mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-15 10:09:02 +00:00
commit
e30cfaf687
10 changed files with 547 additions and 28 deletions
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@ -168,7 +168,7 @@ void CDarkel::ResetOnPlayerDeath()
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WeaponType = WEAPONTYPE_UZI;
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if (WeaponType < WEAPONTYPE_TOTALWEAPONS) {
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FindPlayerPed()->m_bWeaponSlot = InterruptedWeapon;
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FindPlayerPed()->m_nSelectedWepSlot = InterruptedWeapon;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_nAmmoTotal = AmmoInterruptedWeapon;
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}
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@ -187,7 +187,7 @@ void CDarkel::ResetOnPlayerDeath()
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WeaponType = WEAPONTYPE_UZI;
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if (WeaponType < WEAPONTYPE_TOTALWEAPONS) {
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FindPlayerPed()->m_bWeaponSlot = InterruptedWeapon;
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FindPlayerPed()->m_nSelectedWepSlot = InterruptedWeapon;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_nAmmoTotal = AmmoInterruptedWeapon;
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}
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@ -234,8 +234,8 @@ void CDarkel::StartFrenzy(eWeaponType weaponType, int32 time, int16 kill, int32
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FindPlayerPed()->GiveWeapon(weaponType, 0);
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AmmoInterruptedWeapon = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_nAmmoTotal;
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FindPlayerPed()->GiveWeapon(weaponType, 30000);
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FindPlayerPed()->m_bWeaponSlot = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_eWeaponType;
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FindPlayerPed()->MakeChangesForNewWeapon(FindPlayerPed()->m_bWeaponSlot);
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FindPlayerPed()->m_nSelectedWepSlot = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_eWeaponType;
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FindPlayerPed()->MakeChangesForNewWeapon(FindPlayerPed()->m_nSelectedWepSlot);
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if (FindPlayerVehicle()) {
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FindPlayerPed()->m_currentWeapon = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_eWeaponType;
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@ -277,7 +277,7 @@ void CDarkel::Update()
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WeaponType = WEAPONTYPE_UZI;
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if (WeaponType < WEAPONTYPE_TOTALWEAPONS) {
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FindPlayerPed()->m_bWeaponSlot = InterruptedWeapon;
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FindPlayerPed()->m_nSelectedWepSlot = InterruptedWeapon;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_nAmmoTotal = AmmoInterruptedWeapon;
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}
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@ -306,7 +306,7 @@ void CDarkel::Update()
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WeaponType = WEAPONTYPE_UZI;
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if (WeaponType < WEAPONTYPE_TOTALWEAPONS) {
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FindPlayerPed()->m_bWeaponSlot = InterruptedWeapon;
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FindPlayerPed()->m_nSelectedWepSlot = InterruptedWeapon;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_nAmmoTotal = AmmoInterruptedWeapon;
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}
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@ -4,11 +4,16 @@
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CPickup(&CPickups::aPickUps)[NUMPICKUPS] = *(CPickup(*)[NUMPICKUPS])*(uintptr*)0x878C98;
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// 20 ?! Some Miami leftover? (Originally at 0x5ED8D4)
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uint16 CPickups::ms_maxAmmosForWeapons[20] = { 0, 1, 45, 125, 25, 150, 300, 25, 5, 250, 5, 5, 0, 500, 0, 100, 0, 0, 0, 0 };
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WRAPPER void CPickups::RenderPickUpText(void) { EAXJMP(0x432440); }
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WRAPPER void CPickups::DoCollectableEffects(CEntity *ent) { EAXJMP(0x431C30); }
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WRAPPER void CPickups::DoMoneyEffects(CEntity *ent) { EAXJMP(0x431F40); }
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WRAPPER void CPickups::DoMineEffects(CEntity *ent) { EAXJMP(0x4321C0); }
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WRAPPER void CPickups::DoPickUpEffects(CEntity *ent) { EAXJMP(0x431520); }
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WRAPPER void CPickups::RemoveAllFloatingPickups() { EAXJMP(0x430800); }
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WRAPPER int32 CPickups::GenerateNewOne(CVector, uint32, uint8, uint32) { EAXJMP(0x4304B0); }
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WRAPPER int32 CPickups::GenerateNewOne_WeaponType(CVector, eWeaponType, uint8, uint32) { EAXJMP(0x430660); }
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WRAPPER void CPacManPickups::Render(void) { EAXJMP(0x432F60); }
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@ -1,4 +1,5 @@
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#pragma once
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#include "Weapon.h"
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enum ePickupType
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{
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@ -42,8 +43,11 @@ public:
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static void DoMineEffects(CEntity *ent);
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static void DoPickUpEffects(CEntity *ent);
