mirror of
https://github.com/GTAmodding/re3.git
synced 2024-12-25 06:45:42 +00:00
Peds
This commit is contained in:
parent
1fa2fe566c
commit
2ba54983a2
4 changed files with 541 additions and 9 deletions
|
@ -1,5 +1,19 @@
|
|||
#include "common.h"
|
||||
#include "patcher.h"
|
||||
#include "TrafficLights.h"
|
||||
#include "Timer.h"
|
||||
|
||||
WRAPPER void CTrafficLights::DisplayActualLight(CEntity *ent) { EAXJMP(0x455800); }
|
||||
|
||||
uint8
|
||||
CTrafficLights::LightForPeds(void)
|
||||
{
|
||||
uint32 period = CTimer::GetTimeInMilliseconds() & 0x3FFF; // Equals to % 16384
|
||||
|
||||
if (period >= 15384)
|
||||
return PED_LIGHTS_WALK_BLINK;
|
||||
else if (period >= 12000)
|
||||
return PED_LIGHTS_WALK;
|
||||
else
|
||||
return PED_LIGHTS_DONT_WALK;
|
||||
}
|
|
@ -2,8 +2,15 @@
|
|||
|
||||
class CEntity;
|
||||
|
||||
enum {
|
||||
PED_LIGHTS_WALK,
|
||||
PED_LIGHTS_WALK_BLINK,
|
||||
PED_LIGHTS_DONT_WALK,
|
||||
};
|
||||
|
||||
class CTrafficLights
|
||||
{
|
||||
public:
|
||||
static void DisplayActualLight(CEntity *ent);
|
||||
static uint8 LightForPeds(void);
|
||||
};
|
||||
|
|
522
src/peds/Ped.cpp
522
src/peds/Ped.cpp
|
@ -32,6 +32,7 @@
|
|||
#include "TempColModels.h"
|
||||
#include "Pickups.h"
|
||||
#include "Train.h"
|
||||
#include "TrafficLights.h"
|
||||
|
||||
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
|
||||
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
|
||||
|
@ -51,6 +52,7 @@ WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
|
|||
WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); }
|
||||
WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); }
|
||||
WRAPPER void CPed::MakeTyresMuddySectorList(CPtrList&) { EAXJMP(0x53CFD0); }
|
||||
WRAPPER void CPed::ProcessObjective(void) { EAXJMP(0x4D94E0); }
|
||||
|
||||
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
|
||||
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
|
||||
|
@ -1890,7 +1892,7 @@ CPed::PlayFootSteps(void)
|
|||
CVector2D top(forward * 0.26f);
|
||||
CVector2D right(GetRight() * 0.14f);
|
||||
|
||||
CShadows::AddPermanentShadow(1, gpBloodPoolTex, &footPos,
|
||||
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos,
|
||||
top.x, top.y,
|
||||
right.x, right.y,
|
||||
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
|
||||
|
@ -6283,13 +6285,513 @@ CPed::Fight(void)
|
|||
}
|
||||
}
|
||||
|
||||
// Some helper function which doesn't exist in og game.
