mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-25 01:01:49 +01:00
commit
9222863ee7
@ -16,6 +16,7 @@
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#include "Boat.h"
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#include "Heli.h"
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#include "Automobile.h"
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#include "Ped.h"
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#include "debugmenu_public.h"
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#include <vector>
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@ -334,6 +335,9 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Vehicles", (int8*)&gbDontRenderVehicles, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
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#ifndef FINAL
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DebugMenuAddVarBool8("Debug", "Toggle unused fight feature", (int8*)&CPed::bUnusedFightThingOnPlayer, nil);
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#endif
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DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
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DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
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688
src/peds/Ped.cpp
688
src/peds/Ped.cpp
@ -31,6 +31,7 @@
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#include "FileMgr.h"
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#include "TempColModels.h"
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#include "Pickups.h"
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#include "Train.h"
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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@ -60,8 +61,8 @@ CColPoint &CPed::ms_tempColPoint = *(CColPoint*)0x62DB14;
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// TODO: PedAudioData should be hardcoded into exe, and it isn't reversed yet.
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CPedAudioData (&CPed::PedAudioData)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4;
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uint16 &CPed::unknownFightThing = *(uint16*)0x95CC58;
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FightMove (&CPed::ms_fightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844;
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uint16 &CPed::nPlayerInComboMove = *(uint16*)0x95CC58;
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FightMove (&CPed::tFightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844;
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uint16 &CPed::distanceMultToCountPedNear = *(uint16*)0x5F8C98;
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@ -69,6 +70,10 @@ CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
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CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
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CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
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#ifndef FINAL
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bool CPed::bUnusedFightThingOnPlayer = false;
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#endif
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void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
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void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
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void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
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@ -374,7 +379,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bIsStanding = false;
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m_ped_flagA2 = false;
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m_ped_flagA4 = false;
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bIsAttacking = false;
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bIsPointingGunAt = false;
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bIsLooking = false;
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m_ped_flagA20 = false;
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@ -531,7 +536,7 @@ RemoveAllModelCB(RwObject *object, void *data)
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}
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static PedOnGroundState
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CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
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CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
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{
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PedOnGroundState stateToReturn;
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float angleToFace;
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@ -549,22 +554,22 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
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if (!CGame::nastyGame)
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return NO_PED;
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for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) {
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for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) {
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currentPed = player->m_nearPeds[currentPedId];
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currentPed = attacker->m_nearPeds[currentPedId];
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CVector posDifference = currentPed->GetPosition() - player->GetPosition();
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CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
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distance = posDifference.Magnitude();
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if (distance < 2.0f) {
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angleToFace = CGeneral::GetRadianAngleBetweenPoints(
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currentPed->GetPosition().x, currentPed->GetPosition().y,
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player->GetPosition().x, player->GetPosition().y);
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attacker->GetPosition().x, attacker->GetPosition().y);
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angleToFace = CGeneral::LimitRadianAngle(angleToFace);
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player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
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attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);
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angleDiff = Abs(angleToFace - player->m_fRotationCur);
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angleDiff = Abs(angleToFace - attacker->m_fRotationCur);
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if (angleDiff > PI)
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angleDiff = 2 * PI - angleDiff;
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@ -583,20 +588,21 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
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pedOnTheFloor = currentPed;
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}
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}
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} else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f))
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&& (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f))
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&& (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f))
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&& (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) {
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} else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f))
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|| (distance < 1.3f && angleDiff < DEGTORAD(55.0f))
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|| (distance < 1.7f && angleDiff < DEGTORAD(35.0f))
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|| (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) {
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// Either this condition or below one was probably returning 4 early in development. See Fight().