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static void RemoveAllFloatingPickups();
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static int32 GenerateNewOne(CVector, uint32, uint8, uint32);
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static int32 GenerateNewOne_WeaponType(CVector, eWeaponType, uint8, uint32);
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static CPickup (&aPickUps)[NUMPICKUPS];
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static uint16 ms_maxAmmosForWeapons[20];
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};
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class CPacManPickups
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@ -33,6 +33,9 @@ public:
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CVector m_vecPosn;
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bool m_bReported;
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bool m_bPoliceDoesntCare;
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CCrimeBeingQd() { };
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~CCrimeBeingQd() { };
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};
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class CWanted
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469
src/peds/Ped.cpp
469
src/peds/Ped.cpp
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@ -30,9 +30,9 @@
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#include "ModelIndices.h"
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#include "FileMgr.h"
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#include "TempColModels.h"
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#include "Pickups.h"
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::SetDead(void) { EAXJMP(0x4D3970); }
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
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WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
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@ -43,13 +43,13 @@ WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
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WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
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WRAPPER void CPed::SetDuck(uint32) { EAXJMP(0x4E4920); }
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WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); }
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WRAPPER void CPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
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WRAPPER void CPed::SetSeek(CVector, float) { EAXJMP(0x4D14B0); }
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WRAPPER bool CPed::Seek(void) { EAXJMP(0x4D1640); }
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WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); }
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WRAPPER void CPed::RemoveInCarAnims(void) { EAXJMP(0x4E4E20); }
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WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
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WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); }
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WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); }
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WRAPPER void CPed::MakeTyresMuddySectorList(CPtrList&) { EAXJMP(0x53CFD0); }
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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@ -283,6 +283,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_type = ENTITY_TYPE_PED;
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bPedPhysics = true;
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bUseCollisionRecords = true;
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// m_status = STATUS_SIMPLE;
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m_vecAnimMoveDelta.x = 0.0f;
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m_vecAnimMoveDelta.y = 0.0f;
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@ -320,7 +321,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_standardTimer = 0;
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m_lastHitTime = 0;
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m_hitRecoverTimer = 0;
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field_4E8 = 0;
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m_duckAndCoverTimer = 0;
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m_moved = CVector2D(0.0f, 0.0f);
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m_fRotationCur = 0.0f;
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m_headingRate = 15.0f;
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@ -420,10 +421,10 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagF2 = false;
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m_ped_flagF4 = false;
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m_ped_flagF8 = false;
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m_ped_flagF10 = false;
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bWillBeQuickJacked = false;
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m_ped_flagF20 = false;
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m_ped_flagF40 = false;
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m_ped_flagF80 = false;
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bDuckAndCover = false;
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m_ped_flagG1 = false;
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m_ped_flagG2 = true;
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@ -1354,7 +1355,7 @@ CPed::BeingDraggedFromCar(void)
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animAssoc->blendDelta = -1000.0f;
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if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
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if (m_ped_flagF10) {
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if (bWillBeQuickJacked) {
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enterAnim = ANIM_CAR_QJACKED;
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} else if (m_pMyVehicle->bLowVehicle) {
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enterAnim = ANIM_CAR_LJACKED_LHS;
