mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 01:29:16 +01:00
cleanup on CPed and CPedType
This commit is contained in:
parent
f8438e8ab6
commit
78e33785ec
@ -1145,7 +1145,6 @@ CFileLoader::LoadMapZones(const char *filename)
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STARTPATCHES
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STARTPATCHES
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// this makes my game crash in CGarage!
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InjectHook(0x476290, CFileLoader::LoadLevel, PATCH_JUMP);
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InjectHook(0x476290, CFileLoader::LoadLevel, PATCH_JUMP);
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InjectHook(0x476520, CFileLoader::LoadCollisionFromDatFile, PATCH_JUMP);
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InjectHook(0x476520, CFileLoader::LoadCollisionFromDatFile, PATCH_JUMP);
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@ -2,25 +2,27 @@
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#include "patcher.h"
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#include "patcher.h"
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#include "PedType.h"
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#include "PedType.h"
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CPedType* (&CPedType::ms_apPedType)[23] = *(CPedType * (*)[23]) * (int*)0x941594;
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CPedType *(&CPedType::ms_apPedType)[NUM_PEDTYPES] = *(CPedType *(*)[NUM_PEDTYPES]) *(int*)0x941594;
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WRAPPER void CPedType::LoadPedData(void) { EAXJMP(0x4EE8D0); }
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WRAPPER void CPedType::LoadPedData(void) { EAXJMP(0x4EE8D0); }
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WRAPPER int32 CPedType::FindPedType(char* type) { EAXJMP(0x4EEC10); }
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WRAPPER int32 CPedType::FindPedType(char *type) { EAXJMP(0x4EEC10); }
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void
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void
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CPedType::Initialise()
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CPedType::Initialise(void)
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{
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{
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int i;
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debug("Initialising CPedType...\n");
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debug("Initialising CPedType...\n");
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for (int i = 0; i < 23; i++) {
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for(i = 0; i < NUM_PEDTYPES; i++){
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ms_apPedType[i] = new CPedType;
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ms_apPedType[i] = new CPedType;
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ms_apPedType[i]->m_Type.IntValue = 1;
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ms_apPedType[i]->m_flag = PED_FLAG_PLAYER1;
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ms_apPedType[i]->field_4 = 0;
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ms_apPedType[i]->field_4 = 0;
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ms_apPedType[i]->field_8 = 0;
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ms_apPedType[i]->field_8 = 0;
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// Why field_C not initialized?
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// Why field_C not initialized?
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ms_apPedType[i]->field_10 = 0;
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ms_apPedType[i]->field_10 = 0;
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ms_apPedType[i]->field_14 = 0;
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ms_apPedType[i]->field_14 = 0;
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ms_apPedType[i]->m_Threat.IntValue = 0;
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ms_apPedType[i]->m_threats = 0;
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ms_apPedType[i]->m_Avoid.IntValue = 0;
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ms_apPedType[i]->m_avoid = 0;
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}
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}
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debug("Loading ped data...\n");
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debug("Loading ped data...\n");
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LoadPedData();
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LoadPedData();
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@ -4,59 +4,87 @@
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#include "templates.h"
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#include "templates.h"
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#include "Lists.h"
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#include "Lists.h"
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class CPedType {
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// Index into the PedType array
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public:
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enum
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union tPedTypeFlags
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{
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{
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PEDTYPE_PLAYER1,
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uint32 IntValue;
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PEDTYPE_PLAYER2,
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struct
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PEDTYPE_PLAYER3,
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{
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PEDTYPE_PLAYER4,
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uint8 bPlayer1 : 1;
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PEDTYPE_CIVMALE,
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uint8 bPlayer2 : 1;
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PEDTYPE_CIVFEMALE,
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uint8 bPlayer3 : 1;
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PEDTYPE_COP,
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uint8 bPlayer4 : 1;
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PEDTYPE_GANG1,
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uint8 bCivmale : 1;
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PEDTYPE_GANG2,
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uint8 bCivfemale : 1;
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PEDTYPE_GANG3,
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uint8 bCop : 1;
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PEDTYPE_GANG4,
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uint8 bGang1 : 1;
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PEDTYPE_GANG5,
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PEDTYPE_GANG6,
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PEDTYPE_GANG7,
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PEDTYPE_GANG8,
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PEDTYPE_GANG9,
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PEDTYPE_EMERGENCY,
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PEDTYPE_FIREMAN,
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PEDTYPE_CRIMINAL,
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PEDTYPE_SPECIAL,
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PEDTYPE_PROSTITUE,
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PEDTYPE_UNUSED1,
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PEDTYPE_UNUSED2,
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uint8 bGang2 : 1;
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NUM_PEDTYPES
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uint8 bGang3 : 1;
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};
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uint8 bGang4 : 1;
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uint8 bGang5 : 1;
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uint8 bGang6 : 1;
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uint8 bGang7 : 1;
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uint8 bGang8 : 1;
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uint8 bGang9 : 1;
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uint8 bEmergency : 1;
