Merge pull request #68 from erorcun/erorcun

Footsteps
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aap 2019-06-28 19:00:26 +02:00 committed by GitHub
commit 3bc17b39c2
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 166 additions and 23 deletions

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@ -13,7 +13,7 @@ enum {
ASSOC_PARTIAL = 0x10,
ASSOC_MOVEMENT = 0x20, // ???
ASSOC_HAS_TRANSLATION = 0x40,
ASSOC_FLAG80 = 0x80,
ASSOC_FLAG80 = 0x80, // walking and running have it
ASSOC_FLAG100 = 0x100,
ASSOC_FLAG200 = 0x200,
ASSOC_FLAG400 = 0x400, // not seen yet

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@ -14,6 +14,9 @@
#include "HandlingMgr.h"
#include "Replay.h"
#include "PedPlacement.h"
#include "Shadows.h"
#include "Weather.h"
#include "CullZones.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
@ -559,7 +562,7 @@ CPed::Avoid(void)
m_fRotationDest += DEGTORAD(45.0f);
if (!bIsLooking) {
CPed::SetLookFlag(nearestPed, 0);
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
}
}
}
@ -663,7 +666,7 @@ CPed::Attack(void)
eWeaponType ourWeaponType;
float weaponAnimTime;
eWeaponFire ourWeaponFire;
float animEnd;
float animLoopEnd;
CWeaponInfo *ourWeapon;
bool lastReloadWasInFuture;
AnimationId reloadAnim;
@ -689,7 +692,7 @@ CPed::Attack(void)
if (reloadAnim != NUM_ANIMS)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
if (m_ped_flagE10)
if (bCantFireBecauseCrouched)
return;
if (reloadAnimAssoc) {
@ -722,6 +725,7 @@ CPed::Attack(void)
else
m_pedIK.m_flags &= ~CPedIK::FLAG_4;
}
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0;
@ -772,7 +776,7 @@ CPed::Attack(void)
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
}
weaponAnimAssoc->speed = 0.5;
weaponAnimAssoc->speed = 0.5f;
// BUG: We currently don't know any situation this cond. could be true.
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
@ -806,16 +810,16 @@ CPed::Attack(void)
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
animEnd = ourWeapon->m_fAnimLoopEnd;
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
animEnd = 0.56f;
animLoopEnd = 0.56f;
weaponAnimTime = weaponAnimAssoc->currentTime;
// End of the attack
if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
// Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
@ -964,7 +968,7 @@ CPed::ClearDuck(void)
}
}
} else
m_ped_flagE10 = false;
bCantFireBecauseCrouched = false;
}
void
@ -1047,7 +1051,7 @@ CPed::BeingDraggedFromCar(void)
void
CPed::RestartNonPartialAnims(void)
{
CAnimBlendAssociation* assoc;
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); !assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
@ -1461,6 +1465,141 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
}
static void
particleProduceFootDust(CPed *ped, CVector *pos, float size, int times)
{
switch (ped->m_nLastCollType)
{
case 1: // somewhere hard
case 3: // soft dirt
case 5: // pavement
case 18:// sand
for (int i = 0; i < times; ++i) {
CVector adjustedPos = *pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
}
break;
default:
break;
}
}
static void
particleProduceFootSplash(CPed *ped, CVector *pos, float size, int times)
{
for (int i = 0; i < times; i++) {
CVector adjustedPos = *pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CVector direction = ped->GetForward() * -0.05f;
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumberInRange(0, 1), 200);
}
}
void
CPed::PlayFootSteps(void)
{
if (bDoBloodyFootprints) {
if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) {
m_bloodyFootprintCount--;
if (m_bloodyFootprintCount == 0)
bDoBloodyFootprints = false;
}
}
if (!bIsStanding)
return;
CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject);
CAnimBlendAssociation *walkRunAssoc = nil;
float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (assoc->flags & ASSOC_FLAG80) {
walkRunAssoc = assoc;
walkRunAssocBlend += assoc->blendAmount;
} else if ((assoc->flags & ASSOC_FLAG200) == 0) {
idleAssocBlend += assoc->blendAmount;
}
}
if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
float stepStart = 1 / 15.0f;
float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
float currentTime = walkRunAssoc->currentTime;
int stepPart = 0;
if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
stepPart = 1;
else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
stepPart = 2;
if (stepPart != 0) {
DMAudio.PlayOneShot(uAudioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
CVector footPos(0.0f, 0.0f, 0.0f);
for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
CVector forward = GetForward();
footPos.z -= 0.1f;
footPos += 0.2f * forward;
if (bDoBloodyFootprints) {
CVector2D top(forward * 0.26f);
CVector2D right(GetRight() * 0.14f);
CShadows::AddPermanentShadow(1, gpBloodPoolTex, &footPos,
top.x, top.y,
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
if (m_bloodyFootprintCount <= 20) {
m_bloodyFootprintCount = 0;
bDoBloodyFootprints = false;
} else {
m_bloodyFootprintCount -= 20;
}
}
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
if(IsPlayer())
particleProduceFootDust(this, &footPos, 0.0f, 4);
} else if(stepPart == 2) {
particleProduceFootSplash(this, &footPos, 0.15f, 4);
}
}
}
if (m_nLastCollType == 19) { // Water
float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
float particleSize = pedSpeed * 2.0f;
if (particleSize < 0.25f)
particleSize = 0.25f;
if (particleSize > 0.75f)
particleSize = 0.75f;
CVector particlePos = GetPosition() + GetForward() * 0.3f;
particlePos.z -= 1.2f;
CVector particleDir = m_vecMoveSpeed * 0.75f;
particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
}
}
}
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); }
@ -1514,4 +1653,5 @@ STARTPATCHES
InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
ENDPATCHES