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@ -2776,7 +2777,7 @@ CPed::ReactToAttack(CEntity *attacker)
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CPed *attackerPed = (CPed*)attacker;
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if (bNotAllowedToDuck) {
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if (!attackerPed->GetWeapon()->IsTypeMelee()) {
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field_4E8 = CTimer::GetTimeInMilliseconds();
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m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds();
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return;
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}
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} else if (bCrouchWhenShooting || bKindaStayInSamePlace) {
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@ -3892,8 +3893,7 @@ CPed::ClearWeapons(void)
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currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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AddWeaponModel(currentWeapon->m_nModelId);
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for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++)
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{
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for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
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CWeapon &weapon = GetWeapon(i);
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weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
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weapon.m_eWeaponState = WEAPONSTATE_READY;
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@ -5267,6 +5267,443 @@ CPed::CollideWithPed(CPed *collideWith)
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}
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}
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void
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CPed::CreateDeadPedMoney(void)
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{
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if (!CGame::nastyGame)
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return;
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int skin = m_modelIndex;
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if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
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return;
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/*
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* That was the og output, which is some compiler optimization for mod 60;
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* money = rand - 60 * (rand / 60 + (-2004318071i64 * (unsigned __int64)rand >> 32));
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*/
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int money = CGeneral::GetRandomNumber() % 60;
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if (money >= 10) {
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if (money == 43)
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money = 700;
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int pickupCount = money / 40 + 1;
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int moneyPerPickup = money / pickupCount;
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for(int i = 0; i < pickupCount; i++) {
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float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
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float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
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if (found) {
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CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
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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::CreateDeadPedWeaponPickups(void)
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{
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bool found = false;
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float angleToPed;
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CVector pickupPos;
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if (bInVehicle)
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return;
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for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
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eWeaponType weapon = GetWeapon(i).m_eWeaponType;
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int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
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if (weapon != WEAPONTYPE_UNARMED && weapon != WEAPONTYPE_DETONATOR && weaponAmmo != 0) {
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angleToPed = i * 1.75f;
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pickupPos.x = 1.5f * Sin(angleToPed) + GetPosition().x;
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pickupPos.y = 1.5f * Cos(angleToPed) + GetPosition().y;
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, GetPosition().z, &found) + 0.5f;
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// CVector point1(0, pickupPos.y, 0);
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CVector point2 = GetPosition();
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point2.z += 0.3f;
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CVector posDiff = pickupPos - point2;
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float distance = posDiff.Magnitude();
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// I don't know what is this for. Related with Z-axis for sure.
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float posDiffMult = (distance + 0.3f) / distance;
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CVector point1 = point2;
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point1 += posDiffMult * posDiff;
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if (!found || CWorld::GetIsLineOfSightClear(point1, point2, true, false, false, false, false, false, false)) {
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// Not PI, it's 3.14f. Funny.
