From 6cbf1db5194557a4400f56cfbc9303ce73a8c5a4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?eray=20or=C3=A7unus?= Date: Tue, 10 Dec 2019 02:02:02 +0300 Subject: [PATCH] CPlayerInfo done --- README.md | 1 - src/core/PlayerInfo.cpp | 263 +++++++++++++++++++++++++++++++++++++++- src/core/PlayerInfo.h | 5 +- src/core/Stats.cpp | 2 + src/core/Stats.h | 2 + src/peds/Ped.cpp | 126 ++++++++++++++++--- src/peds/Ped.h | 3 +- 7 files changed, 374 insertions(+), 28 deletions(-) diff --git a/README.md b/README.md index 8b9ac448..97aa6962 100644 --- a/README.md +++ b/README.md @@ -64,7 +64,6 @@ CMenuManager CMotionBlurStreaks CPacManPickups CPedIK -CPlayerInfo CPlayerPed CProjectile CProjectileInfo diff --git a/src/core/PlayerInfo.cpp b/src/core/PlayerInfo.cpp index 85682ae3..fcdd60da 100644 --- a/src/core/PlayerInfo.cpp +++ b/src/core/PlayerInfo.cpp @@ -1,5 +1,6 @@ #include "common.h" #include "patcher.h" +#include "main.h" #include "PlayerPed.h" #include "PlayerInfo.h" #include "Frontend.h" @@ -15,13 +16,17 @@ #include "ProjectileInfo.h" #include "Explosion.h" #include "Script.h" -#include "Vehicle.h" +#include "Automobile.h" #include "HandlingMgr.h" #include "General.h" -#include "main.h" #include "SpecialFX.h" - -WRAPPER void CPlayerInfo::Process(void) { EAXJMP(0x49FD30); } +#include "Cranes.h" +#include "Bridge.h" +#include "WaterLevel.h" +#include "PathFind.h" +#include "ZoneCull.h" +#include "Renderer.h" +#include "Streaming.h" void CPlayerInfo::SetPlayerSkin(char *skin) @@ -113,8 +118,8 @@ CPlayerInfo::Clear(void) m_nTrafficMultiplier = 0; m_fRoadDensity = 1.0f; m_bInRemoteMode = false; - m_bSwitchTaxi = false; - m_nSwitchTaxiTime = 0; + m_bUnusedTaxiThing = false; + m_nUnusedTaxiTimer = 0; m_nCollectedPackages = 0; m_nTotalPackages = 3; m_nTimeLastHealthLoss = 0; @@ -306,6 +311,251 @@ INITSAVEBUF // VALIDATESAVEBUF(size) } +void +CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastClosestness, CVehicle** closestCarOutput) +{ + for (CPtrNode* node = carList.first; node; node = node->next) { + CVehicle *car = (CVehicle*)node->item; + if(car->m_scanCode != CWorld::GetCurrentScanCode()) { + if (!car->bUsesCollision || !car->IsVehicle()) + continue; + + car->m_scanCode = CWorld::GetCurrentScanCode(); + if (car->m_status != STATUS_WRECKED && car->m_status != STATUS_TRAIN_MOVING + && (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) { + CVector carCentre = car->GetBoundCentre(); + + if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) { + float dist = (ped->GetPosition() - carCentre).Magnitude2D(); + if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) { + EvaluateCarPosition(car, ped, dist, lastClosestness, closestCarOutput); + } + } + } + } + } +} + +void +CPlayerInfo::Process(void) +{ + // Unused taxi feature. Gives you a dollar for every second with a passenger. Can be toggled via 0x29A opcode. + bool startTaxiTimer = true; + if (m_bUnusedTaxiThing && m_pPed->bInVehicle) { + CVehicle *veh = m_pPed->m_pMyVehicle; + if ((veh->m_modelIndex == MI_TAXI || veh->m_modelIndex == MI_CABBIE || veh->m_modelIndex == MI_BORGNINE) + && veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) { + for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) { + timePassed -= 1000; + ++m_nMoney; + } + startTaxiTimer = false; + } + } + if (startTaxiTimer) + m_nUnusedTaxiTimer = CTimer::GetTimeInMilliseconds(); + + // The effect that makes money counter does while earning/losing money + if (m_nVisibleMoney != m_nMoney) { + int diff = m_nMoney - m_nVisibleMoney; + int diffAbs = Abs(diff); + int changeBy; + + if (diffAbs > 100000) + changeBy = 12345; + else if (diffAbs > 10000) + changeBy = 1234; + else if (diffAbs > 1000) + changeBy = 123; + else if (diffAbs > 50) + changeBy = 42; + else + changeBy = 1; + + if (diff < 0) + m_nVisibleMoney -= changeBy; + else + m_nVisibleMoney += changeBy; + } + + if (!