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enum
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uint8 bProstitute : 1;
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{
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uint8 bCriminal : 1;
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PED_FLAG_PLAYER1 = 1 << 0,
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uint8 bSpecial : 1;
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PED_FLAG_PLAYER2 = 1 << 1,
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uint8 bGun : 1;
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PED_FLAG_PLAYER3 = 1 << 2,
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uint8 bCop_car : 1;
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PED_FLAG_PLAYER4 = 1 << 3,
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uint8 bFast_car : 1;
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PED_FLAG_CIVMALE = 1 << 4,
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uint8 bExplosion : 1;
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PED_FLAG_CIVFEMALE = 1 << 5,
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PED_FLAG_COP = 1 << 6,
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PED_FLAG_GANG1 = 1 << 7,
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PED_FLAG_GANG2 = 1 << 8,
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PED_FLAG_GANG3 = 1 << 9,
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PED_FLAG_GANG4 = 1 << 10,
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PED_FLAG_GANG5 = 1 << 11,
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PED_FLAG_GANG6 = 1 << 12,
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PED_FLAG_GANG7 = 1 << 13,
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PED_FLAG_GANG8 = 1 << 14,
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PED_FLAG_GANG9 = 1 << 15,
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PED_FLAG_EMERGENCY = 1 << 16,
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PED_FLAG_PROSTITUTE = 1 << 17,
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PED_FLAG_CRIMINAL = 1 << 18,
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PED_FLAG_SPECIAL = 1 << 19,
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PED_FLAG_GUN = 1 << 20,
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PED_FLAG_COPCAR = 1 << 21,
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PED_FLAG_FASTCAR = 1 << 22,
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PED_FLAG_EXPLOSION = 1 << 23,
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PED_FLAG_FIREMAN = 1 << 24,
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PED_FLAG_DEADPEDS = 1 << 25,
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};
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uint8 bFireman : 1;
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class CPedType
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uint8 bDeadpeds : 1;
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{
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};
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uint32 m_flag;
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};
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tPedTypeFlags m_Type;
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float field_4;
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float field_4;
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float field_8;
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float field_8;
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float field_C;
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float field_C;
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float field_10;
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float field_10;
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float field_14;
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float field_14;
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tPedTypeFlags m_Threat;
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uint32 m_threats;
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tPedTypeFlags m_Avoid;
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uint32 m_avoid;
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static CPedType* (&ms_apPedType)[23];
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static CPedType *(&ms_apPedType)[NUM_PEDTYPES];
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public:
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static void Initialise();
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static void Initialise(void);
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static void LoadPedData();
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static void LoadPedData(void);
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static int32 FindPedType(char* type);
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static int32 FindPedType(char *type);
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static uint32 GetFlag(int type) { return ms_apPedType[type]->m_flag; }
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static uint32 GetAvoid(int type) { return ms_apPedType[type]->m_avoid; }
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static uint32 GetThreats(int type) { return ms_apPedType[type]->m_threats; }
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};
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};
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static_assert(sizeof(CPedType) == 0x20, "CPedType: error");
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static_assert(sizeof(CPedType) == 0x20, "CPedType: error");
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@ -176,6 +176,13 @@ static char WaitStateText[21][16] = {
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"Finish Flee",
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"Finish Flee",
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};
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};
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bool
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CPed::IsPlayer(void)
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{
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return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
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m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
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}
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bool
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bool
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CPed::UseGroundColModel(void)
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CPed::UseGroundColModel(void)
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{
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{
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@ -217,7 +224,7 @@ CPed::AimGun()
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CPed::Say(SOUND_PED_ATTACK);
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CPed::Say(SOUND_PED_ATTACK);
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m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
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m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
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if (m_pPedFight != m_pSeekTarget) {
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if (m_pLookTarget != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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}
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@ -327,16 +334,16 @@ CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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}
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}
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void
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void
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CPed::SetLookFlag(CPed *to, bool set)
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CPed::SetLookFlag(CPed *target, bool unknown)
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{
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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m_ped_flagA10 = 1;
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bIsLooking = true;
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m_ped_flagA40 = 0;
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m_ped_flagA40 = false;
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m_pPedFight = to;
