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https://github.com/GTAmodding/re3.git
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CPlayerInfo done
This commit is contained in:
parent
d1141f468c
commit
6cbf1db519
7 changed files with 374 additions and 28 deletions
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@ -64,7 +64,6 @@ CMenuManager
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CMotionBlurStreaks
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CPacManPickups
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CPedIK
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CPlayerInfo
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CPlayerPed
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CProjectile
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CProjectileInfo
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@ -1,5 +1,6 @@
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#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "PlayerPed.h"
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#include "PlayerInfo.h"
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#include "Frontend.h"
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@ -15,13 +16,17 @@
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#include "ProjectileInfo.h"
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#include "Explosion.h"
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#include "Script.h"
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#include "Vehicle.h"
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#include "Automobile.h"
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#include "HandlingMgr.h"
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#include "General.h"
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#include "main.h"
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#include "SpecialFX.h"
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WRAPPER void CPlayerInfo::Process(void) { EAXJMP(0x49FD30); }
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#include "Cranes.h"
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#include "Bridge.h"
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#include "WaterLevel.h"
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#include "PathFind.h"
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#include "ZoneCull.h"
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#include "Renderer.h"
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#include "Streaming.h"
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void
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CPlayerInfo::SetPlayerSkin(char *skin)
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@ -113,8 +118,8 @@ CPlayerInfo::Clear(void)
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m_nTrafficMultiplier = 0;
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m_fRoadDensity = 1.0f;
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m_bInRemoteMode = false;
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m_bSwitchTaxi = false;
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m_nSwitchTaxiTime = 0;
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m_bUnusedTaxiThing = false;
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m_nUnusedTaxiTimer = 0;
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m_nCollectedPackages = 0;
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m_nTotalPackages = 3;
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m_nTimeLastHealthLoss = 0;
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@ -306,6 +311,251 @@ INITSAVEBUF
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// VALIDATESAVEBUF(size)
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}
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void
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CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastClosestness, CVehicle** closestCarOutput)
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{
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for (CPtrNode* node = carList.first; node; node = node->next) {
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CVehicle *car = (CVehicle*)node->item;
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if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
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if (!car->bUsesCollision || !car->IsVehicle())
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continue;
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car->m_scanCode = CWorld::GetCurrentScanCode();
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if (car->m_status != STATUS_WRECKED && car->m_status != STATUS_TRAIN_MOVING
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&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
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CVector carCentre = car->GetBoundCentre();
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if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
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float dist = (ped->GetPosition() - carCentre).Magnitude2D();
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if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
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EvaluateCarPosition(car, ped, dist, lastClosestness, closestCarOutput);
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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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void
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CPlayerInfo::Process(void)
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{
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// Unused taxi feature. Gives you a dollar for every second with a passenger. Can be toggled via 0x29A opcode.
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bool startTaxiTimer = true;
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if (m_bUnusedTaxiThing && m_pPed->bInVehicle) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if ((veh->m_modelIndex == MI_TAXI || veh->m_modelIndex == MI_CABBIE || veh->m_modelIndex == MI_BORGNINE)
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&& veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) {
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for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) {
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timePassed -= 1000;
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++m_nMoney;
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}
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startTaxiTimer = false;
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}
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}
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if (startTaxiTimer)
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m_nUnusedTaxiTimer = CTimer::GetTimeInMilliseconds();
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// The effect that makes money counter does while earning/losing money
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if (m_nVisibleMoney != m_nMoney) {
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int diff = m_nMoney - m_nVisibleMoney;
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int diffAbs = Abs(diff);
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int changeBy;
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if (diffAbs > 100000)
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changeBy = 12345;
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else if (diffAbs > 10000)
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changeBy = 1234;
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else if (diffAbs > 1000)
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changeBy = 123;
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else if (diffAbs > 50)
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changeBy = 42;
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else
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changeBy = 1;
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if (diff < 0)
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m_nVisibleMoney -= changeBy;
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else
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m_nVisibleMoney += changeBy;
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}
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if (!(CTimer::GetFrameCounter() & 15)) {
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CVector2D playerPos = m_pPed->bInVehicle ? m_pPed->m_pMyVehicle->GetPosition() : m_pPed->GetPosition();
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m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
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}
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m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
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// Because vehicle enter/exit use same key binding.
