2019-05-19 19:28:10 +00:00
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#include "common.h"
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#include "patcher.h"
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#include "Pools.h"
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2019-06-16 18:39:48 +00:00
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#include "Particle.h"
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#include "Stats.h"
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#include "World.h"
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2019-06-16 21:12:14 +00:00
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#include "DMaudio.h"
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2019-06-20 11:22:44 +00:00
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#include "RpAnimBlend.h"
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2019-06-16 21:12:14 +00:00
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#include "Ped.h"
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2019-06-20 11:22:44 +00:00
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#include "PlayerPed.h"
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2019-06-17 09:48:42 +00:00
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#include "General.h"
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2019-05-19 19:28:10 +00:00
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2019-06-16 22:16:38 +00:00
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
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2019-06-15 15:53:25 +00:00
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2019-06-02 15:13:56 +00:00
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void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
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void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
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2019-05-19 19:28:10 +00:00
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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2019-06-16 21:12:14 +00:00
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WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
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2019-06-15 15:53:25 +00:00
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WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
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2019-06-16 21:12:14 +00:00
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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2019-06-20 11:22:44 +00:00
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WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
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WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
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WRAPPER void CPed::SelectGunIfArmed(void) { EAXJMP(0x4DD920); }
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WRAPPER void CPed::RemoveWeaponModel(int) { EAXJMP(0x4CF980); }
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2019-05-28 06:39:36 +00:00
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static char ObjectiveText[34][28] = {
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"No Obj",
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"Wait on Foot",
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"Flee on Foot Till Safe",
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"Guard Spot",
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"Guard Area",
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"Wait in Car",
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"Wait in Car then Getout",
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"Kill Char on Foot",
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"Kill Char Any Means",
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"Flee Char on Foot Till Safe",
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"Flee Char on Foot Always",
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"GoTo Char on Foot",
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"Follow Char in Formation",
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"Leave Car",
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"Enter Car as Passenger",
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"Enter Car as Driver",
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"Follow Car in Car",
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"Fire at Obj from Vehicle",
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"Destroy Obj",
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"Destroy Car",
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"GoTo Area Any Means",
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"GoTo Area on Foot",
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"Run to Area",
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"GoTo Area in Car",
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"Follow Car on Foot Woffset",
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"Guard Attack",
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"Set Leader",
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"Follow Route",
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"Solicit",
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"Take Taxi",
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"Catch Train",
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"Buy IceCream",
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"Steal Any Car",
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"Mug Char",
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};