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angleToPed += 3.14f;
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pickupPos.x = 1.5f * Sin(angleToPed) + GetPosition().x;
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pickupPos.y = 1.5f * Cos(angleToPed) + GetPosition().y;
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, GetPosition().z, &found) + 0.5f;
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}
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if (found) {
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if (weaponAmmo >= CPickups::ms_maxAmmosForWeapons[weapon])
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weaponAmmo = CPickups::ms_maxAmmosForWeapons[weapon];
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CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, weaponAmmo);
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}
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}
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}
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ClearWeapons();
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}
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void
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CPed::SetAttackTimer(uint32 time)
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{
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if (CTimer::GetTimeInMilliseconds() <= m_attackTimer)
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return;
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if (m_lastHitTime <= CTimer::GetTimeInMilliseconds())
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m_attackTimer = time + CTimer::GetTimeInMilliseconds();
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else
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m_attackTimer = time + m_lastHitTime;
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}
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void
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CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
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{
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if (m_nPedState == PED_DRAG_FROM_CAR)
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return;
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bUsesCollision = false;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_nLastPedState = PED_IDLE;
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SetMoveState(PEDMOVE_STILL);
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m_pSeekTarget = veh;
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m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
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m_vehEnterType = vehEnterType;
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if (m_vehEnterType == CAR_DOOR_LF) {
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if (veh->pDriver && veh->pDriver->IsPlayer())
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veh->m_status = STATUS_PLAYER_DISABLED;
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else
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veh->m_status = STATUS_ABANDONED;
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}
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RemoveInCarAnims();
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SetMoveState(PEDMOVE_NONE);
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LineUpPedWithCar(LINE_UP_TO_CAR_START);
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m_pVehicleAnim = nil;
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m_nPedState = PED_DRAG_FROM_CAR;
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bChangedSeat = false;
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bWillBeQuickJacked = quickJack;
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CVector pos = GetPosition();
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GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
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GetPosition() += pos;
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Say(SOUND_PED_CAR_JACKED);
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SetRadioStation();
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veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType);
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}
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void
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CPed::SetBuyIceCream(void)
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{
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if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
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return;
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if (!m_carInObjective)
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return;
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// Side of the Ice Cream van
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m_fRotationDest = m_carInObjective->GetForward().Heading() - 0.5 * PI;
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if (Abs(m_fRotationDest - m_fRotationCur) < 0.5 * PI) {
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m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
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m_nPedState = PED_BUY_ICECREAM;
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}
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}
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void
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CPed::SetChat(CEntity* chatWith, uint32 time)
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{
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if(m_nPedState != PED_CHAT)
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SetStoredState();
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m_nPedState = PED_CHAT;
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SetMoveState(PEDMOVE_STILL);
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SetLookFlag(chatWith, 1);
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m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
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m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
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}
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void
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CPed::SetDead(void)
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{
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bUsesCollision = false;
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m_fHealth = 0.0f;
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if (m_nPedState == PED_DRIVING)
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bIsVisible = false;
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m_nPedState = PED_DEAD;
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m_pVehicleAnim = nil;
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m_pCollidingEntity = nil;
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CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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RemoveWeaponModel(weapon->m_nModelId);
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m_currentWeapon = WEAPONTYPE_UNARMED;
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CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250);
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if (this != FindPlayerPed()) {
|
||||
CreateDeadPedWeaponPickups();
|
||||
CreateDeadPedMoney();
|
||||
}
|
||||
|
||||
// BUG: Is this count or timer?!
|
||||
m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
|
||||
m_deadBleeding = 0;
|
||||
bDoBloodyFootprints = false;
|
||||
m_ped_flagI4 = false;
|
||||
CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetSeek(CEntity *seeking, float unk)
|
||||
{
|
||||
if (!IsPedInControl())
|
||||
return;
|
||||
|
||||
if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
|
||||
return;
|
||||
|
||||
if (!seeking)
|
||||
return;
|
||||
|
||||
if (m_nPedState != PED_SEEK_ENTITY)
|
||||
SetStoredState();
|
||||
|
||||
m_nPedState = PED_SEEK_ENTITY;
|
||||
field_318 = unk;
|
||||
m_pSeekTarget = seeking;
|
||||
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetSeek(CVector pos, float unk)
|
||||
{
|
||||
if (!IsPedInControl()
|
||||
|| (m_nPedState == PED_SEEK_POS && m_vecSeekVehicle.x != pos.x && m_vecSeekVehicle.y != pos.y))
|
||||
return;
|
||||
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
|
||||
ClearPointGunAt();
|
||||
}
|
||||
|
||||
if (m_nPedState != PED_SEEK_POS)
|
||||
SetStoredState();
|
||||
|
||||
m_nPedState = PED_SEEK_POS;
|
||||
field_318 = unk;
|
||||
m_vecSeekVehicle = pos;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::DeadPedMakesTyresBloody(void)
|
||||
{
|
||||
int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
|
||||
if (minX <= 0)
|
||||
minX = 0;
|
||||
|
||||
int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
|
||||
if (minY <= 0)
|
||||
minY = 0;
|
||||
|
||||
// BUG: Shouldn't it be NUMSECTORS_X (100)?