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foundBelow = 1;
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pedBelow = currentPed;
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break;
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} else {
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if (angleDiff < DEGTORAD(75.0f)) {
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foundBelow = 1;
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if (!pedBelow)
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pedBelow = currentPed;
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}
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} else {
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foundBelow = 1;
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pedBelow = currentPed;
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break;
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}
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}
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}
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@ -609,7 +615,7 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
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stateToReturn = PED_DEAD_ON_THE_FLOOR;
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} else if (foundBelow) {
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currentPed = pedBelow;
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stateToReturn = PED_BELOW_PLAYER;
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stateToReturn = PED_IN_FRONT_OF_ATTACKER;
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} else {
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currentPed = nil;
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stateToReturn = NO_PED;
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@ -992,7 +998,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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}
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if (!ped->m_ped_flagA4)
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if (!ped->bIsAttacking)
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ped->ClearAttack();
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}
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@ -1018,7 +1024,7 @@ CPed::Attack(void)
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ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
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ourWeaponFire = ourWeapon->m_eWeaponFire;
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
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lastReloadWasInFuture = m_ped_flagA4;
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lastReloadWasInFuture = bIsAttacking;
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reloadAnimAssoc = nil;
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reloadAnim = NUM_ANIMS;
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delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
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@ -1059,7 +1065,7 @@ CPed::Attack(void)
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if (!weaponAnimAssoc) {
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if (lastReloadWasInFuture) {
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if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->field_1380) {
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if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
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if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
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}
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else {
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@ -1131,7 +1137,7 @@ CPed::Attack(void)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
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ClearLookFlag();
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ClearAimFlag();
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m_ped_flagA4 = false;
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bIsAttacking = false;
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bIsPointingGunAt = false;
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m_lastHitTime = CTimer::GetTimeInMilliseconds();
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return;
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@ -1145,8 +1151,7 @@ CPed::Attack(void)
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weaponAnimAssoc->speed = 0.5f;
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// BUG: We currently don't know any situation this cond. could be true.
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if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
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if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
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weaponAnimAssoc->callbackType = 0;
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}
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}
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@ -1187,11 +1192,11 @@ CPed::Attack(void)
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if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
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if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
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&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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weaponAnim = weaponAnimAssoc->animId;
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if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
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if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
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weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
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} else {
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@ -1234,7 +1239,7 @@ CPed::Attack(void)
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if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
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lastReloadWasInFuture = false;
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m_ped_flagA4 = lastReloadWasInFuture;
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bIsAttacking = lastReloadWasInFuture;
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}
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void
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@ -4270,15 +4275,15 @@ CPed::SetAttack(CEntity* victim)
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return;
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
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m_ped_flagA4 = false;
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bIsAttacking = false;
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return;
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}
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
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if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->field_1380)
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m_ped_flagA4 = false;
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bIsAttacking = false;
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else
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m_ped_flagA4 = true;
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bIsAttacking = true;
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return;
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}
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@ -4295,7 +4300,7 @@ CPed::SetAttack(CEntity* victim)
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if (m_nPedState != PED_ATTACK) {
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m_nPedState = PED_ATTACK;
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m_ped_flagA4 = false;
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bIsAttacking = false;
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
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animAssoc->SetRun();
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if (animAssoc->currentTime != animAssoc->hierarchy->totalLength)
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@ -4334,7 +4339,7 @@ CPed::SetAttack(CEntity* victim)
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}
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}
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if (m_nPedState == PED_ATTACK) {
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m_ped_flagA4 = true;
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bIsAttacking = true;
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return;
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}
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@ -4370,7 +4375,7 @@ CPed::SetAttack(CEntity* victim)
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animDelta = 1000.0f;
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if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
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|| CheckForPedsOnGroundToAttack((CPlayerPed*)this, nil) < PED_ON_THE_FLOOR) {
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|| CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta);
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} else {
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta);
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@ -4438,7 +4443,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
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CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
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CPed *pedOnGround = nil;
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if (IsPlayer() && CheckForPedsOnGroundToAttack((CPlayerPed*)this, &pedOnGround) > PED_BELOW_PLAYER) {
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if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) {
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m_lastFightMove = FIGHTMOVE_GROUNDKICK;