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static char StateText[56][18] = {
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"None", // 1
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"Idle",
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"Look Entity",
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"Look Heading",
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"Wander Range",
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"Wander Path",
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"Seek Pos",
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"Seek Entity",
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"Flee Pos",
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"Flee Entity",
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"Pursue",
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"Follow Path",
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"Sniper Mode",
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"Rocket Mode",
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"Dummy",
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"Pause",
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"Attack",
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"Fight",
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"Face Phone",
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"Make Call",
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"Chat",
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"Mug",
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"AimGun",
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"AI Control",
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"Seek Car",
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"Seek InBoat",
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"Follow Route",
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"C.P.R.",
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"Solicit",
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"Buy IceCream",
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"Investigate",
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"Step away",
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"STATES_NO_AI",
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"On Fire",
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"Jump",
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"Fall",
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"GetUp",
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"Stagger",
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"Dive away",
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"STATES_NO_ST",
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"Enter Train",
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"Exit Train",
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"Arrest Plyr",
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"Driving",
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"Passenger",
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"Taxi Passngr",
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"Open Door",
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"Die",
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"Dead",
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"CarJack",
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"Drag fm Car",
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"Enter Car",
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"Steal Car",
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"Exit Car",
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"Hands Up",
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"Arrested",
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};
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static char PersonalityTypeText[32][18] = {
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"Player",
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"Cop",
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"Medic",
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"Fireman",
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"Gang 1",
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"Gang 2",
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"Gang 3",
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"Gang 4",
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"Gang 5",
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"Gang 6",
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"Gang 7",
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"Street Guy",
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"Suit Guy",
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"Sensible Guy",
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"Geek Guy",
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"Old Guy",
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"Tough Guy",
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"Street Girl",
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"Suit Girl",
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"Sensible Girl",
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"Geek Girl",
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"Old Girl",
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"Tough Girl",
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"Tramp",
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"Tourist",
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"Prostitute",
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"Criminal",
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"Busker",
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"Taxi Driver",
