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https://github.com/GTAmodding/re3.git
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Gang attack fix & SeekCar
This commit is contained in:
parent
35bd3f514d
commit
5fa56e4173
2 changed files with 178 additions and 11 deletions
183
src/peds/Ped.cpp
183
src/peds/Ped.cpp
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@ -56,12 +56,13 @@ WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
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WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); }
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WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); }
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WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); }
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WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); }
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WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
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WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
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WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); }
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WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); }
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WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); }
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WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); }
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WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); }
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WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
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WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
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WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); }
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WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); }
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WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); }
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WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); }
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WRAPPER void CPed::WarpPedIntoCar(CVehicle*) { EAXJMP(0x4D7D20); }
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WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); }
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#define FEET_OFFSET 1.04f
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#define FEET_OFFSET 1.04f
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@ -469,9 +470,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bIsLanding = false;
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bIsLanding = false;
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bIsRunning = false;
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bIsRunning = false;
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bHitSomethingLastFrame = false;
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bHitSomethingLastFrame = false;
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m_ped_flagB80 = false;
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bVehEnterDoorIsBlocked = false;
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m_ped_flagC1 = false;
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bCanPedEnterSeekedCar = false;
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bRespondsToThreats = true;
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bRespondsToThreats = true;
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bRenderPedInCar = true;
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bRenderPedInCar = true;
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bChangedSeat = false;
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bChangedSeat = false;
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@ -8569,11 +8570,15 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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Say(SOUND_PED_DEFEND);
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Say(SOUND_PED_DEFEND);
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}
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}
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#if defined FIX_BUGS || defined VC_PED_PORTS
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#ifdef VC_PED_PORTS
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// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
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// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
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if (IsGangMember()) {
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if (IsGangMember()) {
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CPed *driver = car->pDriver;
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CPed *driver = car->pDriver;
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if (driver && driver->IsPlayer()) {
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if (driver && driver->IsPlayer()
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#ifdef FIX_BUGS
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&& (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
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#endif
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) {
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RegisterThreatWithGangPeds(driver);
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RegisterThreatWithGangPeds(driver);
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}
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}
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}
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}
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@ -9509,7 +9514,7 @@ CPed::ProcessControl(void)
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|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
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|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
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if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
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if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
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if (!m_ped_flagB80) {
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if (!bVehEnterDoorIsBlocked) {
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if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
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if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
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// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
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// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
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@ -9695,7 +9700,7 @@ CPed::ProcessControl(void)
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}
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}
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}
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}
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} else if (!m_ped_flagB80) {
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} else if (!bVehEnterDoorIsBlocked) {
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if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
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if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
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SetDirectionToWalkAroundObject(collidingVeh);
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SetDirectionToWalkAroundObject(collidingVeh);
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@ -12161,7 +12166,7 @@ CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
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// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
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// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
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// On every run it returns another pos. for ped, with same distance to the veh.
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// On every run it returns another pos. for ped, with same distance to the veh.
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// Sequence of positions are not guarenteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
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// Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
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helperPos = veh->GetMatrix() * helperPos;
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helperPos = veh->GetMatrix() * helperPos;
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float vehForwardHeading = veh->GetForward().Heading();
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float vehForwardHeading = veh->GetForward().Heading();
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@ -13027,7 +13032,7 @@ CPed::ProcessObjective(void)
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} else {
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} else {
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SetSeekBoatPosition(m_carInObjective);
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SetSeekBoatPosition(m_carInObjective);
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}
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}
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if (m_nMoveState == PEDMOVE_STILL && !m_ped_flagB80)
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if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
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SetMoveState(PEDMOVE_RUN);
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SetMoveState(PEDMOVE_RUN);
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if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
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if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
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@ -15574,6 +15579,165 @@ CPed::ScanForThreats(void)
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}
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}
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}
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}
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void
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CPed::SeekCar(void)
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{
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CVehicle *vehToSeek = m_carInObjective;
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CVector dest(0.0f, 0.0f, 0.0f);
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if (!vehToSeek) {
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RestorePreviousState();
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return;
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}
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if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
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if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
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if (IsRoomToBeCarJacked()) {
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dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
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} else if (m_nPedType == PEDTYPE_COP) {
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dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
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} else {
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SetMoveState(PEDMOVE_STILL);
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}
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} else
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GetNearestDoor(vehToSeek, dest);
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} else {
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if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
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SetMoveState(PEDMOVE_STILL);
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return;
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}
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if (vehToSeek->m_modelIndex == MI_COACH) {
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GetNearestDoor(vehToSeek, dest);
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} else {
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if (vehToSeek->IsTrain()) {
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if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) {
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RestorePreviousObjective();