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} else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) {
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m_lastFightMove = FIGHTMOVE_ROUNDHOUSE;
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@ -4457,14 +4462,18 @@ CPed::StartFightAttack(uint8 buttonPressure)
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SetLookFlag(pedOnGround, 1);
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SetLookTimer(1500);
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}
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ms_fightMoves[m_lastFightMove].animId, 4.0f);
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
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animAssoc->SetFinishCallback(FinishFightMoveCB, this);
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m_fightUnk2 = 0;
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m_fightUnk1 = 0;
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m_ped_flagA4 = true;
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m_takeAStepAfterAttack = false;
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#ifndef FINAL
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m_takeAStepAfterAttack = IsPlayer() && bUnusedFightThingOnPlayer;
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#endif
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bIsAttacking = true;
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if (IsPlayer())
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unknownFightThing = 0;
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nPlayerInComboMove = 0;
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}
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void
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@ -4513,28 +4522,28 @@ CPed::LoadFightData(void)
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if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
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return;
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ms_fightMoves[moveId].startFireTime = startFireTime / 30.0f;
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ms_fightMoves[moveId].endFireTime = endFireTime / 30.0f;
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ms_fightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
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ms_fightMoves[moveId].strikeRadius = strikeRadius;
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ms_fightMoves[moveId].damage = damage;
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ms_fightMoves[moveId].flags = flags;
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tFightMoves[moveId].startFireTime = startFireTime / 30.0f;
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tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
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tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
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tFightMoves[moveId].strikeRadius = strikeRadius;
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tFightMoves[moveId].damage = damage;
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tFightMoves[moveId].flags = flags;
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switch (hitLevel) {
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case 'G':
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ms_fightMoves[moveId].hitLevel = 1;
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tFightMoves[moveId].hitLevel = 1;
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break;
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case 'H':
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ms_fightMoves[moveId].hitLevel = 4;
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tFightMoves[moveId].hitLevel = 4;
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break;
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case 'L':
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ms_fightMoves[moveId].hitLevel = 2;
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tFightMoves[moveId].hitLevel = 2;
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break;
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case 'M':
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ms_fightMoves[moveId].hitLevel = 3;
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tFightMoves[moveId].hitLevel = 3;
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break;
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case 'N':
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ms_fightMoves[moveId].hitLevel = 0;
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tFightMoves[moveId].hitLevel = 0;
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break;
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default:
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break;
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@ -4542,9 +4551,9 @@ CPed::LoadFightData(void)
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if (strncmp(animName, "null", 4) != 0) {
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animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
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ms_fightMoves[moveId].animId = (AnimationId)animAssoc->animId;
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tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
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} else {
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ms_fightMoves[moveId].animId = ANIM_WALK;
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tFightMoves[moveId].animId = ANIM_WALK;
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}
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moveId++;
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}
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@ -4584,9 +4593,9 @@ CPed::FightStrike(CVector &touchedNodePos)
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for (int i = 0; i < m_numNearPeds; i++) {
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nearPed = m_nearPeds[i];
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if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
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maxDistanceToBeBeaten = nearPed->GetBoundRadius() + ms_fightMoves[m_lastFightMove].strikeRadius + 0.1f;
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maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f;
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else
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maxDistanceToBeBeaten = nearPed->GetBoundRadius() + ms_fightMoves[m_lastFightMove].strikeRadius;
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maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius;
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if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
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CVector nearPedCentre;
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@ -4605,7 +4614,7 @@ CPed::FightStrike(CVector &touchedNodePos)
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attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
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attackDistance -= touchedNodePos;
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CColSphere *ourPieces = ourCol->spheres;
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float maxDistanceToBeat = ourPieces[j].radius + ms_fightMoves[m_lastFightMove].strikeRadius;
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float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
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// We can beat him too
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if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
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@ -4626,7 +4635,7 @@ CPed::FightStrike(CVector &touchedNodePos)
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float oldVictimHealth = nearPed->m_fHealth;
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CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
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int damageMult = ms_fightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
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int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
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||||
|
||||
CVector2D diff (GetPosition() - nearPed->GetPosition());
|
||||
int direction = nearPed->GetLocalDirection(diff);
|
||||
@ -4654,16 +4663,16 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
else
|
||||
unk2 = damageMult;
|
||||
|
||||
nearPed->StartFightDefend(direction, ms_fightMoves[m_lastFightMove].hitLevel, unk2);
|
||||
nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
|
||||
PlayHitSound(nearPed);
|
||||
m_fightUnk2 = -1;
|
||||
RpAnimBlendClumpGetAssociation(GetClump(), ms_fightMoves[m_lastFightMove].animId)->speed = 0.6f;
|
||||
RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
|
||||
if (nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
|
||||
nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
|
||||
}
|
||||
|
||||
if (CGame::nastyGame
|
||||
&& ms_fightMoves[m_lastFightMove].hitLevel > 3
|
||||
&& tFightMoves[m_lastFightMove].hitLevel > 3
|
||||
&& nearPed->m_nPedState == PED_DIE
|
||||
&& nearPed->GetIsOnScreen()) {
|
||||
|
||||
@ -5707,15 +5716,15 @@ CPed::EndFight(uint8 endType)
|
||||
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
|
||||
switch (endType) {
|
||||
case 0:
|
||||
case ENDFIGHT_NORMAL:
|
||||
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f);
|
||||
break;
|
||||
case 1:
|
||||
case ENDFIGHT_WITH_A_STEP:
|
||||
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f);
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f);
|
||||
break;
|
||||
case 2:
|
||||
case ENDFIGHT_FAST:
|
||||
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f;
|
||||
break;
|
||||
@ -5725,6 +5734,555 @@ CPed::EndFight(uint8 endType)
|
||||
m_nWaitTimer = 0;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::EnterCar(void)
|
||||
{
|
||||
if (m_pMyVehicle && m_pMyVehicle->m_status != STATUS_WRECKED && m_fHealth > 0.0f) {
|
||||
CVehicle* veh = (CVehicle*)m_pSeekTarget;
|
||||
|
||||
// Not used.