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"Psycho",
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"Steward",
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"Sports Fan",
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};
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static char WaitStateText[21][16] = {
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"No Wait",
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"Traffic Lights",
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"Pause CrossRoad",
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"Look CrossRoad",
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"Look Ped",
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"Look Shop",
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"Look Accident",
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"FaceOff Gang",
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"Double Back",
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"Hit Wall",
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"Turn 180deg",
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"Surprised",
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"Ped Stuck",
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"Look About",
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"Play Duck",
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"Play Cower",
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"Play Taxi",
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"Play HandsUp",
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"Play HandsCower",
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"Play Chat",
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"Finish Flee",
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};
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2019-06-20 11:22:44 +00:00
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static PedOnGroundState
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CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
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{
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PedOnGroundState stateToReturn;
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float angleToFace;
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CPed *currentPed = nil;
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PedState currentPedState;
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CPed *pedOnTheFloor = nil;
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CPed *deadPed = nil;
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CPed *pedBelow = nil;
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bool foundDead = false;
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bool foundOnTheFloor = false;
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bool foundBelow = false;
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float angleDiff;
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float distance;
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if (!CGame::nastyGame)
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return NO_PED;
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for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) {
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currentPed = player->m_nearPeds[currentPedId];
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CVector posDifference = currentPed->GetPosition() - player->GetPosition();
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distance = posDifference.Magnitude();
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if (distance < 2.0f) {
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angleToFace = CGeneral::GetRadianAngleBetweenPoints(
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currentPed->GetPosition().x, currentPed->GetPosition().y,
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player->GetPosition().x, player->GetPosition().y);
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angleToFace = CGeneral::LimitRadianAngle(angleToFace);
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player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
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angleDiff = fabs(angleToFace - player->m_fRotationCur);
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if (angleDiff > PI)
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angleDiff = 2 * PI - angleDiff;
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currentPedState = currentPed->m_nPedState;
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if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
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if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
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if (currentPedState == PED_DEAD) {
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foundDead = 1;
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if (!deadPed)
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deadPed = (CPed*)currentPed;
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} else if (currentPed->IsPedHeadAbovePos(-0.6f)) {
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foundOnTheFloor = 1;
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if (!pedOnTheFloor)
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pedOnTheFloor = (CPed*)currentPed;
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}
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}
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} else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f))