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@ -112,7 +112,7 @@ public:
// 0x128
CStoredCollPoly m_collPoly;
float m_fCollisionSpeed;
uint8 m_ped_flagA1 : 1;
uint8 bIsStanding : 1;
uint8 m_ped_flagA2 : 1;
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
uint8 bIsPointingGunAt : 1;
@ -148,9 +148,9 @@ public:
uint8 m_ped_flagE2 : 1;
uint8 m_ped_flagE4 : 1;
uint8 m_ped_flagE8 : 1; // can duck?
uint8 m_ped_flagE10 : 1; // can't attack if it's set
uint8 bCantFireBecauseCrouched : 1; // set if you don't want ped to attack
uint8 m_ped_flagE20 : 1;
uint8 m_ped_flagE40 : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
uint8 m_ped_flagF1 : 1;
uint8 m_ped_flagF2 : 1;
@ -256,7 +256,9 @@ public:
uint32 m_hitRecoverTimer;
uint32 field_4E0;
uint32 m_duckTimer;
uint8 stuff9[10];
uint8 stuff13[4];
int32 m_bloodyFootprintCount;
uint8 stuff9[2];
uint8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
@ -298,6 +300,7 @@ public:
void RestartNonPartialAnims(void);
void LineUpPedWithCar(PedLineUpPhase phase);
void SetPedPositionInCar(void);
void PlayFootSteps(void);
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);

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@ -1842,7 +1842,7 @@ CPhysical::ProcessCollision(void)
if(CheckCollision()){
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->m_ped_flagA2 &&
ped->m_ped_flagA1)
ped->bIsStanding)
savedMatrix.GetPosition()->z = GetPosition().z;
GetMatrix() = savedMatrix;
CTimer::SetTimeStep(savedTimeStep);
@ -1850,7 +1850,7 @@ CPhysical::ProcessCollision(void)
}
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->m_ped_flagA2 &&
ped->m_ped_flagA1)
ped->bIsStanding)
savedMatrix.GetPosition()->z = GetPosition().z;
GetMatrix() = savedMatrix;
CTimer::SetTimeStep(savedTimeStep);

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@ -227,10 +227,6 @@ int32 nParticleCreationInterval = 1;
float fParticleScaleLimit = 0.5f;
RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
void CParticle::ReloadConfig()
{
debug("Initialising CParticleMgr...");

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@ -2,9 +2,11 @@
#include "patcher.h"
#include "Shadows.h"
WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale) { EAXJMP(0x512FD0); }
WRAPPER void CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale) { EAXJMP(0x512FD0); }
WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); }
RwTexture*& gpBloodPoolTex = *(RwTexture * *)0x9415F8;

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@ -13,3 +13,5 @@ public:
static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY);
};
extern RwTexture*& gpBloodPoolTex;