Somehow fix #0004503 - Shooting bullets remotely while reloading. This bug has cropped up during testing of the weapon max clip ammo and is reproducible 1/2 of the time with low clip values.