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&& (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f))
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&& (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f))
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&& (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) {
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if (angleDiff < DEGTORAD(75.0f)) {
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foundBelow = 1;
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if (!pedBelow)
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pedBelow = (CPed*)currentPed;
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}
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} else {
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foundBelow = 1;
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pedBelow = (CPed*)currentPed;
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break;
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}
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}
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}
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if (foundOnTheFloor) {
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currentPed = pedOnTheFloor;
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stateToReturn = PED_ON_THE_FLOOR;
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} else if (foundDead) {
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currentPed = deadPed;
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stateToReturn = PED_DEAD_ON_THE_FLOOR;
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} else if (foundBelow) {
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currentPed = pedBelow;
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stateToReturn = PED_BELOW_PLAYER;
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} else {
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currentPed = nil;
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stateToReturn = NO_PED;
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}
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if (pedOnGround)
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* pedOnGround = (CPed*)currentPed;
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return stateToReturn;
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}
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2019-06-19 12:06:13 +00:00
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bool
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CPed::IsPlayer(void)
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{
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return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
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m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
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}
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2019-05-28 06:39:36 +00:00
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bool
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CPed::UseGroundColModel(void)
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{
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return m_nPedState == PED_FALL ||
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m_nPedState == PED_DIVE_AWAY ||
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m_nPedState == PED_DIE ||
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m_nPedState == PED_DEAD;
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}
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2019-06-14 12:33:08 +00:00
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void
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CPed::AddWeaponModel(int id)
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{
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2019-06-20 11:22:44 +00:00
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RpAtomic *atm;
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2019-06-14 12:33:08 +00:00
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if (id != -1) {
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atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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RwFrameDestroy(RpAtomicGetFrame(atm));
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2019-06-15 15:53:25 +00:00
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RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
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2019-06-14 12:33:08 +00:00
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RpClumpAddAtomic((RpClump*)m_rwObject, atm);
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m_wepModelID = id;
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}
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}
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void
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2019-06-20 11:22:44 +00:00
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CPed::AimGun(void)
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2019-06-14 12:33:08 +00:00
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{
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RwV3d pos;
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CVector vector;
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if (m_pSeekTarget) {
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if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
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2019-06-20 11:22:44 +00:00
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m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
