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Merge branch 'miami' into lcs
# Conflicts: # premake5.lua
This commit is contained in:
commit
5d5e0f62e8
18 changed files with 152 additions and 103 deletions
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@ -644,9 +644,6 @@ CCopPed::ProcessControl(void)
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int numCopsNear = 0;
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for (int i = 0; i < player->m_numNearPeds; ++i) {
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CPed *nearPed = player->m_nearPeds[i];
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#ifdef FIX_BUGS
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if (nearPed)
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#endif
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if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
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++numCopsNear;
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}
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@ -403,6 +403,30 @@ CPed::~CPed(void)
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CPopulation::NumMiamiViceCops--;
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CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
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DMAudio.DestroyEntity(m_audioEntityId);
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// Because of the nature of ped lists in GTA, it can sometimes be outdated.
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// Remove ourself from nearPeds list of the Peds in our nearPeds list.
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#ifdef FIX_BUGS
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for(int i = 0; i < m_numNearPeds; i++) {
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CPed *nearPed = m_nearPeds[i];
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assert(nearPed != nil);
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if (!nearPed->IsPointerValid())
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continue;
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for(int j = 0; j < nearPed->m_numNearPeds;) {
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assert(j == ARRAY_SIZE(m_nearPeds) - 1 || nearPed->m_nearPeds[j] || !nearPed->m_nearPeds[j+1]); // ensure nil comes after nil
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if (nearPed->m_nearPeds[j] == this) {
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for (int k = j; k < ARRAY_SIZE(m_nearPeds) - 1; k++) {
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nearPed->m_nearPeds[k] = nearPed->m_nearPeds[k + 1];
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nearPed->m_nearPeds[k + 1] = nil;
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}
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nearPed->m_numNearPeds--;
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} else
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j++;
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}
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}
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#endif
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}
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void
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@ -519,13 +543,15 @@ CPed::BuildPedLists(void)
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removePed = true;
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}
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}
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assert(i == ARRAY_SIZE(m_nearPeds) - 1 || m_nearPeds[i] || !m_nearPeds[i+1]); // ensure nil comes after nil
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if (removePed) {
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// If we arrive here, the ped we're checking isn't "near", so we should remove it.
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for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
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m_nearPeds[j] = m_nearPeds[j + 1];
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m_nearPeds[j + 1] = nil;
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}
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// Above loop won't work on last slot, so we need to empty it.
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m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
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m_numNearPeds--;
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} else
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@ -2861,7 +2887,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
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if (!bUsesCollision && !bJustCheckCollision)
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return false;
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return 0;
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if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
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collidedWithBoat = true;
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@ -6749,7 +6775,7 @@ CPed::FollowPath(void)
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}
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void
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CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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CPed::SetEvasiveStep(CPhysical *reason, uint8 animType)
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{
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AnimationId stepAnim;
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@ -6767,22 +6793,23 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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if (neededTurn > PI)
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neededTurn = TWOPI - neededTurn;
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CVehicle *veh = (CVehicle*)reason;
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if (reason->IsVehicle() && veh->IsCar()) {
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if (reason->IsVehicle() && ((CVehicle*)reason)->IsCar()) {
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CVehicle *veh = (CVehicle*)reason;
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if (veh->m_nCarHornTimer != 0) {
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vehPressedHorn = true;
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if (!IsPlayer())
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animType = 1;
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}
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}
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if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
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SetLookFlag(veh, true);
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if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
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if (neededTurn <= DEGTORAD(90.0f) || reason->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
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SetLookFlag(reason, true);
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if ((CGeneral::GetRandomNumber() & 1) && reason->GetModelIndex() != MI_RCBANDIT && animType == 0) {
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stepAnim = ANIM_STD_HAILTAXI;
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} else {
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float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
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veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
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float dangerDirection = CGeneral::GetRadianAngleBetweenPoints(
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reason->m_vecMoveSpeed.x, reason->m_vecMoveSpeed.y,
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0.0f, 0.0f);
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// Let's turn our back to the "reason"
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@ -6792,14 +6819,14 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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angleToFace -= TWOPI;
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// We don't want to run towards car's direction
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float dangerZone = angleToFace - vehDirection;
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float dangerZone = angleToFace - dangerDirection;
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dangerZone = CGeneral::LimitRadianAngle(dangerZone);
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// So, add or subtract 90deg (jump to left/right) according to that
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if (dangerZone > 0.0f)
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angleToFace = vehDirection - HALFPI;
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angleToFace = dangerDirection - HALFPI;
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else
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angleToFace = vehDirection + HALFPI;
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angleToFace = dangerDirection + HALFPI;
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stepAnim = ANIM_STD_NUM;
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if (animType == 0 || animType == 1)
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@ -871,7 +871,7 @@ public:
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void SetAimFlag(CEntity* to);
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void SetAimFlag(float angle);
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void SetAmmo(eWeaponType weaponType, uint32 ammo);
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void SetEvasiveStep(CEntity*, uint8);
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void SetEvasiveStep(CPhysical*, uint8);
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void GrantAmmo(eWeaponType, uint32);
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void SetEvasiveDive(CPhysical*, uint8);
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void SetAttack(CEntity*);
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@ -17,9 +17,9 @@ const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
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const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
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const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
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CPedIK::CPedIK(CPed *ped)
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CPedIK::CPedIK(CPed *ped) : m_ped(ped)
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{
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m_ped = ped;
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assert(ped != nil);
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m_flags = 0;
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m_headOrient.yaw = 0.0f;
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m_headOrient.pitch = 0.0f;
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@ -34,7 +34,7 @@ public:
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AIMS_WITH_ARM = 4,
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};
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CPed *m_ped;
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CPed *Const m_ped;
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LimbOrientation m_headOrient;
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LimbOrientation m_torsoOrient;
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LimbOrientation m_upperArmOrient;
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