|
||||
inline void
|
||||
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
|
||||
{
|
||||
for (int i = 0; i < node->numLinks; i++) {
|
||||
|
||||
CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.m_connections[i + node->firstLink]];
|
||||
|
||||
if (testNode && testNode != closeNode && testNode != closeNode2) {
|
||||
CVector2D posDiff(ped->m_vecSeekVehicle - testNode->pos);
|
||||
float dist = posDiff.MagnitudeSqr();
|
||||
|
||||
if (farDist.MagnitudeSqr() > dist) {
|
||||
|
||||
if (closeDist.MagnitudeSqr() <= dist) {
|
||||
ped->m_pLastPathNode = closeNode;
|
||||
closeDist = posDiff;
|
||||
} else {
|
||||
ped->m_pLastPathNode = (closeNode2 ? closeNode2 : testNode);
|
||||
farDist = posDiff;
|
||||
}
|
||||
}
|
||||
|
||||
if (--runCount > 0)
|
||||
SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
|
||||
{
|
||||
if (m_pLastPathNode || !bIsFleeing)
|
||||
return false;
|
||||
|
||||
CVector ourPos = GetPosition();
|
||||
|
||||
int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f, false, false);
|
||||
|
||||
CVector seekObjPos = m_vecSeekVehicle;
|
||||
seekObjPos.z += 1.0f;
|
||||
|
||||
if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false))
|
||||
return false;
|
||||
|
||||
m_pLastPathNode = nil;
|
||||
|
||||
CVector2D seekObjDist (m_vecSeekVehicle - ourPos);
|
||||
|
||||
CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId];
|
||||
CVector2D closeDist(m_vecSeekVehicle - closestNode->pos);
|
||||
|
||||
SelectClosestNodeForSeek(this, closestNode, closeDist, seekObjDist, closestNode, nil);
|
||||
|
||||
// Above function decided that going to the next node is more logical than seeking the object.
|
||||
if (m_pLastPathNode) {
|
||||
|
||||
CVector pathToNextNode = m_pLastPathNode->pos - ourPos;
|
||||
if (pathToNextNode.MagnitudeSqr2D() < seekObjDist.MagnitudeSqr()) {
|
||||
*bestCoords = m_pLastPathNode->pos;
|
||||
return true;
|
||||
}
|
||||
m_pLastPathNode = nil;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed *ped = (CPed*)arg;
|
||||
|
||||
if (ped->bIsPedDieAnimPlaying)
|
||||
ped->bIsPedDieAnimPlaying = false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed *ped = (CPed*)arg;
|
||||
|
||||
if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) {
|
||||
ped->m_fightUnk2 = -2;
|
||||
animAssoc->blendDelta = -1000.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed *ped = (CPed*)arg;
|
||||
|
||||
if (animAssoc) {
|
||||
animAssoc->blendDelta = -4.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
|
||||
if (ped->m_nPedState == PED_JUMP)
|
||||
ped->RestorePreviousState();
|
||||
|
||||
ped->bIsLanding = false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed* ped = (CPed*)arg;
|
||||
|
||||
ped->m_ped_flagG4 = true;
|
||||
ped->bIsLanding = false;
|
||||
|
||||
animAssoc->blendDelta = -1000.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed *ped = (CPed*)arg;
|
||||
|
||||
if (ped->m_nPedState != PED_JUMP)
|
||||
return;
|
||||
|
||||
CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
|
||||
forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f;
|
||||
|
||||
CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
|
||||
if (!foundEnt) {
|
||||
// Forward of forward
|
||||
forward += 0.15f * ped->GetForward();
|
||||
forward.z += 0.15f;
|
||||
foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
|
||||
}
|
||||
|
||||
if (foundEnt) {
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
|
||||
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
||||
handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
|
||||
ped->bIsLanding = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float velocityFromAnim = 0.1f;
|
||||
CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT);
|
||||
|
||||
if (sprintAssoc) {
|
||||
velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f;
|
||||
} else {
|
||||
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN);
|
||||
if (runAssoc) {
|
||||
velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
if (ped->IsPlayer())
|
||||
ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
|
||||