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2019-06-14 12:33:08 +00:00
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vector.x = pos.x;
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vector.y = pos.y;
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vector.z = pos.z;
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} else {
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2019-06-16 18:39:48 +00:00
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vector = *(m_pSeekTarget->GetPosition());
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2019-06-14 12:33:08 +00:00
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}
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2019-06-16 18:39:48 +00:00
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CPed::Say(SOUND_PED_ATTACK);
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2019-06-14 12:33:08 +00:00
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2019-06-19 12:20:50 +00:00
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
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2019-06-19 12:06:13 +00:00
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if (m_pLookTarget != m_pSeekTarget) {
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2019-06-14 12:33:08 +00:00
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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} else {
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if (CPed::IsPlayer()) {
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2019-06-19 12:20:50 +00:00
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
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2019-06-14 12:33:08 +00:00
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} else {
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2019-06-19 12:20:50 +00:00
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
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2019-06-14 12:33:08 +00:00
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}
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2019-06-15 15:53:25 +00:00
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}
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}
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void
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CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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{
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CVector pos2 = CVector(
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pos.x,
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pos.y,
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2019-06-16 18:39:48 +00:00
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pos.z + 0.1f
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2019-06-15 15:53:25 +00:00
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);
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2019-06-16 18:39:48 +00:00
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if (!CPed::IsPlayer() || evenOnPlayer) {
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2019-06-15 15:53:25 +00:00
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++CStats::HeadShots;
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2019-06-16 18:39:48 +00:00
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// BUG: This condition will always return true.
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2019-06-15 15:53:25 +00:00
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if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
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2019-06-16 18:39:48 +00:00
|
|
|
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
|
|
|
|
2019-06-20 11:22:44 +00:00
|
|
|
m_ped_flagC20 = true;
|
2019-06-15 15:53:25 +00:00
|
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
|
|
|
|
|
|
|
|
CParticle::AddParticle(PARTICLE_TEST, pos2,
|
2019-06-16 21:12:14 +00:00
|
|
|
CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);
|
2019-06-15 15:53:25 +00:00
|
|
|
|
2019-06-16 18:39:48 +00:00
|
|
|
if (CEntity::GetIsOnScreen()) {
|
|
|
|
for(int i=0; i < 32; i++) {
|
2019-06-15 15:53:25 +00:00
|
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
|
2019-06-16 21:12:14 +00:00
|
|
|
pos2, CVector(0.0f, 0.0f, 0.03f),
|
|
|
|
nil, 0.0f, 0, 0, 0, 0);
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
|
|
|
|
2019-06-16 18:39:48 +00:00
|
|
|
for (int i = 0; i < 16; i++) {
|
2019-06-15 15:53:25 +00:00
|
|
|
CParticle::AddParticle(PARTICLE_DEBRIS2,
|
2019-06-16 21:12:14 +00:00
|
|
|
pos2,
|
|
|
|
CVector(0.0f, 0.0f, 0.01f),
|
|
|
|
nil, 0.0f, 0, 0, 0, 0);
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2019-06-16 21:12:14 +00:00
|
|
|
CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
|
2019-06-15 15:53:25 +00:00
|
|
|
{
|
|
|
|
RwFrame *frame;
|
|
|
|
RwFrame *fp;
|
|
|
|
RwV3d zero;
|
|
|
|
|
|
|
|
frame = GetNodeFrame(nodeId);
|
2019-06-16 18:39:48 +00:00
|
|
|
if (frame) {
|
|
|
|
if (CGame::nastyGame) {
|
2019-06-15 15:53:25 +00:00
|
|
|
if (nodeId != PED_HEAD)
|
2019-06-16 21:12:14 +00:00
|
|
|
CPed::SpawnFlyingComponent(nodeId, unk);
|
2019-06-15 15:53:25 +00:00
|
|
|
|
|
|
|
RecurseFrameChildrenVisibilityCB(frame, 0);
|
2019-06-16 18:39:48 +00:00
|
|
|
zero.x = 0.0f;
|
|
|
|
zero.z = 0.0f;
|
|
|
|
zero.y = 0.0f;
|
2019-06-15 15:53:25 +00:00
|
|
|
for (fp = RwFrameGetParent(frame); fp; fp = RwFrameGetParent(frame))
|
|
|
|
RwV3dTransformPoints(&zero, &zero, 1, &fp->modelling);
|
|
|
|
|
2019-06-16 18:39:48 +00:00
|
|
|
if (CEntity::GetIsOnScreen()) {
|
2019-06-15 15:53:25 +00:00
|
|
|
CParticle::AddParticle(PARTICLE_TEST, zero,
|
2019-06-16 21:12:14 +00:00
|
|
|
CVector(0.0f, 0.0f, 0.0f),
|
|
|
|
nil, 0.2f, 0, 0, 0, 0);