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RestorePreviousState();
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return;
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}
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if (!GetNearestTrainDoor(vehToSeek, dest)) {
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RestorePreviousObjective();
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RestorePreviousState();
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return;
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}
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} else {
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if (!GetNearestPassengerDoor(vehToSeek, dest)) {
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if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
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RestorePreviousObjective();
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RestorePreviousState();
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} else {
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SetMoveState(PEDMOVE_STILL);
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}
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bVehEnterDoorIsBlocked = true;
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return;
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}
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bVehEnterDoorIsBlocked = false;
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}
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}
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}
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if (dest.x == 0.0f && dest.y == 0.0f) {
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if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
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RestorePreviousState();
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if (IsPlayer()) {
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ClearObjective();
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} else if (CharCreatedBy == RANDOM_CHAR) {
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m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
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}
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SetMoveState(PEDMOVE_STILL);
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TheCamera.ClearPlayerWeaponMode();
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CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
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return;
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}
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dest = vehToSeek->GetPosition();
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if (bCollidedWithMyVehicle) {
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WarpPedIntoCar(m_pMyVehicle);
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return;
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}
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}
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bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
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m_vecSeekPos = dest;
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float distToDest = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
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#ifndef VC_PED_PORTS
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if (bIsRunning)
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SetMoveState(PEDMOVE_RUN);
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#else
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if (bIsRunning ||
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vehToSeek->pDriver && distToDest > 4.0f && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
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SetMoveState(PEDMOVE_RUN);
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#endif
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else if (distToDest < 4.0f)
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SetMoveState(PEDMOVE_WALK);
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if (distToDest >= 1.0f)
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bCanPedEnterSeekedCar = false;
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else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDest)
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bCanPedEnterSeekedCar = true;
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if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
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bVehEnterDoorIsBlocked = true;
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else
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bVehEnterDoorIsBlocked = false;
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if (Seek()) {
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if (!foundBetterPosToSeek) {
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if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
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if (vehToSeek->IsTrain()) {
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SetEnterTrain(vehToSeek, m_vehEnterType);
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} else {
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m_fRotationCur = m_fRotationDest;
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if (!bVehEnterDoorIsBlocked) {
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vehToSeek->bIsStatic = false;
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if (m_objective == OBJECTIVE_SOLICIT) {
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SetSolicit(1000);
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} else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
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SetBuyIceCream();
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} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
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&& vehToSeek->CanPedEnterCar()) {
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switch (vehToSeek->m_status) {
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case STATUS_PLAYER:
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case STATUS_SIMPLE:
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case STATUS_PHYSICS:
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case STATUS_PLAYER_DISABLED:
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if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
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(m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
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SetCarJack(vehToSeek);
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if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
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vehToSeek->pDriver->bFleeAfterExitingCar = true;
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} else {
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SetEnterCar(vehToSeek, m_vehEnterType);
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}
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break;
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case STATUS_ABANDONED:
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if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
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if (vehToSeek->pPassengers[0]->m_ped_flagF4) {
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if (IsPlayer())
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CPed::SetEnterCar(vehToSeek, m_vehEnterType);
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} else {
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SetCarJack(vehToSeek);
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}
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} else {
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SetEnterCar(vehToSeek, m_vehEnterType);
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}
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break;
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case STATUS_WRECKED:
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SetIdle();
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break;
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default:
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return;
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}
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} else {
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RestorePreviousState();
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}
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} else {
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SetMoveState(PEDMOVE_STILL);
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}
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}
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}
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}
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}
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}
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class CPed_ : public CPed
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class CPed_ : public CPed
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{
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{
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public:
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public:
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@ -15791,4 +15955,5 @@ STARTPATCHES
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InjectHook(0x4E1010, &CPed::SetExitCar, PATCH_JUMP);
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InjectHook(0x4E1010, &CPed::SetExitCar, PATCH_JUMP);
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InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP);
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InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP);
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InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP);
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InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP);
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InjectHook(0x4D3F90, &CPed::SeekCar, PATCH_JUMP);
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ENDPATCHES
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ENDPATCHES
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@ -294,9 +294,9 @@ public:
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uint8 bIsLanding : 1;
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uint8 bIsLanding : 1;
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uint8 bIsRunning : 1; // on some conditions
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uint8 bIsRunning : 1; // on some conditions
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uint8 bHitSomethingLastFrame : 1;
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uint8 bHitSomethingLastFrame : 1;
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uint8 m_ped_flagB80 : 1; // bIsNearCar? it's sure that it's related with cars and used for deciding whether we should move
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uint8 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
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uint8 m_ped_flagC1 : 1; // bCanPedEnterSeekedCar?
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uint8 bCanPedEnterSeekedCar : 1;
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uint8 bRespondsToThreats : 1;
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uint8 bRespondsToThreats : 1;
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uint8 bRenderPedInCar : 1;
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uint8 bRenderPedInCar : 1;
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uint8 bChangedSeat : 1;
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uint8 bChangedSeat : 1;
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@ -679,6 +679,8 @@ public:
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void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
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void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
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void SetSolicit(uint32 time);
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void SetSolicit(uint32 time);
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void ScanForInterestingStuff(void);
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void ScanForInterestingStuff(void);
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void WarpPedIntoCar(CVehicle*);
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void SetCarJack(CVehicle*);
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// Static methods
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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