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m_pLookTarget = target;
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m_pPedFight->RegisterReference((CEntity**)&m_pPedFight);
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m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
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m_fLookDirection = 999999.0f;
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m_fLookDirection = 999999.0f;
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m_lookTimer = 0;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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m_ped_flagA20_look = unknown;
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if (m_nPedState != PED_DRIVING) {
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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@ -344,15 +351,15 @@ CPed::SetLookFlag(CPed *to, bool set)
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}
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}
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void
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void
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CPed::SetLookFlag(float angle, bool set)
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CPed::SetLookFlag(float direction, bool unknown)
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{
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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m_ped_flagA10 = 1;
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bIsLooking = true;
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m_ped_flagA40 = 0;
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m_ped_flagA40 = false;
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m_pPedFight = 0;
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m_pLookTarget = nil;
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m_fLookDirection = angle;
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m_fLookDirection = direction;
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m_lookTimer = 0;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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m_ped_flagA20_look = unknown;
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if (m_nPedState != PED_DRIVING) {
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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@ -368,76 +375,65 @@ CPed::SetLookTimer(int time)
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}
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}
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bool
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bool
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CPed::OurPedCanSeeThisOne(CEntity* who)
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CPed::OurPedCanSeeThisOne(CEntity *target)
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{
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{
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float distance;
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CColPoint colpoint;
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CColPoint colpoint;
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CEntity* ent;
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CEntity *ent;
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CVector ourPos;
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CVector itsPos;
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ourPos = this->GetPosition();
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CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
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itsPos = who->GetPosition();
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CVector2D posDiff(
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// Check if target is behind ped
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itsPos.x - ourPos.x,
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if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
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itsPos.y - ourPos.y
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);
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if ((posDiff.y * this->GetForward().y) + (posDiff.x * this->GetForward().x) < 0.0f)
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return 0;
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return 0;
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distance = posDiff.Magnitude();
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// Check if target is too far away
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if (dist.Magnitude() < 40.0f)
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if (distance < 40.0f)
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return 0;
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return 0;
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ourPos.z += 1.0f;
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// Check line of sight from head
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return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
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CVector headPos = this->GetPosition();
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headPos.z += 1.0f;
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return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
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}
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}
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void
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void
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CPed::Avoid(void) {
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CPed::Avoid(void)
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int8 temper;
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{
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int moveState;
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CPed *nearestPed;
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CPed* nearestPed;
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float walkAngle;
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float distance;
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temper = m_pedStats->m_temper;
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if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
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if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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return;
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moveState = m_nMoveState;
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if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
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if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
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nearestPed = m_nearPeds[0];
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nearestPed = m_nearPeds[0];
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if (nearestPed) {
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if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
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if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
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&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
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// Check if this ped wants to avoid the nearest one
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& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
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if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
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// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
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// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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walkAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
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// Game converts from radians to degress and back again here, doesn't make much sense
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CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
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forward.Normalise(); // this is kinda pointless
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// Original code was multiplying sin/cos with the number below, which is pointless because it's always 1.