|
2019-06-15 15:53:25 +00:00
|
|
|
|
2019-06-16 18:39:48 +00:00
|
|
|
for (int i = 0; i < 16; i++) {
|
2019-06-15 15:53:25 +00:00
|
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
|
|
|
|
zero,
|
2019-06-16 21:12:14 +00:00
|
|
|
CVector(0.0f, 0.0f, 0.03f),
|
|
|
|
nil, 0.0f, 0, 0, 0, 0);
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
|
|
|
}
|
2019-06-20 11:22:44 +00:00
|
|
|
m_ped_flagC20 = true;
|
2019-06-15 15:53:25 +00:00
|
|
|
m_bodyPartBleeding = nodeId;
|
|
|
|
}
|
2019-06-16 18:39:48 +00:00
|
|
|
} else {
|
2019-06-15 15:53:25 +00:00
|
|
|
printf("Trying to remove ped component");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
RwObject*
|
|
|
|
CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
|
|
|
|
{
|
2019-06-16 21:12:14 +00:00
|
|
|
if (data == 0)
|
2019-06-16 18:39:48 +00:00
|
|
|
RpAtomicSetFlags(object, 0);
|
2019-06-16 21:12:14 +00:00
|
|
|
return object;
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
RwFrame*
|
|
|
|
CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
|
|
|
|
{
|
|
|
|
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
|
|
|
|
RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
|
|
|
|
return frame;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2019-06-19 12:06:13 +00:00
|
|
|
CPed::SetLookFlag(CPed *target, bool unknown)
|
2019-06-15 15:53:25 +00:00
|
|
|
{
|
2019-06-16 18:39:48 +00:00
|
|
|
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
2019-06-19 12:06:13 +00:00
|
|
|
bIsLooking = true;
|
2019-06-19 12:20:50 +00:00
|
|
|
bIsRestoringLook = false;
|
2019-06-19 12:06:13 +00:00
|
|
|
m_pLookTarget = target;
|
|
|
|
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
|
2019-06-16 18:39:48 +00:00
|
|
|
m_fLookDirection = 999999.0f;
|
2019-06-15 15:53:25 +00:00
|
|
|
m_lookTimer = 0;
|
2019-06-20 11:22:44 +00:00
|
|
|
m_ped_flagA20 = unknown;
|
2019-06-15 15:53:25 +00:00
|
|
|
if (m_nPedState != PED_DRIVING) {
|
2019-06-18 12:34:27 +00:00
|
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
2019-06-14 12:33:08 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-15 15:53:25 +00:00
|
|
|
void
|
2019-06-19 12:06:13 +00:00
|
|
|
CPed::SetLookFlag(float direction, bool unknown)
|
2019-06-15 15:53:25 +00:00
|
|
|
{
|
2019-06-16 18:39:48 +00:00
|
|
|
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
2019-06-19 12:06:13 +00:00
|
|
|
bIsLooking = true;
|
2019-06-19 12:20:50 +00:00
|
|
|
bIsRestoringLook = false;
|
2019-06-19 12:06:13 +00:00
|
|
|
m_pLookTarget = nil;
|
|
|
|
m_fLookDirection = direction;
|
2019-06-15 15:53:25 +00:00
|
|
|
m_lookTimer = 0;
|
2019-06-20 11:22:44 +00:00
|
|
|
m_ped_flagA20 = unknown;
|
2019-06-15 15:53:25 +00:00
|
|
|
if (m_nPedState != PED_DRIVING) {
|
2019-06-18 12:34:27 +00:00
|
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
2019-06-15 15:53:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-16 18:39:48 +00:00
|
|
|
void
|
|
|
|
CPed::SetLookTimer(int time)
|
|
|
|
{
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool
|
2019-06-19 12:06:13 +00:00
|
|
|
CPed::OurPedCanSeeThisOne(CEntity *target)
|
2019-06-16 18:39:48 +00:00
|
|
|
{
|
|
|
|
CColPoint colpoint;
|
2019-06-19 12:06:13 +00:00
|
|
|
CEntity *ent;
|
2019-06-16 18:39:48 +00:00
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
|
2019-06-16 18:39:48 +00:00
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
// Check if target is behind ped
|
|
|
|
if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
|
2019-06-16 18:39:48 +00:00
|
|
|
return 0;
|
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
// Check if target is too far away
|
|
|
|
if (dist.Magnitude() < 40.0f)
|
2019-06-16 18:39:48 +00:00
|
|
|
return 0;
|
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
// Check line of sight from head
|
|
|
|
CVector headPos = this->GetPosition();
|
|
|
|
headPos.z += 1.0f;
|
|
|
|
return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
|
2019-06-16 18:39:48 +00:00
|
|
|
}
|
2019-06-15 15:53:25 +00:00
|
|
|
|
2019-06-17 09:48:42 +00:00
|
|
|
void
|
2019-06-19 12:06:13 +00:00
|
|
|
CPed::Avoid(void)
|
|
|
|
{
|
|
|
|
CPed *nearestPed;
|
|
|
|
|
|
|
|
if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
|
|
|
|
|
|
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
|
2019-06-17 09:48:42 +00:00
|
|
|
nearestPed = m_nearPeds[0];
|
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
|
|
|
|
|
|
|
|
// Check if this ped wants to avoid the nearest one
|
|
|
|
if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
|
2019-06-17 09:48:42 +00:00
|
|
|
|
|
|
|
// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
|
|
|
|
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
|
2019-06-18 12:55:39 +00:00
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
// Game converts from radians to degress and back again here, doesn't make much sense
|
|
|
|
CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
|
|
|
|
forward.Normalise(); // this is kinda pointless
|
2019-06-18 12:55:39 +00:00
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
// Move forward 1.25 meters
|
|
|
|
CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
|
2019-06-18 12:34:27 +00:00
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
// Get distance to ped we want to avoid
|
|
|
|
CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
|
2019-06-18 12:34:27 +00:00
|
|
|
|
2019-06-19 12:06:13 +00:00
|
|
|
if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
|
2019-06-17 09:48:42 +00:00
|
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
|
|
|
|
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
|
|
|
|
% 1000 / 5;
|
|
|
|
|
|
|
|
m_fRotationDest += DEGTORAD(45.0f);
|
2019-06-19 12:06:13 +00:00
|
|
|
if (!bIsLooking) {
|
2019-06-17 09:48:42 +00:00
|
|
|