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bool enterOrExitVeh;
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if (m_pPed->m_ped_flagI4 && m_pPed->bInVehicle)
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enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown();
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else
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enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle();
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if (enterOrExitVeh && m_pPed->m_nPedState != PED_SNIPER_MODE && m_pPed->m_nPedState != PED_ROCKET_ODE) {
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if (m_pPed->bInVehicle) {
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if (!m_pRemoteVehicle) {
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CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity;
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if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->m_modelIndex)) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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// This condition will always return true, else block was probably WIP Miami code.
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if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
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m_pPed->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
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}
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}
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} else {
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CVector sth = 0.7f * veh->GetRight() + veh->GetPosition();
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(sth.x, sth.y, 2.0f + sth.z, &found);
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if (found)
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sth.z = 1.0f + groundZ;
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m_pPed->m_nPedState = PED_IDLE;
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m_pPed->SetMoveState(PEDMOVE_STILL);
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CPed::PedSetOutCarCB(0, m_pPed);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f);
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m_pPed->GetPosition() = sth;
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m_pPed->SetMoveState(PEDMOVE_STILL);
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m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed;
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}
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} else {
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// The code in here was under CPed::SetExitBoat in VC, did the same for here.
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m_pPed->SetExitBoat(veh);
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m_pPed->bTryingToReachDryLand = true;
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}
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}
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}
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} else {
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// Enter vehicle
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if (CPad::GetPad(0)->ExitVehicleJustDown()) {
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bool weAreOnBoat = false;
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float lastClosestness = 0.0f;
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CVehicle *carBelow;
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CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface;
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if (surfaceBelow && surfaceBelow->IsVehicle()) {
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carBelow = (CVehicle*)surfaceBelow;
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if (carBelow->IsBoat()) {
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weAreOnBoat = true;
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m_pPed->bOnBoat = true;
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#ifdef VC_PED_PORTS
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if (carBelow->m_status != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
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#else
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if (carBelow->m_status != STATUS_WRECKED)
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#endif
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m_pPed->SetSeekBoatPosition(carBelow);
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}
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}
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// Find closest car
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if (!weAreOnBoat) {
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float minX = m_pPed->GetPosition().x - 10.0f;
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float maxX = 10.0f + m_pPed->GetPosition().x;
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float minY = m_pPed->GetPosition().y - 10.0f;
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float maxY = 10.0f + m_pPed->GetPosition().y;
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int minXSector = CWorld::GetSectorIndexX(minX);
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if (minXSector < 0) minXSector = 0;
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int minYSector = CWorld::GetSectorIndexY(minY);
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if (minYSector < 0) minYSector = 0;
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int maxXSector = CWorld::GetSectorIndexX(maxX);
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if (maxXSector > NUMSECTORS_X - 1) maxXSector = NUMSECTORS_X - 1;
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int maxYSector = CWorld::GetSectorIndexY(maxY);
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if (maxYSector > NUMSECTORS_Y - 1) maxYSector = NUMSECTORS_Y - 1;
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CWorld::AdvanceCurrentScanCode();
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for (int curY = minYSector; curY <= maxYSector; curY++) {
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for (int curX = minXSector; curX <= maxXSector; curX++) {
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CSector *sector = CWorld::GetSector(curX, curY);
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FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed,
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minX, minY, maxX, maxY, &lastClosestness, &carBelow);
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FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed,
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minX, minY, maxX, maxY, &lastClosestness, &carBelow);
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}
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}
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}
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// carBelow is now closest vehicle
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if (carBelow && !weAreOnBoat) {
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if (carBelow->m_status == STATUS_TRAIN_NOT_MOVING) {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
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} else if (carBelow->IsBoat()) {
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if (!carBelow->pDriver) {
