CPed continues, including some fixes

This commit is contained in:
eray orçunus 2019-07-21 00:29:58 +03:00
parent 4c6d247b2a
commit 936acedcf0
6 changed files with 507 additions and 28 deletions

View file

@ -27,15 +27,13 @@
#include "Phones.h"
#include "EventList.h"
#include "Darkel.h"
#include "PathFind.h"
#include "ModelIndices.h"
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
WRAPPER void CPed::SetDead(void) { EAXJMP(0x4D3970); }
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
WRAPPER void CPed::SetPointGunAt(CEntity*) { EAXJMP(0x4E5F70); }
WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
@ -48,7 +46,6 @@ WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); }
WRAPPER void CPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
WRAPPER void CPed::SetSeek(CVector, float) { EAXJMP(0x4D14B0); }
WRAPPER bool CPed::Seek(void) { EAXJMP(0x4D1640); }
WRAPPER void CPed::SetWanderPath(int8) { EAXJMP(0x4D2750); }
WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); }
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
@ -2269,7 +2266,7 @@ CPed::CanSeeEntity(CEntity *entity, float threshold)
{
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
entity->GetPosition().x,
entity->GetPosition().x,
entity->GetPosition().y,
GetPosition().x,
GetPosition().y);
@ -2464,7 +2461,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
// In this special case, entity parameter isn't CEntity, but int.
SetObjectiveTimer((int)entity);
return;
break;
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_MUG_CHAR:
@ -2475,7 +2472,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pLookTarget = (CEntity*)entity;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
return;
break;
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
@ -2483,18 +2480,26 @@ CPed::SetObjective(eObjective newObj, void *entity)
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
return;
break;
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pedFormation = 1;
return;
break;
case OBJECTIVE_LEAVE_VEHICLE:
case OBJECTIVE_FLEE_CAR:
m_carInObjective = (CVehicle*)entity;
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
if (!m_carInObjective->bIsBus || m_leaveCarTimer)
return;
break;
for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
if (m_carInObjective->pPassengers[i] == this) {
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
break;
}
}
break;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
@ -2503,7 +2508,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
RestorePreviousObjective();
return;
break;
}
// fall through
case OBJECTIVE_DESTROY_CAR:
@ -2522,19 +2527,13 @@ CPed::SetObjective(eObjective newObj, void *entity)
} else {
m_objectiveTimer = 0;
}
return;
break;
case OBJECTIVE_SET_LEADER:
SetLeader((CEntity*)entity);
RestorePreviousObjective();
return;
break;
default:
return;
}
for (int i=0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
if (m_carInObjective->pPassengers[i] == this) {
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
return;
}
break;
}
}
@ -3709,9 +3708,9 @@ CPed::SetGetUp(void)
m_ped_flagE20 = true;
m_pCollidingEntity = nil;
m_ped_flagH1 = false;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ASSOC_REPEAT);
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_SPRINT);
if (animAssoc) {
if (RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ASSOC_RUNNING)) {
if (RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RUN)) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_RUN, 8.0f);
} else {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 8.0f);
@ -3731,6 +3730,386 @@ CPed::SetGetUp(void)
}
}
void
CPed::ClearInvestigateEvent(void)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_ROAD_CROSS);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_XPRESS_SCRATCH);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_HBHB);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (m_eventType > EVENT_EXPLOSION)
m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;
m_ped_flagD2 = false;
m_pEventEntity = nil;
ClearLookFlag();
RestorePreviousState();
if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
SetMoveState(PEDMOVE_WALK);
}
void
CPed::ClearLeader(void)
{
if (!m_leader)
return;
m_leader = nil;
if (IsPedInControl()) {
SetObjective(OBJECTIVE_NONE);
if (CharCreatedBy == MISSION_CHAR) {
SetIdle();
} else {
SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
}
} else if (m_objective != OBJECTIVE_NONE) {
m_ped_flagH8 = true;
}
}
void
CPed::ClearLook(void)
{
RestorePreviousState();
ClearLookFlag();
}
void
CPed::ClearObjective(void)
{
if (IsPedInControl() || m_nPedState == PED_DRIVING) {
m_objective = OBJECTIVE_NONE;
if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->pDriver != this) {
m_ped_flagF1 = true;
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
}
} else {
SetIdle();
SetMoveState(PEDMOVE_STILL);
}
} else {
m_ped_flagH8 = true;
}
}
void
CPed::ClearPause(void)
{
RestorePreviousState();
}
void
CPed::ClearSeek(void)
{
SetIdle();
field_31C = 0;
}
bool
CPed::SetWanderPath(int8 pathStateDest)
{
uint8 nextPathState;
if (IsPedInControl()) {
if (m_ped_flagE1) {
SetIdle();
return false;
} else {
// m_nPathState is pure direction for values 1,2,3 and 5,6,7
m_nPathState = pathStateDest;