|
||||
int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
|
||||
if (maxX >= 99)
|
||||
maxX = 99;
|
||||
|
||||
// BUG: Shouldn't it be NUMSECTORS_Y (100)?
|
||||
int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
|
||||
if (maxY >= 99)
|
||||
maxY = 99;
|
||||
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
|
||||
for (int curY = minY; curY <= maxY; curY++) {
|
||||
for (int curX = minX; curX <= maxX; curX++) {
|
||||
CSector* sector = CWorld::GetSector(curX, curY);
|
||||
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]);
|
||||
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::Die(void)
|
||||
{
|
||||
// UNUSED: This is a perfectly empty function.
|
||||
}
|
||||
|
||||
uint8
|
||||
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
|
||||
{
|
||||
RwMatrix mat;
|
||||
|
||||
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
|
||||
float headZ = RwMatrixGetPos(&mat)->z;
|
||||
|
||||
if (m_nPedState == PED_FALL)
|
||||
return 1;
|
||||
|
||||
float colZ = colPoint.point.z;
|
||||
if (colZ < headZ)
|
||||
return 1;
|
||||
|
||||
if (headZ + 0.2f <= colZ)
|
||||
return 0;
|
||||
|
||||
return 2;
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::DuckAndCover(void)
|
||||
{
|
||||
if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer)
|
||||
return false;
|
||||
|
||||
if (bKindaStayInSamePlace){
|
||||
|
||||
if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) {
|
||||
if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
|
||||
m_pLookTarget = m_pedInObjective;
|
||||
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
||||
}
|
||||
if (!bIsAimingGun)
|
||||
SetAimFlag(m_pedInObjective);
|
||||
|
||||
} else {
|
||||
bCrouchWhenShooting = false;
|
||||
bKindaStayInSamePlace = false;
|
||||
bIsDucking = false;
|
||||
bDuckAndCover = false;
|
||||
m_headingRate = 10.0f;
|
||||
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
|
||||
if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
|
||||
((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool justDucked = false;
|
||||
CVehicle *foundVeh = nil;
|
||||
float maxDist = 225.0f;
|
||||
bIsDucking = false;
|
||||
bCrouchWhenShooting = false;
|
||||
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity* vehicles[8];
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle *veh = (CVehicle*) vehicles[i];
|
||||
if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f
|
||||
&& !veh->bIsBus
|
||||
&& !veh->bIsVan
|
||||
&& !veh->bIsBig
|
||||
&& veh->m_numPedsUseItAsCover < 3) {
|
||||
float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr();
|
||||
if (dist < maxDist) {
|
||||
maxDist = dist;
|
||||
foundVeh = veh;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (foundVeh) {
|
||||
// Unused.
|
||||
// CVector lfWheelPos, rfWheelPos;
|
||||
// foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos);
|
||||
// foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos);
|
||||
CVector rightSide, leftSide;
|
||||
|
||||
// 3 persons can use the car as cover. Found the correct position for us.
|
||||
if (foundVeh->m_numPedsUseItAsCover == 2) {
|
||||
rightSide = CVector(1.5f, -0.5f, 0.0f);
|
||||
leftSide = CVector(-1.5f, -0.5f, 0.0f);
|
||||
} else if (foundVeh->m_numPedsUseItAsCover == 1) {
|
||||
rightSide = CVector(1.5f, 0.5f, 0.0f);
|
||||
leftSide = CVector(-1.5f, 0.5f, 0.0f);
|
||||
} else if (foundVeh->m_numPedsUseItAsCover == 0) {
|
||||
rightSide = CVector(1.5f, 0.0f, 0.0f);
|
||||
leftSide = CVector(-1.5f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
CMatrix vehMatrix(foundVeh->GetMatrix());
|
||||
CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition();
|
||||
|
||||
CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition();
|
||||
|
||||
CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide;
|
||||
CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide;
|
||||
|
||||
CVector duckPos;
|
||||
if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr())
|
||||
duckPos = duckAtLeftSide;
|
||||
else
|
||||
duckPos = duckAtRightSide;
|
||||
|
||||
if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false)
|
||||
&& CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) {
|
||||
SetSeek(duckPos, 1.0f);
|
||||
m_headingRate = 15.0f;
|
||||
m_ped_flagB20 = true;
|
||||
bDuckAndCover = true;
|
||||
justDucked = true;
|
||||
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500;
|
||||
if (foundVeh->bIsLawEnforcer)
|
||||
m_carInObjective = foundVeh;
|
||||
|
||||
// BUG? Shouldn't we register the reference?