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m_pPed->m_vehEnterType = 0;
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m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType);
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}
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} else {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow);
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}
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}
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}
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}
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}
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if (m_bInRemoteMode) {
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uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar;
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if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) {
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(1.0f, 0);
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}
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if (timeWithoutRemoteCar > 2000) {
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if (m_WBState == WBSTATE_PLAYING) {
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TheCamera.RestoreWithJumpCut();
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(1.0f, 1);
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TheCamera.Process();
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CTimer::Stop();
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CCullZones::ForceCullZoneCoors(TheCamera.GetPosition());
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CRenderer::RequestObjectsInFrustum();
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CStreaming::LoadAllRequestedModels(false);
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CTimer::Update();
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}
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m_bInRemoteMode = false;
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CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
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if (FindPlayerVehicle()) {
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FindPlayerVehicle()->m_status = STATUS_PLAYER;
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}
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}
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}
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if (!(CTimer::GetFrameCounter() & 31)) {
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CVehicle *veh = FindPlayerVehicle();
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if (veh && m_pPed->bInVehicle && veh->GetUp().z < 0.0f
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&& veh->m_vecMoveSpeed.Magnitude() < 0.05f && veh->IsCar() && !veh->bIsInWater) {
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if (veh->GetUp().z < -0.5f) {
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m_nUpsideDownCounter += 2;
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} else {
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m_nUpsideDownCounter++;
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}
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} else {
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m_nUpsideDownCounter = 0;
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}
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if (m_nUpsideDownCounter > 6 && veh->bCanBeDamaged) {
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veh->m_fHealth = 249.0f < veh->m_fHealth ? 249.0f : veh->m_fHealth;
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if (veh->IsCar()) {
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CAutomobile* car = (CAutomobile*)veh;
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car->Damage.SetEngineStatus(225);
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car->m_pSetOnFireEntity = nil;
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}
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}
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}
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if (FindPlayerVehicle()) {
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CVehicle *veh = FindPlayerVehicle();
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veh->m_nZoneLevel = -1;
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for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) {
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if (veh->pPassengers[i])
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veh->pPassengers[i]->m_nZoneLevel = 0;
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}
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CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled;
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} else {
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CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled;
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}
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}
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STARTPATCHES
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InjectHook(0x4B5DC0, &CPlayerInfo::dtor, PATCH_JUMP);
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InjectHook(0x4A1700, &CPlayerInfo::LoadPlayerSkin, PATCH_JUMP);
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@ -320,4 +570,5 @@ STARTPATCHES
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InjectHook(0x4A15F0, &CPlayerInfo::AwardMoneyForExplosion, PATCH_JUMP);
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InjectHook(0x4A0B20, &CPlayerInfo::LoadPlayerInfo, PATCH_JUMP);
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InjectHook(0x4A0960, &CPlayerInfo::SavePlayerInfo, PATCH_JUMP);
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InjectHook(0x49FD30, &CPlayerInfo::Process, PATCH_JUMP);
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ENDPATCHES
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@ -29,8 +29,8 @@ public:
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int32 m_nCollectedPackages;
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int32 m_nTotalPackages;
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uint32 m_nLastBumpPlayerCarTimer;
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uint32 m_nSwitchTaxiTime;
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bool m_bSwitchTaxi;
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uint32 m_nUnusedTaxiTimer;
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bool m_bUnusedTaxiThing;
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int8 field_197;
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int8 field_198;
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int8 field_199;
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@ -87,6 +87,7 @@ public:
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void EvaluateCarPosition(CEntity*, CPed*, float, float*, CVehicle**);
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void LoadPlayerInfo(uint8 *buf, uint32 size);
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void SavePlayerInfo(uint8 *buf, uint32* size);
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void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
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~CPlayerInfo() { };
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void dtor(void) { this->CPlayerInfo::~CPlayerInfo(); }