CPed::SetLookFlag(nearestPed, 0);
|
|
|
|
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-20 11:22:44 +00:00
|
|
|
void
|
|
|
|
CPed::ClearAimFlag(void)
|
|
|
|
{
|
|
|
|
if (bIsAimingGun) {
|
|
|
|
bIsAimingGun = false;
|
|
|
|
bIsRestoringGun = true;
|
|
|
|
m_pedIK.m_flags &= ~CPedIK:: FLAG_4;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CPed::IsPlayer())
|
|
|
|
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CPed::ClearLookFlag(void) {
|
|
|
|
if (bIsLooking) {
|
|
|
|
bIsLooking = false;
|
|
|
|
bIsRestoringLook = true;
|
|
|
|
m_ped_flagI1 = false;
|
|
|
|
|
|
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
|
|
|
if (CPed::IsPlayer())
|
|
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
|
|
else
|
|
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
|
|
|
|
|
|
|
|
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
|
|
|
|
CPed::RestorePreviousState();
|
|
|
|
CPed::ClearLookFlag();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool
|
|
|
|
CPed::IsPedHeadAbovePos(float zOffset)
|
|
|
|
{
|
|
|
|
RwMatrix mat;
|
|
|
|
|
|
|
|
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
|
|
|
|
return zOffset + GetPosition().z >= mat.pos.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
|
|
|
|
{
|
|
|
|
CWeaponInfo *currentWeapon;
|
|
|
|
CAnimBlendAssociation *newAnim;
|
|
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
|
|
|
|
if (attackAssoc) {
|
|
|
|
switch (attackAssoc->animId) {
|
|
|
|
case ANIM_WEAPON_START_THROW:
|
|
|
|
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer())
|
|
|
|
{
|
|
|
|
attackAssoc->blendDelta = -1000.0;
|
|
|
|
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
|
|
|
|
} else {
|
|
|
|
attackAssoc->blendDelta = -1000.0;
|
|
|
|
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
|
|
|
|
}
|
|
|
|
|
|
|
|
newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
|
|
|
|
break;
|
|
|
|
case ANIM_FIGHT_PPUNCH:
|
|
|
|
attackAssoc->blendDelta = -8.0;
|
|
|
|
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
|
|
ped->ClearAttack();
|
|
|
|
break;
|
|
|
|
case ANIM_WEAPON_THROW:
|
|
|
|
case ANIM_WEAPON_THROWU:
|
|
|
|
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
|
|
|
|
currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
|
|
|
|
ped->AddWeaponModel(currentWeapon->m_nModelId);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (!ped->m_ped_flagA4)
|
|
|
|
ped->ClearAttack();
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else if (!ped->m_ped_flagA4)
|
|
|
|
ped->ClearAttack();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CPed::Attack(void)
|
|
|
|
{
|
|
|
|
CAnimBlendAssociation *weaponAnimAssoc;
|
|
|
|
int32 weaponAnim;
|
|
|
|
float animStart;
|
|
|
|
RwFrame *f;
|
|
|
|
eWeaponType ourWeaponType;
|
|
|
|
float weaponAnimTime;
|
|
|
|
RwFrame *i;
|
|
|
|
eWeaponFire ourWeaponFire;
|
|
|
|
float animEnd;
|
|
|
|
CWeaponInfo *ourWeapon;
|
|
|
|
bool lastReloadWasInFuture;
|
|
|
|
AnimationId reloadAnim;
|
|
|
|
CAnimBlendAssociation *reloadAnimAssoc;
|
|
|
|
float delayBetweenAnimAndFire;
|
|
|
|
CVector firePos;
|
|
|
|
|
|
|
|
ourWeaponType = GetWeapon()->m_eWeaponType;
|
|
|
|
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
|
|
|
|
ourWeaponFire = ourWeapon->m_eWeaponFire;
|
|
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
|
|
|
|
lastReloadWasInFuture = m_ped_flagA4;
|
|
|
|
reloadAnimAssoc = 0;
|
|
|
|
reloadAnim = NUM_ANIMS;
|
|
|
|
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
|
|
|
|
weaponAnim = ourWeapon->m_AnimToPlay;
|
|
|
|
|
|
|
|
if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
|
|
|
|
reloadAnim = ANIM_HGUN_RELOAD;
|
|
|
|
else if (weaponAnim == ANIM_WEAPON_AK_BODY)
|
|
|
|
reloadAnim = ANIM_AK_RELOAD;
|
|
|
|
|
|
|
|
if (reloadAnim != NUM_ANIMS)
|
|
|
|
reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
|
|
|
|
|
|
|
|
if (m_ped_flagE10)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (reloadAnimAssoc) {
|
|
|
|
if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
|
|
|
|
CPed::ClearAttack();
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
|
|
if (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
|
|
|
lastReloadWasInFuture = true;
|
|
|
|
|
|
|
|
if (!weaponAnimAssoc) {
|
|
|
|
if (ourWeapon->m_bThrow) {
|
|
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_WEAPON_THROWU);
|
|
|
|
delayBetweenAnimAndFire = 0.2f;
|
|
|
|
} else {
|
|
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
|
|
|
|
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
animStart = ourWeapon->m_fAnimLoopStart;
|
|
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
|
|
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
|
|
|
|
if (ourWeapon->m_bCanAimWithArm)
|
|
|
|
m_pedIK.m_flags |= CPedIK::FLAG_4;
|
|
|
|
else
|
|
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_4;
|
|
|
|
}
|
|
|
|
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
|
|
|
|
if (weaponAnimAssoc->speed < 1.0f)
|
|
|
|
weaponAnimAssoc->speed = 1.0;
|
|
|
|
|
|
|
|
} else {
|
|
|
|
firePos = ourWeapon->m_vecFireOffset;
|
|
|
|
if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
|
|
|
|
if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
|
|
|
|
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
|
|
|
|
|
|
|
|
firePos = GetMatrix() * firePos;
|
|
|
|
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
|
|
|
|
if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
|
|
|
|
f = GetNodeFrame(PED_FOOTR);
|
|
|
|
else
|
|
|
|
f = GetNodeFrame(PED_HANDR);
|
|
|
|
|
|
|
|
while (f) {
|
|
|
|
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &f->modelling);
|
|
|
|
f = RwFrameGetParent(f);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
firePos = GetMatrix() * firePos;
|
|
|
|
}
|
|
|
|
|
|
|
|
GetWeapon()->Fire(this, &firePos);