|
||||
// CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType);
|
||||
|
||||
if (veh->CanPedOpenLocks(this)) {
|
||||
if (m_vehEnterType) {
|
||||
CAnimBlendAssociation *enterAssoc = m_pVehicleAnim;
|
||||
if (enterAssoc)
|
||||
veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime);
|
||||
}
|
||||
}
|
||||
bIsInTheAir = false;
|
||||
LineUpPedWithCar(LINE_UP_TO_CAR_START);
|
||||
} else {
|
||||
QuitEnteringCar();
|
||||
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
uint8
|
||||
CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
|
||||
{
|
||||
CVector enterStepOffset;
|
||||
CVehicleModelInfo *trainModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(train->m_modelIndex);
|
||||
CMatrix trainMat = CMatrix(train->GetMatrix());
|
||||
CVector leftEntryPos, rightEntryPos, midEntryPos;
|
||||
float distLeftEntry, distRightEntry, distMidEntry;
|
||||
|
||||
// enterStepOffset = offsetToOpenRegularCarDoor;
|
||||
enterStepOffset = CVector(1.5f, 0.0f, 0.0f);
|
||||
|
||||
if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) {
|
||||
distLeftEntry = 999.0f;
|
||||
} else {
|
||||
leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset;
|
||||
leftEntryPos = Multiply3x3(trainMat, leftEntryPos);
|
||||
leftEntryPos += train->GetPosition();
|
||||
distLeftEntry = (leftEntryPos - GetPosition()).Magnitude();
|
||||
}
|
||||
|
||||
if (train->pPassengers[TRAIN_POS_MID_ENTRY]) {
|
||||
distMidEntry = 999.0f;
|
||||
} else {
|
||||
midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset;
|
||||
midEntryPos = Multiply3x3(trainMat, midEntryPos);
|
||||
midEntryPos += train->GetPosition();
|
||||
distMidEntry = (midEntryPos - GetPosition()).Magnitude();
|
||||
}
|
||||
|
||||
if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) {
|
||||
distRightEntry = 999.0f;
|
||||
} else {
|
||||
rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset;
|
||||
rightEntryPos = Multiply3x3(trainMat, rightEntryPos);
|
||||
rightEntryPos += train->GetPosition();
|
||||
distRightEntry = (rightEntryPos - GetPosition()).Magnitude();
|
||||
}
|
||||
|
||||
if (distMidEntry < distLeftEntry) {
|
||||
if (distMidEntry < distRightEntry) {
|
||||
enterPos = midEntryPos;
|
||||
m_vehEnterType = TRAIN_POS_MID_ENTRY;
|
||||
} else {
|
||||
enterPos = rightEntryPos;
|
||||
m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
|
||||
}
|
||||
} else if (distRightEntry < distLeftEntry) {
|
||||
enterPos = rightEntryPos;
|
||||
m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
|
||||
} else {
|
||||
enterPos = leftEntryPos;
|
||||
m_vehEnterType = TRAIN_POS_LEFT_ENTRY;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
uint8
|
||||
CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
|
||||
{
|
||||
GetNearestTrainPedPosition(train, doorPos);
|
||||
/*
|
||||
// Not used.
