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Stinger done
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239
src/objects/Stinger.cpp
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239
src/objects/Stinger.cpp
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#include "common.h"
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#include "Stinger.h"
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#include "CopPed.h"
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#include "ModelIndices.h"
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#include "RpAnimBlend.h"
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#include "World.h"
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#include "Automobile.h"
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#include "Bike.h"
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#include "Particle.h"
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#include "AnimBlendAssociation.h"
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#include "General.h"
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uint32 NumOfStingerSegments;
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/* -- CStingerSegment -- */
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CStingerSegment::CStingerSegment()
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{
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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m_fAirResistance = 0.99999f;
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m_fElasticity = 0.75f;
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m_fBuoyancy = GRAVITY * m_fMass * 0.1f;
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bExplosionProof = true;
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SetModelIndex(MI_PLC_STINGER);
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ObjectCreatedBy = ESCALATOR_OBJECT;
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NumOfStingerSegments++;
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}
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CStingerSegment::~CStingerSegment()
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{
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NumOfStingerSegments--;
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}
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/* -- CStinger -- */
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CStinger::CStinger()
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{
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bIsDeployed = false;
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}
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void
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CStinger::Init(CPed *pPed)
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{
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int32 i;
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pOwner = pPed;
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for (i = 0; i < NUM_STINGER_SEGMENTS; i++) {
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pSpikes[i] = new CStingerSegment;
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pSpikes[i]->bUsesCollision = false;
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}
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bIsDeployed = true;
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m_vPos = pPed->GetPosition();
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m_fMax_Z = Atan2(-pPed->GetForward().x, pPed->GetForward().y) + HALFPI;
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for (i = 0; i < NUM_STINGER_SEGMENTS; i++) {
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// shouldn't this be some inlined method? guh...
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CVector pos = pSpikes[i]->GetPosition();
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pSpikes[i]->GetMatrix().SetRotate(0.0f, 0.0f, Atan2(-pPed->GetForward().x, pPed->GetForward().y));
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pSpikes[i]->GetMatrix().Translate(pos);
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pSpikes[i]->SetPosition(m_vPos);
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}
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CVector2D fwd2d(pPed->GetForward().x, pPed->GetForward().y);
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for (i = 0; i < ARRAY_SIZE(m_vPositions); i++)
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m_vPositions[i] = fwd2d * Sin(DEGTORAD(i));
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m_nSpikeState = STINGERSTATE_NONE;
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m_nTimeOfDeploy = CTimer::GetTimeInMilliseconds();
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}
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void
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CStinger::Remove()
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{
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if (!bIsDeployed) return;
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for (int32 i = 0; i < NUM_STINGER_SEGMENTS; i++) {
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CStingerSegment *spikeSegment = pSpikes[i];
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if (spikeSegment->m_entryInfoList.first != nil)
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spikeSegment->bRemoveFromWorld = true;
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else
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delete spikeSegment;
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}
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bIsDeployed = false;
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}
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void
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CStinger::Deploy(CPed *pPed)
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{
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if (NumOfStingerSegments < NUM_STINGER_SEGMENTS*2 && !pPed->bInVehicle && pPed->IsPedInControl()) {
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if (!bIsDeployed && RpAnimBlendClumpGetAssociation(pPed->GetClump(), ANIM_WEAPON_THROWU) == nil) {
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Init(pPed);
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pPed->SetPedState(PED_DEPLOY_STINGER);
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CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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}
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}
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}
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void
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CStinger::CheckForBurstTyres()
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{
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const CVector firstPos = pSpikes[0]->GetPosition();
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const CVector lastPos = pSpikes[NUM_STINGER_SEGMENTS - 1]->GetPosition();
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float dist = (lastPos - firstPos).Magnitude();
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if (dist > 0.1f) return;
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CVehicle *vehsInRange[16];
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int16 numObjects;
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CEntity someEntity;
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CWorld::FindObjectsInRange((lastPos + firstPos) / 2.0f,
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dist, true, &numObjects, 15, (CEntity**)vehsInRange,
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false, true, false, false, false);
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for (int32 i = 0; i < numObjects; i++) {
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CAutomobile *pAutomobile = nil;
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CBike *pBike = nil;
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if (vehsInRange[i]->IsCar())
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pAutomobile = (CAutomobile*)vehsInRange[i];
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else if (vehsInRange[i]->IsBike())
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pBike = (CBike*)vehsInRange[i];
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if (pAutomobile == nil && pBike == nil) continue;
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int wheelId = 0;
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float someWheelDist = sq(((CVehicleModelInfo*)CModelInfo::GetModelInfo(vehsInRange[i]->GetModelIndex()))->m_wheelScale);
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for (; wheelId < 4; wheelId++) {
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if ((pAutomobile != nil && pAutomobile->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f) ||
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(pBike != nil && pBike->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f))
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break;
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}
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if (wheelId >= 4) continue;
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CVector vecWheelPos;
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if (pAutomobile != nil)
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vecWheelPos = pAutomobile->m_aWheelColPoints[wheelId].point;
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else if (pBike != nil)
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vecWheelPos = pBike->m_aWheelColPoints[wheelId].point;
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for (int32 spike = 0; spike < NUM_STINGER_SEGMENTS; spike++) {
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if ((pSpikes[spike]->GetPosition() - vecWheelPos).Magnitude() < someWheelDist) {
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if (pBike) {
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if (wheelId < 2)
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vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true);
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else
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vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true);
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} else {
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switch (wheelId) {
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case 0: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true); break;
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case 1: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true); break;
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case 2: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RF, true); break;
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case 3: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RR, true); break;
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}
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}
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vecWheelPos.z += 0.15f; // BUG? doesn't that break the burst of other tires?