if (pathStateDest == 0)
pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);
ThePaths.FindNextNodeWandering(1, GetPosition(), &m_pNextPathNode, &m_pLastPathNode,
m_nPathState, &nextPathState);
// Circular loop until we find a node for current m_nPathState
while (!m_pLastPathNode) {
m_nPathState = (m_nPathState+1) % 8;
// We're at where we started and couldn't find any node
if (m_nPathState == pathStateDest) {
ClearAll();
SetIdle();
return false;
}
ThePaths.FindNextNodeWandering(1, GetPosition(), &m_pNextPathNode, &m_pLastPathNode,
m_nPathState, &nextPathState);
}
// We did it, save next path state and return true
m_nPathState = nextPathState;
m_nPedState = PED_WANDER_PATH;
SetMoveState(PEDMOVE_WALK);
m_ped_flagB20 = false;
return true;
}
} else {
m_nPathState = pathStateDest;
m_ped_flagG8 = true;
return false;
}
}
void
CPed::ClearWeapons(void)
{
CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(currentWeapon->m_nModelId);
m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
m_currentWeapon = WEAPONTYPE_UNARMED;
currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(currentWeapon->m_nModelId);
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++)
{
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
weapon.m_nAmmoInClip = 0;
weapon.m_nAmmoTotal = 0;
weapon.m_nTimer = 0;
}
}
void
CPed::RestoreGunPosition(void)
{
if (bIsLooking) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
bIsRestoringGun = false;
} else if (m_pedIK.RestoreGunPosn()) {
bIsRestoringGun = false;
} else {
if (IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}
}
void
CPed::RestoreHeadingRate(void)
{
m_headingRate = m_pedStats->m_headingChangeRate;
}
void
CPed::RestoreHeadingRateCB(CAnimBlendAssociation* assoc, void* arg)
{
((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
}
void
CPed::RestorePreviousState(void)
{
if(!CanSetPedState() || m_nPedState == PED_FALL)
return;
if (m_nPedState == PED_GETUP && !m_ped_flagE20)
return;
if (bInVehicle && m_pMyVehicle) {
m_nPedState = PED_DRIVING;
m_nLastPedState = PED_NONE;
} else {
if (m_nLastPedState == PED_NONE) {
if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) {
if (SetWanderPath(CGeneral::GetRandomNumberInRange(0, 7)) != 0)
return;
}
SetIdle();
return;
}
switch (m_nLastPedState) {
case PED_IDLE:
SetIdle();
break;
case PED_WANDER_PATH:
m_nPedState = PED_WANDER_PATH;
m_ped_flagB20 = false;
if (!m_ped_flagC80) {
if (m_pLastPathNode) {
CVector diff = m_pLastPathNode->pos - GetPosition();
if (diff.MagnitudeSqr() < 49.0f) {
SetMoveState(PEDMOVE_WALK);
break;
}
}
}
SetWanderPath(CGeneral::GetRandomNumberInRange(0, 7));
break;
default:
m_nPedState = m_nLastPedState;
SetMoveState((eMoveState) m_nPrevActionState);
break;
}
m_nLastPedState = PED_NONE;
}
}
void
CPed::SetAimFlag(CEntity *to)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_pLookTarget = to;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget = to;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
m_lookTimer = 0;
}
void
CPed::SetAimFlag(float angle)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_fLookDirection = angle;
m_lookTimer = 0;
m_pLookTarget = nil;
m_pSeekTarget = nil;
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::FLAG_4;
else
m_pedIK.m_flags &= ~CPedIK::FLAG_4;
}
void
CPed::SetPointGunAt(CEntity *to)
{
if (to) {
SetLookFlag(to,1);
SetAimFlag(to);
}
if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
return;
if (m_nPedState != PED_ATTACK)
SetStoredState();
m_nPedState = PED_AIM_GUN;
bIsPointingGunAt = true;
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
SetMoveState(PEDMOVE_NONE);
CAnimBlendAssociation *aimAssoc;
if (bCrouchWhenShooting)
aimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, curWeapon->m_Anim2ToPlay);
else
aimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, curWeapon->m_AnimToPlay);
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
if (bCrouchWhenShooting)
aimAssoc = CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
else
aimAssoc = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, curWeapon->m_AnimToPlay);
aimAssoc->blendAmount = 0.0f;
aimAssoc->blendDelta = 8.0f;
}
if (to)
Say(SOUND_PED_ATTACK);
}
void
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
{
if (HasWeapon(weaponType)) {
GetWeapon(weaponType).m_nAmmoTotal = ammo;
} else {
GetWeapon(weaponType).Initialise(weaponType, ammo);
m_maxWeaponTypeAllowed++;
}
}
void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
{
AnimationId stepAnim;
if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0))
return;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
reason->GetPosition().x, reason->GetPosition().y,
GetPosition().x, GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(angleToFace - m_fRotationCur);
bool vehPressedHorn = false;
if (neededTurn > PI)
neededTurn = 2 * PI - neededTurn;
CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
if (veh->m_nCarHornTimer) {
vehPressedHorn = true;
if (!IsPlayer())
animType = 1;
}
}
if (neededTurn <= DEGTORAD(90.0f) || veh->m_modelIndex == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, 1);
if (CGeneral::GetRandomNumberInRange(0,1) && veh->m_modelIndex != MI_RCBANDIT && animType == 0) {
stepAnim = ANIM_IDLE_TAXI;
} else {
// I didn't get these things too much.