(CTimer::GetFrameCounter() & 15)) { + CVector2D playerPos = m_pPed->bInVehicle ? m_pPed->m_pMyVehicle->GetPosition() : m_pPed->GetPosition(); + m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y); + } + + m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f); + + // Because vehicle enter/exit use same key binding. + bool enterOrExitVeh; + if (m_pPed->m_ped_flagI4 && m_pPed->bInVehicle) + enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown(); + else + enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle(); + + if (enterOrExitVeh && m_pPed->m_nPedState != PED_SNIPER_MODE && m_pPed->m_nPedState != PED_ROCKET_ODE) { + if (m_pPed->bInVehicle) { + if (!m_pRemoteVehicle) { + CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity; + if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->m_modelIndex)) { + CVehicle *veh = m_pPed->m_pMyVehicle; + if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) { + + // This condition will always return true, else block was probably WIP Miami code. + if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) { + if (veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) { + if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) { + m_pPed->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh); + } + } + } else { + CVector sth = 0.7f * veh->GetRight() + veh->GetPosition(); + bool found = false; + float groundZ = CWorld::FindGroundZFor3DCoord(sth.x, sth.y, 2.0f + sth.z, &found); + + if (found) + sth.z = 1.0f + groundZ; + m_pPed->m_nPedState = PED_IDLE; + m_pPed->SetMoveState(PEDMOVE_STILL); + CPed::PedSetOutCarCB(0, m_pPed); + CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f); + CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f); + m_pPed->GetPosition() = sth; + m_pPed->SetMoveState(PEDMOVE_STILL); + m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed; + } + } else { + // The code in here was under CPed::SetExitBoat in VC, did the same for here. + m_pPed->SetExitBoat(veh); + m_pPed->bTryingToReachDryLand = true; + } + } + } + } else { + // Enter vehicle + if (CPad::GetPad(0)->ExitVehicleJustDown()) { + bool weAreOnBoat = false; + float lastClosestness = 0.0f; + CVehicle *carBelow; + CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface; + if (surfaceBelow && surfaceBelow->IsVehicle()) { + carBelow = (CVehicle*)surfaceBelow; + if (carBelow->IsBoat()) { + weAreOnBoat = true; + m_pPed->bOnBoat = true; +#ifdef VC_PED_PORTS + if (carBelow->m_status != STATUS_WRECKED && carBelow->GetUp().z > 0.3f) +#else + if (carBelow->m_status != STATUS_WRECKED) +#endif + m_pPed->SetSeekBoatPosition(carBelow); + } + } + // Find closest car + if (!weAreOnBoat) { + float minX = m_pPed->GetPosition().x - 10.0f; + float maxX = 10.0f + m_pPed->GetPosition().x; + float minY = m_pPed->GetPosition().y - 10.0f; + float maxY = 10.0f + m_pPed->GetPosition().y; + + int minXSector = CWorld::GetSectorIndexX(minX); + if (minXSector < 0) minXSector = 0; + int minYSector = CWorld::GetSectorIndexY(minY); + if (minYSector < 0) minYSector = 0; + int maxXSector = CWorld::GetSectorIndexX(maxX); + if (maxXSector > NUMSECTORS_X - 1) maxXSector = NUMSECTORS_X - 1; + int maxYSector = CWorld::GetSectorIndexY(maxY); + if (maxYSector > NUMSECTORS_Y - 1) maxYSector = NUMSECTORS_Y - 1; + + CWorld::AdvanceCurrentScanCode(); + + for (int curY = minYSector; curY <= maxYSector; curY++) { + for (int curX = minXSector; curX <= maxXSector; curX++) { + CSector *sector = CWorld::GetSector(curX, curY); + FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed, + minX, minY, maxX, maxY, &lastClosestness, &carBelow); + FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed, + minX, minY, maxX, maxY, &lastClosestness, &carBelow); + } + } + } + // carBelow is now closest vehicle + if (carBelow && !weAreOnBoat) { + if (carBelow->m_status == STATUS_TRAIN_NOT_MOVING) { + m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow); + } else if (carBelow->IsBoat()) { + if (!carBelow->pDriver) { + m_pPed->m_vehEnterType = 0; + m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType); + } + } else { + m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow); + } + } + } + } + } + if (m_bInRemoteMode) { + uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar; + if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) { + TheCamera.SetFadeColour(0, 0, 0); + TheCamera.Fade(1.0f, 0); + } + if (timeWithoutRemoteCar > 2000) { + if (m_WBState == WBSTATE_PLAYING) { + TheCamera.RestoreWithJumpCut(); + TheCamera.SetFadeColour(0, 0, 0); + TheCamera.Fade(1.0f, 1); + TheCamera.Process(); + CTimer::Stop(); + CCullZones::ForceCullZoneCoors(TheCamera.GetPosition()); + CRenderer::RequestObjectsInFrustum(); + CStreaming::LoadAllRequestedModels(false); + CTimer::Update(); + } + m_bInRemoteMode = false; + CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil; + if (FindPlayerVehicle()) { + FindPlayerVehicle()->m_status = STATUS_PLAYER; + } + } + } + if (!(CTimer::GetFrameCounter() & 31)) { + CVehicle *veh = FindPlayerVehicle(); + if (veh && m_pPed->bInVehicle && veh->GetUp().z < 0.0f + && veh->m_vecMoveSpeed.Magnitude() < 0.05f && veh->IsCar() && !veh->bIsInWater) { + + if (veh->GetUp().z < -0.5f) { + m_nUpsideDownCounter += 2; + + } else { + m_nUpsideDownCounter++; + } + } else { + m_nUpsideDownCounter = 0; + } + + if (m_nUpsideDownCounter > 6 && veh->bCanBeDamaged) { + veh->m_fHealth = 249.0f < veh->m_fHealth ? 249.0f : veh->m_fHealth; + if (veh->IsCar()) { + CAutomobile* car = (CAutomobile*)veh; + car->Damage.SetEngineStatus(225); + car->m_pSetOnFireEntity = nil; + } + } + } + if (FindPlayerVehicle()) { + CVehicle *veh = FindPlayerVehicle(); + veh->m_nZoneLevel = -1; + for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) { + if (veh->pPassengers[i]) + veh->pPassengers[i]->m_nZoneLevel = 0; + } + CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled; + } else { + CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled; + } +} + STARTPATCHES InjectHook(0x4B5DC0, &CPlayerInfo::dtor, PATCH_JUMP); InjectHook(0x4A1700, &CPlayerInfo::LoadPlayerSkin, PATCH_JUMP); @@ -320,4 +570,5 @@ STARTPATCHES InjectHook(0x4A15F0, &CPlayerInfo::AwardMoneyForExplosion, PATCH_JUMP); InjectHook(0x4A0B20, &CPlayerInfo::LoadPlayerInfo, PATCH_JUMP); InjectHook(0x4A0960, &CPlayerInfo::SavePlayerInfo, PATCH_JUMP); + InjectHook(0x49FD30, &CPlayerInfo::Process, PATCH_JUMP); ENDPATCHES