else
|
||||
ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
|
||||
|
||||
if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()) {
|
||||
|
||||
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
|
||||
float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur);
|
||||
ped->m_vecMoveSpeed.x = -velocityFromAnim * sin(fpsAngle);
|
||||
ped->m_vecMoveSpeed.y = velocityFromAnim * cos(fpsAngle);
|
||||
} else {
|
||||
ped->m_vecMoveSpeed.x = -velocityFromAnim * sin(ped->m_fRotationCur);
|
||||
ped->m_vecMoveSpeed.y = velocityFromAnim * cos(ped->m_fRotationCur);
|
||||
}
|
||||
}
|
||||
|
||||
ped->bIsStanding = false;
|
||||
ped->bIsInTheAir = true;
|
||||
animAssoc->blendDelta = -1000.0f;
|
||||
CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE);
|
||||
|
||||
if (ped->bDoBloodyFootprints) {
|
||||
CVector bloodPos(0.0f, 0.0f, 0.0f);
|
||||
for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i))
|
||||
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i));
|
||||
|
||||
bloodPos.z -= 0.1f;
|
||||
bloodPos += 0.2f * ped->GetForward();
|
||||
|
||||
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
|
||||
0.26f * ped->GetForward().x,
|
||||
0.26f * ped->GetForward().y,
|
||||
0.14f * ped->GetRight().x,
|
||||
0.14f * ped->GetRight().y,
|
||||
255, 255, 0, 0, 4.0f, 3000, 1.0f);
|
||||
|
||||
bloodPos = CVector(0.0f, 0.0f, 0.0f);
|
||||
for (RwFrame* j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j))
|
||||
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j));
|
||||
|
||||
bloodPos.z -= 0.1f;
|
||||
bloodPos += 0.2f * ped->GetForward();
|
||||
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
|
||||
0.26f * ped->GetForward().x,
|
||||
0.26f * ped->GetForward().y,
|
||||
0.14f * ped->GetRight().x,
|
||||
0.14f * ped->GetRight().y,
|
||||
255, 255, 0, 0, 4.0f, 3000, 1.0f);
|
||||
|
||||
if (ped->m_bloodyFootprintCount <= 40) {
|
||||
ped->m_bloodyFootprintCount = 0;
|
||||
ped->bDoBloodyFootprints = false;
|
||||
} else {
|
||||
ped->m_bloodyFootprintCount -= 40;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
{
|
||||
CPed* ped = (CPed*)arg;
|
||||
|
||||
ped->m_nWaitTimer = 0;
|
||||
ped->RestoreHeadingRate();
|
||||
ped->Wait();
|
||||
}
|
||||
|
||||
void
|
||||
CPed::Wait(void)
|
||||
{
|
||||
AnimationId mustHaveAnim = NUM_ANIMS;
|
||||
CAnimBlendAssociation *animAssoc;
|
||||
CPed *pedWeLook;
|
||||
|
||||
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
RestoreHeadingRate();
|
||||
return;
|
||||
}
|
||||
|
||||
switch (m_nWaitState) {
|
||||
|
||||
case WAITSTATE_TRAFFIC_LIGHTS:
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_CROSS_ROAD:
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
else
|
||||
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil);
|
||||
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
|
||||
if (animAssoc) {
|
||||
animAssoc->blendDelta = -8.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_LOOK_PED:
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
||||
if (animAssoc) {
|
||||
animAssoc->blendDelta = -8.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_DOUBLEBACK:
|
||||
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
|
||||
uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds();
|
||||
if (timeLeft < 2500 && timeLeft > 2000) {
|
||||
m_nWaitTimer -= 500;
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
|
||||
}
|
||||
} else {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_HITWALL:
|
||||
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
|
||||
if (m_lastThreatTimer > CTimer::GetTimeInMilliseconds()) {
|
||||
m_lastThreatTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
||||
}
|
||||
} else {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_TURN180:
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
m_fRotationCur = m_fRotationCur + PI;
|
||||
if (m_nPedState == PED_INVESTIGATE)
|
||||
ClearInvestigateEvent();
|
||||
}
|
||||
|
||||
if (m_lastThreatTimer > CTimer::GetTimeInMilliseconds()) {
|
||||
m_lastThreatTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_SURPRISE:
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) {
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
|
||||
animAssoc->SetFinishCallback(FinishedWaitCB, this);
|
||||
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
||||
} else {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_STUCK:
|
||||
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer)
|
||||
break;
|
||||
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
||||
|
||||
if (!animAssoc)
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180);
|
||||
if (!animAssoc)
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
|
||||
if (!animAssoc)
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
||||
|
||||
if (animAssoc) {
|
||||
if (animAssoc->IsPartial()) {
|
||||
animAssoc->blendDelta = -8.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
} else {
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
|
||||
}
|
||||
|
||||
if (animAssoc->animId == ANIM_TURN_180) {
|
||||
m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur);
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
m_nStoredMoveState = PEDMOVE_NONE;
|
||||
m_panicCounter = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
AnimationId animToRun;
|
||||
|
||||
switch (CGeneral::GetRandomNumber() & 3) {
|
||||
case 0:
|
||||
animToRun = ANIM_ROAD_CROSS;
|
||||
break;
|
||||
case 1:
|
||||
animToRun = ANIM_IDLE_TIRED;
|
||||
break;
|
||||
case 2:
|
||||
animToRun = ANIM_XPRESS_SCRATCH;
|
||||
break;
|
||||
case 3:
|
||||
animToRun = ANIM_TURN_180;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, animToRun, 4.0f);
|
||||
|
||||
if (animToRun == ANIM_TURN_180)
|
||||
animAssoc->SetFinishCallback(FinishedWaitCB, this);
|
||||
|
||||
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000);
|
||||
break;
|
||||
|
||||
case WAITSTATE_LOOK_ABOUT:
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
|
||||
if (animAssoc) {
|
||||
animAssoc->blendDelta = -8.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_PLAYANIM_HANDSUP:
|
||||
mustHaveAnim = ANIM_HANDSUP;
|
||||
|
||||
case WAITSTATE_PLAYANIM_HANDSCOWER:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
mustHaveAnim = ANIM_HANDSCOWER;
|
||||
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
||||
pedWeLook = (CPed*) m_pLookTarget;
|
||||
|
||||
if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt)
|
||||
&& m_nPedState != PED_FLEE_ENTITY
|
||||
&& m_nPedState != PED_ATTACK
|
||||
&& CTimer::GetTimeInMilliseconds() <= m_nWaitTimer
|
||||
&& animAssoc) {
|
||||
|
||||
TurnBody();
|
||||
} else {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
m_nWaitTimer = 0;
|
||||
if (m_pLookTarget && m_pLookTarget->IsPed()) {
|
||||
|
||||
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {
|
||||
|
||||
if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
|
||||
|
||||
if (GetWeapon()->IsTypeMelee()) {
|
||||
|
||||
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
|
||||
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {
|
||||
|
||||
bIsFleeing = true;
|
||||
m_pLastPathNode = nil;
|
||||
}
|
||||
if (m_nMoveState != PEDMOVE_RUN)
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
|
||||
if (m_nPedType != PEDTYPE_COP) {
|
||||
ProcessObjective();
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
}
|
||||
} else {
|
||||
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget);
|
||||
SetObjectiveTimer(20000);
|
||||
}
|
||||
} else {
|
||||
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
|
||||
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS)
|
||||
{
|
||||
bIsFleeing = true;
|
||||
m_pLastPathNode = nil;
|
||||
}
|
||||
SetMoveState(PEDMOVE_RUN);
|
||||
Say(SOUND_PED_FLEE_RUN);
|
||||
}
|
||||
}
|
||||
}
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
||||
if (animAssoc) {
|
||||
animAssoc->blendDelta = -4.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case WAITSTATE_PLAYANIM_COWER:
|
||||
mustHaveAnim = ANIM_HANDSCOWER;
|
||||
|
||||
case WAITSTATE_PLAYANIM_DUCK:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
mustHaveAnim = ANIM_DUCK_DOWN;
|
||||
|
||||