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
float inversedAngleToFace = angleToFace + PI;
if (inversedAngleToFace > PI)
inversedAngleToFace -= 2*PI;
neededTurn = inversedAngleToFace - vehDirection;
neededTurn = CGeneral::LimitRadianAngle(neededTurn);
if (neededTurn <= 0.0)
angleToFace = 0.5*PI + vehDirection;
else
angleToFace = vehDirection - 0.5*PI;
if (animType == 2)
stepAnim = ANIM_HANDSCOWER;
else if (animType < 2)
stepAnim = ANIM_EV_STEP;
else
stepAnim = NUM_ANIMS;
}
if (!RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, stepAnim)) {
CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, stepAnim, 8.0f);
stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
stepAssoc->SetFinishCallback(PedEvadeCB, this);
if (animType == 0)
Say(SOUND_PED_EVADE);
m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace);
ClearAimFlag();
SetStoredState();
m_nPedState = PED_STEP_AWAY;
}
}
}
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); }
@ -3746,6 +4125,8 @@ WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(
WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); }
WRAPPER void CPed::PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE130); }
WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); }
WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2480); }
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); }
@ -3753,7 +4134,6 @@ WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void
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); }
WRAPPER void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6550); }
class CPed_ : public CPed
{
@ -3841,4 +4221,21 @@ STARTPATCHES
InjectHook(0x4D1EA0, &CPed::ClearFlee, PATCH_JUMP);
InjectHook(0x4D0BB0, &CPed::ClearFall, PATCH_JUMP);
InjectHook(0x4D0F20, &CPed::SetGetUp, PATCH_JUMP);
InjectHook(0x4D6550, &CPed::RestoreHeadingRateCB, PATCH_JUMP);
InjectHook(0x4C5E30, &CPed::RestorePreviousState, PATCH_JUMP);
InjectHook(0x4E5F70, &CPed::SetPointGunAt, PATCH_JUMP);
InjectHook(0x4D2750, &CPed::SetWanderPath, PATCH_JUMP);
InjectHook(0x4D30C0, &CPed::SetEvasiveStep, PATCH_JUMP);
InjectHook(0x4EA360, &CPed::ClearInvestigateEvent, PATCH_JUMP);
InjectHook(0x4D8E80, &CPed::ClearLeader, PATCH_JUMP);
InjectHook(0x4D1360, &CPed::ClearLook, PATCH_JUMP);
InjectHook(0x4D8DF0, &CPed::ClearObjective, PATCH_JUMP);
InjectHook(0x4D0970, &CPed::ClearPause, PATCH_JUMP);
InjectHook(0x4D1620, &CPed::ClearSeek, PATCH_JUMP);
InjectHook(0x4CFB70, &CPed::ClearWeapons, PATCH_JUMP);
InjectHook(0x4C6BB0, &CPed::RestoreGunPosition, PATCH_JUMP);
InjectHook(0x4D6540, &CPed::RestoreHeadingRate, PATCH_JUMP);
InjectHook(0x4C69E0, (void (CPed::*)(CEntity*)) &CPed::SetAimFlag, PATCH_JUMP);
InjectHook(0x4C6960, (void (CPed::*)(float)) &CPed::SetAimFlag, PATCH_JUMP);
InjectHook(0x4CFB20, &CPed::SetAmmo, PATCH_JUMP);
ENDPATCHES