|
||||
CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex);
|
||||
CMatrix trainMat = CMatrix(train->GetMatrix());
|
||||
|
||||
doorPos = trainModel->m_positions[m_vehEnterType];
|
||||
doorPos.x -= 1.5f;
|
||||
doorPos = Multiply3x3(trainMat, doorPos);
|
||||
doorPos += train->GetPosition();
|
||||
*/
|
||||
return 1;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::LineUpPedWithTrain(void)
|
||||
{
|
||||
CVector lineUpPos;
|
||||
CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex);
|
||||
CVector enterOffset(1.5f, 0.0f, -0.2f);
|
||||
|
||||
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
|
||||
m_fRotationDest = m_fRotationCur;
|
||||
|
||||
if (!bInVehicle) {
|
||||
GetNearestTrainDoor(m_pMyVehicle, lineUpPos);
|
||||
lineUpPos.z += 0.2f;
|
||||
} else {
|
||||
if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) {
|
||||
|
||||
lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset;
|
||||
|
||||
} else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) {
|
||||
|
||||
lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset;
|
||||
|
||||
} else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) {
|
||||
|
||||
lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset;
|
||||
}
|
||||
lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos);
|
||||
lineUpPos += m_pMyVehicle->GetPosition();
|
||||
}
|
||||
|
||||
if (m_pVehicleAnim) {
|
||||
float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
|
||||
lineUpPos += (GetPosition() - lineUpPos) * percentageLeft;
|
||||
}
|
||||
|
||||
GetPosition() = lineUpPos;
|
||||
// CVector pedPos = GetPosition();
|
||||
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
|
||||
GetPosition() += lineUpPos;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::EnterTrain(void)
|
||||
{
|
||||
LineUpPedWithTrain();
|
||||
}
|
||||
|
||||
void
|
||||
CPed::ExitTrain(void)
|
||||
{
|
||||
LineUpPedWithTrain();
|
||||
}
|
||||
|
||||
void
|
||||
CPed::ExitCar(void)
|
||||
{
|
||||
if (!m_pVehicleAnim)
|
||||
return;
|
||||
|
||||
AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId;
|
||||
float animTime = m_pVehicleAnim->currentTime;
|
||||
|
||||
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime);
|
||||
|
||||
if (m_pSeekTarget) {
|
||||
// Car is upside down
|
||||
if (m_pMyVehicle->GetUp().z > -0.8f) {
|
||||
if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f)
|
||||
LineUpPedWithCar((m_pMyVehicle->m_modelIndex == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
|
||||
else
|
||||
LineUpPedWithCar(LINE_UP_TO_CAR_END);
|
||||
} else {
|
||||
LineUpPedWithCar(LINE_UP_TO_CAR_END);
|
||||
}
|
||||
}
|
||||
|
||||
// If there is someone in front of the door, make him fall while we exit.
|
||||
if (m_nPedState == PED_EXIT_CAR) {
|
||||
CPed *foundPed = nil;
|
||||
for (int i = 0; i < m_numNearPeds; i++) {
|
||||
if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) {
|
||||
foundPed = m_nearPeds[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (foundPed && animTime > 0.4f && foundPed->IsPedInControl())
|
||||
foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::Fall(void)
|
||||
{
|
||||
if (m_getUpTimer != -1 && CTimer::GetTimeInMilliseconds() > m_getUpTimer)
|
||||
ClearFall();
|
||||
}
|
||||
|
||||
void
|
||||
CPed::Fight(void)
|
||||
{
|
||||
CAnimBlendAssociation *currentAssoc = nil, *animAssoc;
|
||||
bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
|
||||
float angleToFace, nextAngle;
|
||||
bool goForward = false;
|
||||
int nextFightMove;
|
||||
|
||||
switch (m_lastFightMove) {
|
||||
case FIGHTMOVE_NULL:
|
||||
return;
|
||||
case FIGHTMOVE_IDLE2NORM:
|
||||
m_lastFightMove = FIGHTMOVE_NULL;
|
||||
RestorePreviousState();
|
||||
break;
|
||||
case FIGHTMOVE_IDLE:
|
||||
// currentAssoc = nil;
|
||||
break;
|
||||
default:
|
||||
currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!bIsAttacking && IsPlayer()) {
|
||||
if (currentAssoc) {
|
||||
currentAssoc->blendDelta = -1000.0f;
|
||||
currentAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