case WAITSTATE_PLAYANIM_TAXI:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
mustHaveAnim = ANIM_IDLE_TAXI;
|
||||
|
||||
case WAITSTATE_PLAYANIM_CHAT:
|
||||
if (mustHaveAnim == NUM_ANIMS)
|
||||
mustHaveAnim = ANIM_IDLE_CHAT;
|
||||
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
||||
if (animAssoc) {
|
||||
animAssoc->blendDelta = -4.0f;
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
}
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
}
|
||||
break;
|
||||
|
||||
case WAITSTATE_FINISH_FLEE:
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
||||
if (animAssoc) {
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
|
||||
int timer = 2000;
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
|
||||
}
|
||||
} else {
|
||||
m_nWaitState = WAITSTATE_FALSE;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if(!m_nWaitState)
|
||||
RestoreHeadingRate();
|
||||
}
|
||||
|
||||
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
|
||||
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
|
||||
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
|
||||
WRAPPER void CPed::FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D3950); }
|
||||
WRAPPER void CPed::FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6520); }
|
||||
WRAPPER void CPed::FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7490); }
|
||||
WRAPPER void CPed::FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A80); }
|
||||
WRAPPER void CPed::PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEC80); }
|
||||
WRAPPER void CPed::PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE500); }
|
||||
WRAPPER void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEAF0); }
|
||||
|
@ -6302,9 +6804,7 @@ WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dra
|
|||
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); }
|
||||
WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); }
|
||||
WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); }
|
||||
WRAPPER void CPed::FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E9830); }
|
||||
WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E4B90); }
|
||||
WRAPPER void CPed::FinishJumpCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A50); }
|
||||
WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); }
|
||||
WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4C6580); }
|
||||
|
||||
|
@ -6444,4 +6944,12 @@ STARTPATCHES
|
|||
InjectHook(0x4E33D0, &CPed::LineUpPedWithTrain, PATCH_JUMP);
|
||||
InjectHook(0x4E18D0, &CPed::ExitCar, PATCH_JUMP);
|
||||
InjectHook(0x4E7EE0, &CPed::Fight, PATCH_JUMP);
|
||||
InjectHook(0x4D3950, &CPed::FinishDieAnimCB, PATCH_JUMP);
|
||||
InjectHook(0x4E9830, &CPed::FinishFightMoveCB, PATCH_JUMP);
|
||||
InjectHook(0x4D7A80, &CPed::FinishHitHeadCB, PATCH_JUMP);
|
||||
InjectHook(0x4D7A50, &CPed::FinishJumpCB, PATCH_JUMP);
|
||||
InjectHook(0x4D7490, &CPed::FinishLaunchCB, PATCH_JUMP);
|
||||
InjectHook(0x4D6520, &CPed::FinishedWaitCB, PATCH_JUMP);
|
||||
InjectHook(0x4D5D80, &CPed::Wait, PATCH_JUMP);
|
||||
InjectHook(0x4E3A90, &CPed::FindBestCoordsFromNodes, PATCH_JUMP);
|
||||
ENDPATCHES
|
|
@ -303,7 +303,7 @@ public:
|
|||
uint8 m_ped_flagG1 : 1;
|
||||
uint8 m_ped_flagG2 : 1;
|
||||
uint8 m_ped_flagG4 : 1;
|
||||
uint8 m_ped_flagG8 : 1;
|
||||
uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set
|
||||
uint8 m_ped_flagG10 : 1;
|
||||
uint8 m_ped_flagG20 : 1;
|
||||
uint8 m_ped_flagG40 : 1;
|
||||
|
@ -408,7 +408,7 @@ public:
|
|||
CEntity *m_fleeFrom;
|
||||
uint32 m_fleeTimer;
|
||||
uint32 field_344;
|
||||
uint32 m_lastThreatTimer;
|
||||
uint32 m_lastThreatTimer; // I don't think so
|
||||
CEntity *m_pCollidingEntity;
|
||||
uint8 m_stateUnused;
|
||||
uint8 pad_351[3];
|
||||
|
@ -597,6 +597,9 @@ public:
|
|||
void LineUpPedWithTrain(void);
|
||||
void ExitCar(void);
|
||||
void Fight(void);
|
||||
bool FindBestCoordsFromNodes(CVector unused, CVector* a6);
|
||||
void Wait(void);
|
||||
void ProcessObjective(void);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
|
|
Loading…
Reference in a new issue