|
|
|
|
|
|
|
|
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
|
|
|
|
RemoveWeaponModel(ourWeapon->m_nModelId);
|
|
|
|
}
|
|
|
|
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
|
|
|
|
SelectGunIfArmed();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
|
|
|
|
// If reloading just began, start the animation
|
|
|
|
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
|
|
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
|
|
|
|
CPed::ClearLookFlag();
|
|
|
|
CPed::ClearAimFlag();
|
|
|
|
m_ped_flagA4 = false;
|
|
|
|
m_ped_flagA8 = false;
|
|
|
|
m_lastHitTime = CTimer::GetTimeInMilliseconds();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
|
|
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
|
|
|
|
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
|
|
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
weaponAnimAssoc->speed = 0.5;
|
|
|
|
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
|
|
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
|
|
|
|
weaponAnimAssoc->callbackType = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
lastReloadWasInFuture = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
|
|
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
|
|
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
|
|
|
|
for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
|
|
|
|
RwV3dTransformPoints((RwV3d*)ourWeapon->m_vecFireOffset, (RwV3d*)ourWeapon->m_vecFireOffset, 1, &i->modelling);
|
|
|
|
|
|
|
|
CVector gunshellPos(
|
|
|
|
ourWeapon->m_vecFireOffset.x - 0.6f * GetForward().x,
|
|
|
|
ourWeapon->m_vecFireOffset.y - 0.6f * GetForward().y,
|
|
|
|
ourWeapon->m_vecFireOffset.z - 0.15f * GetUp().z
|
|
|
|
);
|
|
|
|
CVector2D gunshellRot(
|
|
|
|
GetRight().x,
|
|
|
|
GetRight().y
|
|
|
|
);
|
|
|
|
|
|
|
|
gunshellRot.Normalise();
|
|
|
|
CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
animEnd = ourWeapon->m_fAnimLoopEnd;
|
|
|
|
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
|
|
|
|
animEnd = 0.56f;
|
|
|
|
|
|
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
|
|
|
|
|
|
// End of the attack
|
|
|
|
if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
|
|
|
|
|
|
|
|
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
|
|
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
|
|
|
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
|
|
|
|
|
|
|
|
weaponAnim = weaponAnimAssoc->animId;
|
|
|
|
if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
|
|
|
|
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
|
|
|
|
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
|
|
|
|
} else {
|
|
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (weaponAnim == ourWeapon->m_Anim2ToPlay)
|
|
|
|
weaponAnimAssoc->SetCurrentTime(0.1f);
|
|
|
|
else
|
|
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
CPed::ClearAimFlag();
|
|
|
|
|
|
|
|
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
|
|
|
|
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
|
|
|
|
if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
|
|
|
|
switch (ourWeaponType) {
|
|
|
|
case WEAPONTYPE_UZI:
|
|
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
|
|
|
|
break;
|
|
|
|
case WEAPONTYPE_AK47:
|
|
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
|
|
|
|
break;
|
|
|
|
case WEAPONTYPE_M16:
|
|
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fun fact: removing this part leds to reloading flamethrower
|
|
|
|
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
|
|
|
|
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
|
|
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
|
|
|
|
weaponAnimAssoc->blendDelta = -4.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
|
|
|
|
lastReloadWasInFuture = false;
|
|
|
|
|
|
|
|
m_ped_flagA4 = lastReloadWasInFuture;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lastReloadWasInFuture) {
|
|
|
|
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
|
|
|
|
if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
|
|
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
|
|
} else {
|
|
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
|
|
|
|
weaponAnimAssoc->flags |= ASSOC_RUNNING;
|
|
|
|
|
|
|
|
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
|
|
|
|
weaponAnimAssoc->SetCurrentTime(0.0f);
|
|
|
|
|
|
|
|
if (CPed::IsPlayer()) {
|
|
|
|
((CPlayerPed*)this)->field_1376 = 0.0f;
|
|
|
|
((CPlayerPed*)this)->field_1380 = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CPed::FinishedAttackCB(0, this);
|
|
|
|
}
|
|
|
|
|
2019-06-14 12:33:08 +00:00
|
|
|
STARTPATCHES
|
|
|
|
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
|
|
|
|
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
|
2019-06-15 15:53:25 +00:00
|
|
|
InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
|
|
|
|
InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
|
|
|
|
InjectHook(0x4C6460, (void (CPed::*)(CPed*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
|
|
|
|
InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
|
2019-06-16 18:39:48 +00:00
|
|
|
InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
|
|
|
|
InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
|
2019-06-17 09:48:42 +00:00
|
|
|
InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
|
2019-06-20 11:22:44 +00:00
|
|
|
InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP);
|
|
|
|
InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP);
|
|
|
|
InjectHook(0x4E5BD0, &CPed::IsPedHeadAbovePos, PATCH_JUMP);
|
|
|
|
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
|
|
|
|
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
|
|
|
|
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
|
2019-06-16 19:44:05 +00:00
|
|
|
ENDPATCHES
|