||||
currentAssoc->flags &= ~ASSOC_RUNNING;
|
||||
}
|
||||
if (m_takeAStepAfterAttack)
|
||||
EndFight(ENDFIGHT_WITH_A_STEP);
|
||||
else
|
||||
EndFight(ENDFIGHT_FAST);
|
||||
|
||||
} else if (currentAssoc && m_fightUnk2 > -2) {
|
||||
float animTime = currentAssoc->currentTime;
|
||||
FightMove &curMove = tFightMoves[m_lastFightMove];
|
||||
if (curMove.hitLevel != 0 && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightUnk2 >= 0) {
|
||||
|
||||
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
|
||||
RwFrame *touchingFrame = nil;
|
||||
|
||||
switch (m_lastFightMove) {
|
||||
case FIGHTMOVE_STDPUNCH:
|
||||
case FIGHTMOVE_PUNCHHOOK:
|
||||
case FIGHTMOVE_BODYBLOW:
|
||||
touchingFrame = GetNodeFrame(PED_HANDR);
|
||||
break;
|
||||
case FIGHTMOVE_IDLE:
|
||||
case FIGHTMOVE_SHUFFLE_F:
|
||||
break;
|
||||
case FIGHTMOVE_KNEE:
|
||||
touchingFrame = GetNodeFrame(PED_LOWERLEGR);
|
||||
break;
|
||||
case FIGHTMOVE_HEADBUTT:
|
||||
touchingFrame = GetNodeFrame(PED_HEAD);
|
||||
break;
|
||||
case FIGHTMOVE_PUNCHJAB:
|
||||
touchingFrame = GetNodeFrame(PED_HANDL);
|
||||
break;
|
||||
case FIGHTMOVE_KICK:
|
||||
case FIGHTMOVE_LONGKICK:
|
||||
case FIGHTMOVE_ROUNDHOUSE:
|
||||
case FIGHTMOVE_GROUNDKICK:
|
||||
touchingFrame = GetNodeFrame(PED_FOOTR);
|
||||
break;
|
||||
}
|
||||
while (touchingFrame) {
|
||||
RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame));
|
||||
touchingFrame = RwFrameGetParent(touchingFrame);
|
||||
}
|
||||
|
||||
if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
|
||||
touchingNodePos += 0.1f * GetForward();
|
||||
} else if (m_lastFightMove == FIGHTMOVE_PUNCHHOOK) {
|
||||
touchingNodePos += 0.22f * GetForward();
|
||||
}
|
||||
FightStrike(touchingNodePos);
|
||||
m_fightButtonPressure = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (curMove.hitLevel != 0) {
|
||||
if (animTime > curMove.endFireTime) {
|
||||
if (IsPlayer())
|
||||
currentAssoc->speed = 1.0f;
|
||||
else
|
||||
currentAssoc->speed = 0.8f;
|
||||
}
|
||||
|
||||
if (IsPlayer() && !nPlayerInComboMove) {
|
||||
if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curMove.animId, 8.0f);
|
||||
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
||||
animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
|
||||
m_fightButtonPressure = 0;
|
||||
nPlayerInComboMove = 1;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (curMove.startFireTime > 0.0f && m_lastFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) {
|
||||
if (IsPlayer())
|
||||
currentAssoc->speed = 1.3f;
|
||||
else
|
||||
currentAssoc->speed = 0.8f;
|
||||
}
|
||||
}
|
||||
} else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
|
||||
EndFight(ENDFIGHT_FAST);
|
||||
|
||||
} else if (m_fightButtonPressure != 0) {
|
||||
bool canAffectMultiplePeople = true;
|
||||
nextAngle = m_fRotationCur;
|
||||
bool kickGround = false;
|
||||
float angleForGroundKick = 0.0f;
|
||||
CPed *pedOnGround = nil;
|
||||
|
||||
Say(SOUND_PED_ATTACK);
|
||||
|
||||
if (IsPlayer()) {
|
||||
canRoundhouse = false;
|
||||
punchOnly = false;
|
||||
canKick = true;
|
||||
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
|
||||
hasShoppingBags = false;
|
||||
canKneeHead = true;
|
||||
nPlayerInComboMove = 0;
|
||||
} else {
|
||||
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
|
||||
uint16 pedFeatures = m_pedStats->m_flags;
|
||||
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
|
||||
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
|
||||
canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD;
|
||||
canKick = pedFeatures & STAT_CAN_KICK;
|
||||
hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS;
|
||||
}
|
||||
|
||||
// Attack isn't scripted, find the victim
|
||||
if (IsPlayer() || !m_pedInObjective) {
|
||||
|
||||
for (int i = 0; i < m_numNearPeds; i++) {
|
||||
|
||||
CPed *nearPed = m_nearPeds[i];
|
||||
float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude();
|
||||
if (nearPedDist < 3.0f) {
|
||||
