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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Several little mistakes in CPed
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
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d74b8fa952
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@ -313,10 +313,9 @@ bool
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CPed::CanSetPedState(void)
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{
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return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
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m_nPedState != PED_ENTER_CAR && m_nPedState != PED_CARJACK && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_STEAL_CAR;
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m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR;
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}
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void
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CPed::AddWeaponModel(int id)
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{
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@ -338,23 +337,23 @@ CPed::AimGun(void)
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CVector vector;
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if (m_pSeekTarget) {
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if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
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m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
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if (m_pSeekTarget->IsPed()) {
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((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
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vector.x = pos.x;
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vector.y = pos.y;
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vector.z = pos.z;
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} else {
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vector = *(m_pSeekTarget->GetPosition());
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}
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CPed::Say(SOUND_PED_ATTACK);
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Say(SOUND_PED_ATTACK);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
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if (m_pLookTarget != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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SetLookFlag(m_pSeekTarget, 1);
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}
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} else {
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if (CPed::IsPlayer()) {
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if (IsPlayer()) {
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
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} else {
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
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@ -459,7 +458,7 @@ CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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}
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void
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CPed::SetLookFlag(CPed *target, bool unknown)
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CPed::SetLookFlag(CEntity *target, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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bIsLooking = true;
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@ -621,8 +620,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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if (attackAssoc) {
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switch (attackAssoc->animId) {
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case ANIM_WEAPON_START_THROW:
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
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{
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) {
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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} else {
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@ -1492,7 +1490,7 @@ STARTPATCHES
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InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
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InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
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InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
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InjectHook(0x4C6460, (void (CPed::*)(CPed*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4C6460, (void (CPed::*)(CEntity*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
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InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
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@ -227,7 +227,7 @@ public:
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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uint8 stuff3[12];
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CPed *m_pSeekTarget;
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CEntity *m_pSeekTarget;
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CVehicle *m_pMyVehicle;
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bool bInVehicle;
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uint8 stuff4[23];
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@ -273,7 +273,7 @@ public:
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void AimGun(void);
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(uint16 audio);
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void SetLookFlag(CPed *target, bool unknown);
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void SetLookFlag(CEntity *target, bool unknown);
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void SetLookFlag(float direction, bool unknown);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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