|
||||
m_pSeekTarget = foundVeh;
|
||||
ClearPointGunAt();
|
||||
} else {
|
||||
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000);
|
||||
bDuckAndCover = false;
|
||||
}
|
||||
} else {
|
||||
bDuckAndCover = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!justDucked && !bDuckAndCover)
|
||||
return false;
|
||||
|
||||
if (!Seek())
|
||||
return true;
|
||||
|
||||
bKindaStayInSamePlace = true;
|
||||
bDuckAndCover = false;
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
|
||||
((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++;
|
||||
|
||||
SetIdle();
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
SetMoveAnim();
|
||||
if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
|
||||
m_pLookTarget = m_pedInObjective;
|
||||
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
||||
}
|
||||
|
||||
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000);
|
||||
return false;
|
||||
}
|
||||
|
||||
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); }
|
||||
|
@ -5409,4 +5846,16 @@ STARTPATCHES
|
|||
InjectHook(0x4D1D70, (void (CPed::*)(CEntity*, int)) &CPed::SetFlee, PATCH_JUMP);
|
||||
InjectHook(0x4D1C40, (void (CPed::*)(CVector2D&, int)) &CPed::SetFlee, PATCH_JUMP);
|
||||
InjectHook(0x4EB9A0, &CPed::CollideWithPed, PATCH_JUMP);
|
||||
InjectHook(0x433490, &CPed::CreateDeadPedMoney, PATCH_JUMP);
|
||||
InjectHook(0x433660, &CPed::CreateDeadPedWeaponPickups, PATCH_JUMP);
|
||||
InjectHook(0x4D3970, &CPed::SetDead, PATCH_JUMP);
|
||||
InjectHook(0x53CDF0, &CPed::DeadPedMakesTyresBloody, PATCH_JUMP);
|
||||
InjectHook(0x4E0640, &CPed::SetBeingDraggedFromCar, PATCH_JUMP);
|
||||
InjectHook(0x4D1300, &CPed::SetAttackTimer, PATCH_JUMP);
|
||||
InjectHook(0x4D6950, &CPed::SetBuyIceCream, PATCH_JUMP);
|
||||
InjectHook(0x4D3A60, &CPed::SetChat, PATCH_JUMP);
|
||||
InjectHook(0x4D14B0, (void (CPed::*)(CVector, float)) &CPed::SetSeek, PATCH_JUMP);
|
||||
InjectHook(0x4D15A0, (void (CPed::*)(CEntity*, float)) &CPed::SetSeek, PATCH_JUMP);
|
||||
InjectHook(0x4EB5C0, &CPed::DoesLOSBulletHitPed, PATCH_JUMP);
|
||||
InjectHook(0x4E3EC0, &CPed::DuckAndCover, PATCH_JUMP);
|
||||
ENDPATCHES
|
|
@ -305,10 +305,10 @@ public:
|
|||
uint8 m_ped_flagF2 : 1;
|
||||
uint8 m_ped_flagF4 : 1;
|
||||
uint8 m_ped_flagF8 : 1;
|
||||
uint8 m_ped_flagF10 : 1; // set before "quickjack"
|
||||
uint8 bWillBeQuickJacked : 1;
|
||||
uint8 m_ped_flagF20 : 1;
|
||||
uint8 m_ped_flagF40 : 1;
|
||||
uint8 m_ped_flagF80 : 1;
|
||||
uint8 bDuckAndCover : 1;
|
||||
|
||||
uint8 m_ped_flagG1 : 1;
|
||||
uint8 m_ped_flagG2 : 1;
|
||||
|
@ -450,7 +450,7 @@ public:
|
|||
uint32 m_hitRecoverTimer;
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
uint32 field_4E8;
|
||||
uint32 m_duckAndCoverTimer;
|
||||
int32 m_bloodyFootprintCount;
|
||||
uint8 m_panicCounter;
|
||||
uint8 m_deadBleeding;
|
||||
|