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// Move forward 1.25 meters
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// ratio = 1.0f / sqrt(sin*sin + cos*cos);
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CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
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CVector2D walkedUpToPed(
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// Get distance to ped we want to avoid
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nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x),
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CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
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nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y)
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);
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distance = walkedUpToPed.Magnitude();
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if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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if (distance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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% 1000 / 5;
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% 1000 / 5;
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m_fRotationDest += DEGTORAD(45.0f);
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m_fRotationDest += DEGTORAD(45.0f);
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if (!m_ped_flagA10) {
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if (!bIsLooking) {
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CPed::SetLookFlag(nearestPed, 0);
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CPed::SetLookFlag(nearestPed, 0);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
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}
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}
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@ -97,7 +97,7 @@ public:
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA10 : 1; // set when A20 just changed?
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uint8 bIsLooking : 1; // set when A20 just changed?
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||||||
uint8 m_ped_flagA20_look : 1;
|
uint8 m_ped_flagA20_look : 1;
|
||||||
uint8 m_ped_flagA40 : 1;
|
uint8 m_ped_flagA40 : 1;
|
||||||
uint8 m_ped_flagA80 : 1;
|
uint8 m_ped_flagA80 : 1;
|
||||||
@ -222,7 +222,7 @@ public:
|
|||||||
int32 m_pPointGunAt;
|
int32 m_pPointGunAt;
|
||||||
CVector m_vecHitLastPos;
|
CVector m_vecHitLastPos;
|
||||||
uint8 stuff8[12];
|
uint8 stuff8[12];
|
||||||
CPed *m_pPedFight;
|
CEntity *m_pLookTarget;
|
||||||
float m_fLookDirection;
|
float m_fLookDirection;
|
||||||
int32 m_wepModelID;
|
int32 m_wepModelID;
|
||||||
uint32 m_leaveCarTimer;
|
uint32 m_leaveCarTimer;
|
||||||
@ -240,21 +240,20 @@ public:
|
|||||||
static void *operator new(size_t);
|
static void *operator new(size_t);
|
||||||
static void operator delete(void*, size_t);
|
static void operator delete(void*, size_t);
|
||||||
|
|
||||||
// TODO: enum!
|
bool IsPlayer(void);
|
||||||
bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; }
|
|
||||||
bool UseGroundColModel(void);
|
bool UseGroundColModel(void);
|
||||||
void AddWeaponModel(int id);
|
void AddWeaponModel(int id);
|
||||||
void AimGun();
|
void AimGun();
|
||||||
void KillPedWithCar(CVehicle *veh, float impulse);
|
void KillPedWithCar(CVehicle *veh, float impulse);
|
||||||
void Say(uint16 audio);
|
void Say(uint16 audio);
|
||||||
void SetLookFlag(CPed *to, bool set);
|
void SetLookFlag(CPed *target, bool unknown);
|
||||||
void SetLookFlag(float angle, bool set);
|
void SetLookFlag(float direction, bool unknown);
|
||||||
void SetLookTimer(int time);
|
void SetLookTimer(int time);
|
||||||
void SetDie(AnimationId anim, float arg1, float arg2);
|
void SetDie(AnimationId anim, float arg1, float arg2);
|
||||||
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
|
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
|
||||||
void RemoveBodyPart(PedNode nodeId, int8 unknown);
|
void RemoveBodyPart(PedNode nodeId, int8 unknown);
|
||||||
void SpawnFlyingComponent(int, int8 unknown);
|
void SpawnFlyingComponent(int, int8 unknown);
|
||||||
bool OurPedCanSeeThisOne(CEntity* who);
|
bool OurPedCanSeeThisOne(CEntity *target);
|
||||||
void Avoid(void);
|
void Avoid(void);
|
||||||
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
||||||
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
||||||
|
@ -30,6 +30,12 @@ public:
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
inline float
|
||||||
|
DotProduct2D(const CVector2D &v1, const CVector2D &v2)
|
||||||
|
{
|
||||||
|
return v1.x*v2.x + v1.y*v2.y;
|
||||||
|
}
|
||||||
|
|
||||||
inline float
|
inline float
|
||||||
CrossProduct2D(const CVector2D &v1, const CVector2D &v2)
|
CrossProduct2D(const CVector2D &v1, const CVector2D &v2)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user