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
nearPed->GetPosition().x, nearPed->GetPosition().y,
|
||||
GetPosition().x, GetPosition().y);
|
||||
|
||||
nextAngle = CGeneral::LimitRadianAngle(angleToFace);
|
||||
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
||||
|
||||
float neededTurn = Abs(nextAngle - m_fRotationCur);
|
||||
if (neededTurn > PI)
|
||||
neededTurn = TWOPI - neededTurn;
|
||||
|
||||
PedState nearPedState = nearPed->m_nPedState;
|
||||
if (nearPedState != PED_FALL && nearPedState != PED_GETUP && nearPedState != PED_DIE && nearPedState != PED_DEAD) {
|
||||
|
||||
if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) {
|
||||
canAffectMultiplePeople = false;
|
||||
} else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) {
|
||||
|
||||
if (nearPedDist < 1.7f
|
||||
&& neededTurn < DEGTORAD(35.0f)
|
||||
&& (canKick || hasShoppingBags)) {
|
||||
|
||||
nextFightMove = FIGHTMOVE_KICK;
|
||||
if (hasShoppingBags) {
|
||||
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
||||
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
|
||||
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
||||
}
|
||||
canAffectMultiplePeople = false;
|
||||
} else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) {
|
||||
canAffectMultiplePeople = false;
|
||||
nextFightMove = FIGHTMOVE_LONGKICK;
|
||||
} else if (neededTurn < DEGTORAD(30.0f)) {
|
||||
goForward = true;
|
||||
}
|
||||
} else {
|
||||
nextFightMove += 2; // Makes it 6 or 7
|
||||
if (punchOnly)
|
||||
nextFightMove = FIGHTMOVE_PUNCHJAB;
|
||||
|
||||
canAffectMultiplePeople = false;
|
||||
}
|
||||
} else if (!CGame::nastyGame
|
||||
|| nearPedDist >= 1.3f
|
||||
|| neededTurn >= DEGTORAD(55.0f)
|
||||
|| punchOnly) {
|
||||
|
||||
if (nearPedDist > 0.8f
|
||||
&& nearPedDist < 3.0f
|
||||
&& neededTurn < DEGTORAD(30.0f)) {
|
||||
goForward = true;
|
||||
}
|
||||
|
||||
} else if (nearPedState != PED_DEAD || pedOnGround) {
|
||||
if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
|
||||
canAffectMultiplePeople = false;
|
||||
nextFightMove = FIGHTMOVE_GROUNDKICK;
|
||||
}
|
||||
|
||||
} else {
|
||||
pedOnGround = nearPed;
|
||||
kickGround = true;
|
||||
angleForGroundKick = nextAngle;
|
||||
}
|
||||
}
|
||||
|
||||
if (!canAffectMultiplePeople) {
|
||||
m_fRotationDest = nextAngle;
|
||||
if (IsPlayer()) {
|
||||
m_fRotationCur = m_fRotationDest;
|
||||
m_lookTimer = 0;
|
||||
SetLookFlag(nearPed, 1);
|
||||
SetLookTimer(1500);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Because we're in a scripted fight with some particular ped.
|
||||
canAffectMultiplePeople = false;
|
||||
|
||||
float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude();
|
||||
if (hasShoppingBags) {
|
||||
if (fightingPedDist >= 1.7f)
|
||||
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
||||
else
|
||||
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
||||
|
||||
} else if (punchOnly) {
|
||||
if (fightingPedDist >= 1.3f)
|
||||
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
||||
else
|
||||
nextFightMove = FIGHTMOVE_PUNCHJAB;
|
||||
|
||||
} else if (fightingPedDist >= 3.0f) {
|
||||
nextFightMove = FIGHTMOVE_STDPUNCH;
|
||||
|
||||
} else {
|
||||
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||
m_pedInObjective->GetPosition().x,
|
||||
m_pedInObjective->GetPosition().y,
|
||||
GetPosition().x,
|
||||
GetPosition().y);
|
||||
|
||||
nextAngle = CGeneral::LimitRadianAngle(angleToFace);
|
||||
m_fRotationDest = nextAngle;
|
||||
m_fRotationCur = m_fRotationDest;
|
||||
PedState fightingPedState = m_pedInObjective->m_nPedState;
|
||||
if (fightingPedState != PED_FALL && fightingPedState != PED_GETUP && fightingPedState != PED_DIE && fightingPedState != PED_DEAD) {
|
||||
|
||||
if (fightingPedDist >= 0.8f || !canKneeHead) {
|
||||
|
||||
if (fightingPedDist >= 1.3f) {
|
||||
|
||||
if (fightingPedDist < 1.7f && canKick) {
|
||||
nextFightMove = FIGHTMOVE_KICK;
|
||||
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
|
||||
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