@ -538,9 +538,9 @@ public:
|
|||
void RegisterThreatWithGangPeds(CEntity*);
|
||||
bool TurnBody(void);
|
||||
void Chat(void);
|
||||
void MakeChangesForNewWeapon(int8);
|
||||
void CheckAroundForPossibleCollisions(void);
|
||||
void SetSeek(CVector, float);
|
||||
void SetSeek(CEntity*, float);
|
||||
bool MakePhonecall(void);
|
||||
bool FacePhone(void);
|
||||
CPed *CheckForDeadPeds(void);
|
||||
|
@ -589,6 +589,17 @@ public:
|
|||
void RemoveInCarAnims(void);
|
||||
void CollideWithPed(CPed*);
|
||||
void SetDirectionToWalkAroundObject(CEntity*);
|
||||
void CreateDeadPedMoney(void);
|
||||
void CreateDeadPedWeaponPickups(void);
|
||||
void SetAttackTimer(uint32);
|
||||
void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
|
||||
void SetRadioStation(void);
|
||||
void SetBuyIceCream(void);
|
||||
void SetChat(CEntity*, uint32);
|
||||
void DeadPedMakesTyresBloody(void);
|
||||
void MakeTyresMuddySectorList(CPtrList&);
|
||||
uint8 DoesLOSBulletHitPed(CColPoint &point);
|
||||
bool DuckAndCover(void);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
|
@ -645,6 +656,7 @@ public:
|
|||
void SetLeader(CEntity* leader);
|
||||
void SetPedStats(ePedStats);
|
||||
bool IsGangMember(void);
|
||||
void Die(void);
|
||||
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "PlayerPed.h"
|
||||
#include "Camera.h"
|
||||
#include "WeaponEffects.h"
|
||||
#include "ModelIndices.h"
|
||||
|
||||
CPlayerPed::~CPlayerPed()
|
||||
{
|
||||
|
@ -14,7 +15,45 @@ WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); }
|
|||
WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); }
|
||||
WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); }
|
||||
WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
|
||||
WRAPPER void CPlayerPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
|
||||
WRAPPER void CPlayerPed::SetInitialState(void) { EAXJMP(0x4EFC40); }
|
||||
WRAPPER void CPlayerPed::SetMoveAnim(void) { EAXJMP(0x4F3760); }
|
||||
WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
|
||||
|
||||
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
|
||||
{
|
||||
m_fMoveSpeed = 0.0f;
|
||||
SetModelIndex(MI_PLAYER);
|
||||
SetInitialState();
|
||||
|
||||
m_pWanted = new CWanted();
|
||||
m_pWanted->Initialise();
|
||||
m_pArrestingCop = nil;
|
||||
m_currentWeapon = WEAPONTYPE_UNARMED;
|
||||
m_nSelectedWepSlot = 0;
|
||||
m_nSpeedTimer = 0;
|
||||
m_bSpeedTimerFlag = 0;
|
||||
m_pPointGunAt = nil;
|
||||
m_nPedState = PED_IDLE;
|
||||
m_fMaxStamina = 150.0f;
|
||||
m_fCurrentStamina = m_fMaxStamina;
|
||||
m_fStaminaProgress = 0.0f;
|
||||
m_bShouldEvade = 0;
|
||||
field_1367 = 0;
|
||||
m_nShotDelay = 0;
|
||||
field_1376 = 0.0f;
|
||||
field_1380 = 0;
|
||||
m_bHasLockOnTarget = false;
|
||||
m_bCanBeDamaged = true;
|
||||
m_fWalkAngle = 0.0f;
|
||||
m_fFPSMoveHeading = 0.0f;
|
||||