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@ -12,6 +12,8 @@ int32 *CStats::PedsKilledOfThisType = (int32*)0x880DBC;
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int32 &CStats::TimesDied = *(int32*)0x8E2BDC;
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int32 &CStats::TimesArrested = *(int32*)0x8E2BEC;
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int32 &CStats::KillsSinceLastCheckpoint = *(int32*)0x8F2C8C;
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int32& CStats::DistanceTravelledInVehicle = *(int32*)0x940574;
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int32& CStats::DistanceTravelledOnFoot = *(int32*)0x941518;
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void CStats::AnotherKillFrenzyPassed()
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{
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@ -14,6 +14,8 @@ public:
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static int32 &TimesDied;
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static int32 &TimesArrested;
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static int32 &KillsSinceLastCheckpoint;
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static int32 &DistanceTravelledInVehicle;
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static int32 &DistanceTravelledOnFoot;
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public:
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static void AnotherKillFrenzyPassed();
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126
src/peds/Ped.cpp
126
src/peds/Ped.cpp
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@ -540,7 +540,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bHitSteepSlope = false;
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m_ped_flagH4 = false;
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bClearObjective = false;
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m_ped_flagH10 = false;
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bTryingToReachDryLand = false;
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bCollidedWithMyVehicle = false;
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bRichFromMugging = false;
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m_ped_flagH80 = false;
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@ -1926,7 +1926,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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if (!stillGettingInOut) {
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m_fRotationCur = m_fRotationDest;
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} else {
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float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
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float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
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float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
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m_vecOffsetSeek.z = 0.0f;
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@ -1937,12 +1937,12 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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neededPos -= timeUntilStateChange * m_vecOffsetSeek;
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}
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if (PI + m_fRotationCur < limitedAngle) {
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limitedAngle -= 2 * PI;
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} else if (m_fRotationCur - PI > limitedAngle) {
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limitedAngle += 2 * PI;
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if (PI + m_fRotationCur < limitedDest) {
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limitedDest -= 2 * PI;
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} else if (m_fRotationCur - PI > limitedDest) {
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limitedDest += 2 * PI;
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}
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m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
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m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange);
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}
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if (seatPosMult > 0.2f || vehIsUpsideDown) {
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@ -10902,6 +10902,12 @@ CPed::RemoveInCarAnims(void)
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animAssoc->blendDelta = -1000.0f;
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}
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#ifdef VC_PED_PORTS
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT);
|
||||
if (animAssoc)
|
||||
animAssoc->blendDelta = -1000.0f;
|
||||
#endif
|
||||
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
|
||||
if (animAssoc)
|
||||
animAssoc->blendDelta = -1000.0f;
|
||||
|
@ -13581,6 +13587,10 @@ CPed::ProcessObjective(void)
|
|||
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < 0.000025f)) {
|
||||
if (m_pMyVehicle->IsTrain())
|
||||
SetExitTrain(m_pMyVehicle);
|
||||
#ifdef VC_PED_PORTS
|
||||
else if (m_pMyVehicle->IsBoat())
|
||||
SetExitBoat(m_pMyVehicle);
|
||||
#endif
|
||||
else
|
||||
SetExitCar(m_pMyVehicle, 0);
|
||||
}
|
||||
|
@ -13594,13 +13604,10 @@ CPed::ProcessObjective(void)
|
|||
{
|
||||
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
|
||||
if (InVehicle()) {
|
||||
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR
|
||||
&& m_nPedState != PED_EXIT_TRAIN) {
|
||||
// VC calls SetExitBoat for boats, which is not seperate func. in III but housed in CPlayerInfo::Process.
|
||||
// This obj. will probably break/crash game if ped was in boat.
|
||||
if (m_pMyVehicle->IsTrain())
|
||||
SetExitTrain(m_pMyVehicle);
|
||||
else if (m_pMyVehicle->bIsBus || m_pMyVehicle->IsBoat())
|
||||
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) {
|
||||
if (m_pMyVehicle->IsBoat())
|
||||
SetExitBoat(m_pMyVehicle);
|
||||
else if (m_pMyVehicle->bIsBus)
|
||||
SetExitCar(m_pMyVehicle, 0);
|
||||
else {
|
||||
eCarNodes doorNode = CAR_DOOR_LF;
|
||||
|
@ -14413,7 +14420,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
|
|||
if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
|
||||
m_pCurSurface = collidingEnt;
|
||||
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
|
||||
m_ped_flagH10 = false;
|
||||
bTryingToReachDryLand = false;
|
||||
bOnBoat = false;
|
||||
} else {
|
||||
m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
|
||||
|
@ -14912,9 +14919,9 @@ CPed::ProcessBuoyancy(void)
|
|||
bIsInWater = true;
|
||||
ApplyMoveForce(buoyancyImpulse);
|
||||
if (!DyingOrDead()) {
|
||||
if (m_ped_flagH10) {
|
||||
if (bTryingToReachDryLand) {
|
||||
if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
|
||||
m_ped_flagH10 = false;
|
||||
bTryingToReachDryLand = false;
|
||||
CVector pos = GetPosition();
|
||||
if (PlacePedOnDryLand()) {
|
||||
if (m_fHealth > 20.0f)
|
||||
|
@ -16873,8 +16880,8 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
|
|||
if (car->IsBoat()) {
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
||||
#ifdef VC_PED_PORTS
|
||||
m_ped_flagI4 = true;
|
||||
PedSetInCarCB(nil, this);
|
||||
m_ped_flagI4 = true;
|
||||
#else
|
||||
m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
|
||||
#endif
|
||||
|
@ -17236,6 +17243,89 @@ CPed::Solicit(void)
|
|||
}
|
||||
}
|
||||
|
||||
// Seperate function in VC, more logical. Not sure is it inlined in III.