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for (int j = 0; j < 4; j++)
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, vecWheelPos, vehsInRange[i]->GetRight() * 0.1f);
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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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CStinger::Process()
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{
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switch (m_nSpikeState)
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{
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case STINGERSTATE_NONE:
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if (pOwner != nil
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&& !pOwner->bInVehicle
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&& pOwner->GetPedState() == PED_DEPLOY_STINGER
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&& RpAnimBlendClumpGetAssociation(pOwner->GetClump(), ANIM_WEAPON_THROWU)->currentTime > 0.39f)
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{
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m_nSpikeState = STINGERSTATE_STATE1;
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for (int i = 0; i < NUM_STINGER_SEGMENTS; i++)
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CWorld::Add(pSpikes[i]);
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pOwner->SetIdle();
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}
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break;
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case STINGERSTATE_STATE2:
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if (pOwner != nil && pOwner->m_nPedType == PEDTYPE_COP)
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((CCopPed*)pOwner)->m_bThrowsSpikeTrap = false;
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break;
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case STINGERSTATE_STATE3:
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if (CTimer::GetTimeInMilliseconds() > m_nTimeOfDeploy + 2500)
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m_nSpikeState = STINGERSTATE_REMOVE;
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// no break
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case STINGERSTATE_STATE1:
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if (m_nSpikeState != STINGERSTATE_STATE1 || CTimer::GetTimeInMilliseconds() <= m_nTimeOfDeploy + 2500) {
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float something = (CTimer::GetTimeInMilliseconds() - m_nTimeOfDeploy) / 2500.0f;
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if (m_nSpikeState != STINGERSTATE_STATE1)
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something = 1.0f - something;
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float radangle = something * ARRAY_SIZE(m_vPositions);
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float angle1 = m_fMax_Z + DEGTORAD(radangle);
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float angle2 = m_fMax_Z - DEGTORAD(radangle);
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int pos = clamp(radangle, 0, ARRAY_SIZE(m_vPositions)-1);
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CVector2D pos2d = m_vPositions[pos];
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CVector pos3d = m_vPos;
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CColPoint colPoint;
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CEntity *pEntity;
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if (CWorld::ProcessVerticalLine(CVector(pos3d.x, pos3d.y, pos3d.z - 10.0f), pos3d.z, colPoint, pEntity, true, false, false, false, true, false, nil))
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pos3d.z = colPoint.point.z + 0.15f;
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angle1 = CGeneral::LimitRadianAngle(angle1);
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angle2 = CGeneral::LimitRadianAngle(angle2);
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for (int spike = 0; spike < NUM_STINGER_SEGMENTS; spike++) {
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CVector somePosAgain = pos3d + CVector(pos2d.x, pos2d.y, 0.6f);
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if (CWorld::TestSphereAgainstWorld(somePosAgain, 0.3f, nil, true, false, false, true, false, false))
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pos2d = CVector2D(0.0f, 0.0f);
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if (spike % 2 == 0) {
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CVector pos = pSpikes[spike]->GetPosition();
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pSpikes[spike]->GetMatrix().SetRotate(0.0f, 0.0f, angle1);
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pSpikes[spike]->GetMatrix().Translate(pos);
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pos3d.x += pos2d.x;
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pos3d.y += pos2d.y;
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} else {
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CVector pos = pSpikes[spike]->GetPosition();
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pSpikes[spike]->GetMatrix().SetRotate(0.0f, 0.0f, angle2);
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pSpikes[spike]->GetMatrix().Translate(pos);
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}
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pSpikes[spike]->SetPosition(pos3d);
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}
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} else
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m_nSpikeState = STINGERSTATE_STATE2;
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break;
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case STINGERSTATE_REMOVE:
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Remove();
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break;
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}
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CheckForBurstTyres();
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}
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41
src/objects/Stinger.h
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41
src/objects/Stinger.h
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#pragma once
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#include "Object.h"
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class CStingerSegment : public CObject
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{
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public:
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CStingerSegment();
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~CStingerSegment();
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};
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#define NUM_STINGER_SEGMENTS (12)
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class CStinger
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{
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// TODO: better names
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enum {
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STINGERSTATE_NONE = 0,
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STINGERSTATE_STATE1,
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STINGERSTATE_STATE2,
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STINGERSTATE_STATE3,
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STINGERSTATE_REMOVE,
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};
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bool bIsDeployed;
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uint32 m_nTimeOfDeploy;
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CVector m_vPos;
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float m_fMax_Z;
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float m_fMin_Z;
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CVector2D m_vPositions[60];
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CStingerSegment *pSpikes[NUM_STINGER_SEGMENTS];
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class CPed *pOwner;
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uint8 m_nSpikeState;
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public:
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CStinger();
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void Init(CPed *pPed);
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void Remove();
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void Deploy(CPed *pPed);
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void CheckForBurstTyres();
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void Process();
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};
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#include "Camera.h"
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#include "PedPlacement.h"
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#include "Ropes.h"
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#include "Stinger.h"
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CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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{
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@ -92,6 +93,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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m_nHassleTimer = 0;
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field_61C = 0;
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field_624 = 0;
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m_pStinger = new CStinger;
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if (m_pPointGunAt)
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m_pPointGunAt->CleanUpOldReference((CEntity**)&m_pPointGunAt);
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m_pPointGunAt = nil;
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@ -100,6 +102,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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CCopPed::~CCopPed()
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{
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ClearPursuit();
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m_pStinger->Remove();
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delete m_pStinger;
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}
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// --MIAMI: Done
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uintptr m_nRopeID;
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uint32 m_nHassleTimer;
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uint32 field_61C;
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class CStinger *m_pStinger;
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int32 field_624;
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int8 field_628;
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