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
|
||||
field_1413 = 0;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
|
||||
field_1488[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerPed::ClearWeaponTarget()
|
||||
{
|
||||
|
@ -58,10 +97,12 @@ CPlayerPed::AnnoyPlayerPed(bool itsPolice)
|
|||
class CPlayerPed_ : public CPlayerPed
|
||||
{
|
||||
public:
|
||||
CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
|
||||
void dtor(void) { CPlayerPed::~CPlayerPed(); }
|
||||
};
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
|
||||
InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
|
||||
InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
|
||||
InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
|
||||
|
|
|
@ -12,14 +12,14 @@ public:
|
|||
float m_fCurrentStamina;
|
||||
float m_fMaxStamina;
|
||||
float m_fStaminaProgress;
|
||||
bool m_bWeaponSlot;
|
||||
uint8 m_nSelectedWepSlot;
|
||||
bool m_bSpeedTimerFlag;
|
||||
bool m_bShouldEvade;
|
||||
int8 field_1367;
|
||||
int32 m_nSpeedTimer;
|
||||
int32 m_nShotDelay;
|
||||
float field_1376;
|
||||
int8 field_1380; // set if can't attack, why?
|
||||
float field_1376; // m_fAttackButtonCounter?
|
||||
int8 field_1380; // bHaveTargetSelected?
|
||||
int8 field_1381;
|
||||
int8 field_1382;
|
||||
int8 field_1383;
|
||||
|
@ -34,19 +34,24 @@ public:
|
|||
int8 field_1413;
|
||||
int8 field_1414;
|
||||
int8 field_1415;
|
||||
CVector field_1416[6];
|
||||
int32 field_1488[6];
|
||||
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
|
||||
int32 field_1488[6]; // m_pPedAtSafePos?
|
||||
float m_fWalkAngle;
|
||||
float m_fFPSMoveHeading;
|
||||
|
||||
CPlayerPed();
|
||||
~CPlayerPed();
|
||||
|
||||
void ReApplyMoveAnims(void);
|
||||
void ClearWeaponTarget();
|
||||
void ClearWeaponTarget(void);
|
||||
void SetWantedLevel(int32 level);
|
||||
void SetWantedLevelNoDrop(int32 level);
|
||||
void KeepAreaAroundPlayerClear(void);
|
||||
void AnnoyPlayerPed(bool);
|
||||
void MakeChangesForNewWeapon(int8);
|
||||
void SetInitialState(void);
|
||||
void SetMoveAnim(void);
|
||||
void ProcessControl(void);
|
||||
|
||||
static void SetupPlayerPed(int32);
|
||||
static void DeactivatePlayerPed(int32);
|
||||
|
|
|
@ -77,7 +77,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
|
|||
field_214 = 0;
|
||||
bLightsOn = false;
|
||||
bVehicleColProcessed = false;
|
||||
field_1F9 = 0;
|
||||
m_numPedsUseItAsCover = 0;
|
||||
bIsCarParkVehicle = false;
|
||||
bHasAlreadyBeenRecorded = false;
|
||||
m_bSirenOrAlarm = 0;
|
||||
|
|
|
@ -169,7 +169,7 @@ public:
|
|||
uint8 m_veh_flagD40 : 1;
|
||||
uint8 m_veh_flagD80 : 1;
|
||||
|
||||
int8 field_1F9;
|
||||
int8 m_numPedsUseItAsCover;
|
||||
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
|
||||
int8 field_1FB;
|
||||
int8 field_1FC[4];
|
||||
|
|
Loading…
Reference in a new issue