|
||||
void
|
||||
CPed::SetExitBoat(CVehicle *boat)
|
||||
{
|
||||
#ifndef VC_PED_PORTS
|
||||
m_nPedState = PED_IDLE;
|
||||
CVector firstPos = GetPosition();
|
||||
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
||||
if (boat->m_modelIndex == MI_SPEEDER && boat->IsUpsideDown()) {
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
|
||||
m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this);
|
||||
m_vehEnterType = CAR_DOOR_RF;
|
||||
m_nPedState = PED_EXIT_CAR;
|
||||
} else {
|
||||
m_vehEnterType = CAR_DOOR_RF;
|
||||
CPed::PedSetOutCarCB(nil, this);
|
||||
bIsStanding = true;
|
||||
m_pCurSurface = boat;
|
||||
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
|
||||
}
|
||||
GetPosition() = firstPos;
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
m_vecMoveSpeed = boat->m_vecMoveSpeed;
|
||||
bTryingToReachDryLand = true;
|
||||
#else
|
||||
m_nPedState = PED_IDLE;
|
||||
CVector newPos = GetPosition();
|
||||
RemoveInCarAnims();
|
||||
CColModel* boatCol = boat->GetColModel();
|
||||
if (boat->IsUpsideDown()) {
|
||||
newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z };
|
||||
newPos = boat->GetMatrix() * newPos;
|
||||
newPos.z += 1.0f;
|
||||
m_vehEnterType = CAR_DOOR_RF;
|
||||
PedSetOutCarCB(nil, this);
|
||||
bIsStanding = true;
|
||||
m_pCurSurface = boat;
|
||||
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
|
||||
m_pCurrentPhysSurface = boat;
|
||||
} else {
|
||||
/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
|
||||
if (boat->m_modelIndex == MI_SKIMMER)
|
||||
newPos.z += 2.0f
|
||||
*/
|
||||
m_vehEnterType = CAR_DOOR_RF;
|
||||
PedSetOutCarCB(nil, this);
|
||||
bIsStanding = true;
|
||||
m_pCurSurface = boat;
|
||||
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
|
||||
m_pCurrentPhysSurface = boat;
|
||||
CColPoint foundCol;
|
||||
CEntity *foundEnt = nil;
|
||||
if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
|
||||
newPos.z = FEET_OFFSET + foundCol.point.z;
|
||||
/* // VC specific
|
||||
} else {
|
||||
m_vehEnterType = CAR_DOOR_RF;
|
||||
PedSetOutCarCB(nil, this);
|
||||
bIsStanding = true;
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
bTryingToReachDryLand = true;
|
||||
float upMult = 1.04f + boatCol->boundingBox.min.z;
|
||||
float rightMult = 0.6f * boatCol->boundingBox.max.x;
|
||||
newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
|
||||
GetPosition() = newPos;
|
||||
if (m_pMyVehicle) {
|
||||
PositionPedOutOfCollision();
|
||||
} else {
|
||||
m_pMyVehicle = boat;
|
||||
PositionPedOutOfCollision();
|
||||
m_pMyVehicle = nil;
|
||||
}
|
||||
return;
|
||||
}
|
||||
*/ }
|
||||
GetPosition() = newPos;
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
m_vecMoveSpeed = boat->m_vecMoveSpeed;
|
||||
#endif
|
||||
// Not there in VC.
|
||||
CWaterLevel::FreeBoatWakeArray();
|
||||
}
|
||||
|
||||
class CPed_ : public CPed
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -360,7 +360,7 @@ public:
|
|||
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
|
||||
uint8 m_ped_flagH4 : 1;
|
||||
uint8 bClearObjective : 1;
|
||||
uint8 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object
|
||||
uint8 bTryingToReachDryLand : 1;
|
||||
uint8 bCollidedWithMyVehicle : 1;
|
||||
uint8 bRichFromMugging : 1; // ped has lots of cash from mugging people - will drop money if someone points gun to him
|
||||
uint8 m_ped_flagH80 : 1;
|
||||
|
@ -696,6 +696,7 @@ public:
|
|||
void SetCarJack(CVehicle*);
|
||||
bool WarpPedToNearLeaderOffScreen(void);
|
||||
void Solicit(void);
|
||||
void SetExitBoat(CVehicle*);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
|
|
Loading…
Reference in a new issue