diff --git a/src/core/PlayerInfo.h b/src/core/PlayerInfo.h index 28881796..19c5ce23 100644 --- a/src/core/PlayerInfo.h +++ b/src/core/PlayerInfo.h @@ -29,8 +29,8 @@ public: int32 m_nCollectedPackages; int32 m_nTotalPackages; uint32 m_nLastBumpPlayerCarTimer; - uint32 m_nSwitchTaxiTime; - bool m_bSwitchTaxi; + uint32 m_nUnusedTaxiTimer; + bool m_bUnusedTaxiThing; int8 field_197; int8 field_198; int8 field_199; @@ -87,6 +87,7 @@ public: void EvaluateCarPosition(CEntity*, CPed*, float, float*, CVehicle**); void LoadPlayerInfo(uint8 *buf, uint32 size); void SavePlayerInfo(uint8 *buf, uint32* size); + void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**); ~CPlayerInfo() { }; void dtor(void) { this->CPlayerInfo::~CPlayerInfo(); } diff --git a/src/core/Stats.cpp b/src/core/Stats.cpp index 9641e8f0..aa3f21a9 100644 --- a/src/core/Stats.cpp +++ b/src/core/Stats.cpp @@ -12,6 +12,8 @@ int32 *CStats::PedsKilledOfThisType = (int32*)0x880DBC; int32 &CStats::TimesDied = *(int32*)0x8E2BDC; int32 &CStats::TimesArrested = *(int32*)0x8E2BEC; int32 &CStats::KillsSinceLastCheckpoint = *(int32*)0x8F2C8C; +int32& CStats::DistanceTravelledInVehicle = *(int32*)0x940574; +int32& CStats::DistanceTravelledOnFoot = *(int32*)0x941518; void CStats::AnotherKillFrenzyPassed() { diff --git a/src/core/Stats.h b/src/core/Stats.h index 7bae8c51..13f97218 100644 --- a/src/core/Stats.h +++ b/src/core/Stats.h @@ -14,6 +14,8 @@ public: static int32 &TimesDied; static int32 &TimesArrested; static int32 &KillsSinceLastCheckpoint; + static int32 &DistanceTravelledInVehicle; + static int32 &DistanceTravelledOnFoot; public: static void AnotherKillFrenzyPassed(); diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index ee4a5f7c..68372ee8 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -540,7 +540,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bHitSteepSlope = false; m_ped_flagH4 = false; bClearObjective = false; - m_ped_flagH10 = false; + bTryingToReachDryLand = false; bCollidedWithMyVehicle = false; bRichFromMugging = false; m_ped_flagH80 = false; @@ -1926,7 +1926,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) if (!stillGettingInOut) { m_fRotationCur = m_fRotationDest; } else { - float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest); + float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest); float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f; m_vecOffsetSeek.z = 0.0f; @@ -1937,12 +1937,12 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) neededPos -= timeUntilStateChange * m_vecOffsetSeek; } - if (PI + m_fRotationCur < limitedAngle) { - limitedAngle -= 2 * PI; - } else if (m_fRotationCur - PI > limitedAngle) { - limitedAngle += 2 * PI; + if (PI + m_fRotationCur < limitedDest) { + limitedDest -= 2 * PI; + } else if (m_fRotationCur - PI > limitedDest) { + limitedDest += 2 * PI; } - m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange); + m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange); } if (seatPosMult > 0.2f || vehIsUpsideDown) { @@ -10902,6 +10902,12 @@ CPed::RemoveInCarAnims(void) animAssoc->blendDelta = -1000.0f; } +#ifdef VC_PED_PORTS + 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: diff --git a/src/peds/Ped.h b/src/peds/Ped.h index f4647831..00b73bae 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -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);