||||
|
||||
} else if (fightingPedDist < 2.0f && canKick) {
|
||||
nextFightMove += 5; // Makes it 9 or 10
|
||||
|
||||
} else {
|
||||
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
||||
|
||||
}
|
||||
} else {
|
||||
nextFightMove += 2; // Makes it 6 or 7
|
||||
}
|
||||
}
|
||||
} else if (!CGame::nastyGame
|
||||
|| fightingPedDist >= 1.3f
|
||||
|| m_pedInObjective->IsPlayer()
|
||||
|| m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
|
||||
nextFightMove = FIGHTMOVE_IDLE;
|
||||
} else {
|
||||
nextFightMove = FIGHTMOVE_GROUNDKICK;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (canAffectMultiplePeople) {
|
||||
if (kickGround && IsPlayer()) {
|
||||
m_fRotationDest = angleForGroundKick;
|
||||
nextFightMove = FIGHTMOVE_GROUNDKICK;
|
||||
m_fRotationCur = m_fRotationDest;
|
||||
m_lookTimer = 0;
|
||||
SetLookFlag(pedOnGround, 1);
|
||||
SetLookTimer(1500);
|
||||
} else if (goForward) {
|
||||
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
||||
} else {
|
||||
nextFightMove = FIGHTMOVE_STDPUNCH;
|
||||
}
|
||||
}
|
||||
|
||||
if (nextFightMove != FIGHTMOVE_IDLE) {
|
||||
m_lastFightMove = (PedFightMoves) nextFightMove;
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
|
||||
|
||||
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
||||
if (m_fightUnk2 == -2 && animAssoc->currentTime == 0.0f) {
|
||||
animAssoc->SetCurrentTime(0.0f);
|
||||
animAssoc->SetRun();
|
||||
}
|
||||
m_fightButtonPressure = 0;
|
||||
}
|
||||
m_fightUnk2 = 0;
|
||||
} else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F
|
||||
#ifndef FIX_BUGS
|
||||
&& CheckForPedsOnGroundToAttack(this, nil) == 4) {
|
||||
#else
|
||||
&& CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
|
||||
#endif
|
||||
m_lastFightMove = FIGHTMOVE_SHUFFLE_F;
|
||||
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
|
||||
|
||||
if (animAssoc) {
|
||||
animAssoc->SetCurrentTime(0.0f);
|
||||
animAssoc->blendDelta = 4.0f;
|
||||
animAssoc->SetRun();
|
||||
} else {
|
||||
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f);
|
||||
}
|
||||
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
||||
m_fightUnk2 = 0;
|
||||
m_fightButtonPressure = 0;
|
||||
m_takeAStepAfterAttack = false;
|
||||
|
||||
} else if (m_takeAStepAfterAttack) {
|
||||
EndFight(ENDFIGHT_FAST);
|
||||
|
||||
} else if (m_lastFightMove == FIGHTMOVE_IDLE) {
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
||||
EndFight(ENDFIGHT_NORMAL);
|
||||
}
|
||||
|
||||
} else {
|
||||
m_lastFightMove = FIGHTMOVE_IDLE;
|
||||
if (IsPlayer())
|
||||
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
|
||||
else
|
||||
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
||||
}
|
||||
}
|
||||
|
||||
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); }
|
||||
@ -5880,4 +6438,10 @@ STARTPATCHES
|
||||
InjectHook(0x4EB5C0, &CPed::DoesLOSBulletHitPed, PATCH_JUMP);
|
||||
InjectHook(0x4E3EC0, &CPed::DuckAndCover, PATCH_JUMP);
|
||||
InjectHook(0x4E8D30, &CPed::EndFight, PATCH_JUMP);
|
||||
InjectHook(0x4E0D30, &CPed::EnterCar, PATCH_JUMP);
|
||||
InjectHook(0x4E2E50, &CPed::GetNearestTrainPedPosition, PATCH_JUMP);
|
||||
InjectHook(0x4E2D70, &CPed::GetNearestTrainDoor, PATCH_JUMP);
|
||||
InjectHook(0x4E33D0, &CPed::LineUpPedWithTrain, PATCH_JUMP);
|
||||
InjectHook(0x4E18D0, &CPed::ExitCar, PATCH_JUMP);
|
||||
InjectHook(0x4E7EE0, &CPed::Fight, PATCH_JUMP);
|
||||
ENDPATCHES
|
@ -22,6 +22,13 @@ struct CPedAudioData
|
||||
int m_nMaxRandomDelayTime;
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
ENDFIGHT_NORMAL,
|
||||
ENDFIGHT_WITH_A_STEP,
|
||||
ENDFIGHT_FAST
|
||||
};
|
||||
|
||||
struct FightMove
|
||||
{
|
||||
AnimationId animId;
|
||||
@ -152,7 +159,7 @@ enum PedLineUpPhase {
|
||||
|
||||
enum PedOnGroundState {
|
||||
NO_PED,
|
||||
PED_BELOW_PLAYER,
|
||||
PED_IN_FRONT_OF_ATTACKER,
|
||||
PED_ON_THE_FLOOR,
|
||||
PED_DEAD_ON_THE_FLOOR
|
||||
};
|
||||
@ -241,7 +248,7 @@ public:
|
||||
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
|
||||
uint8 bIsStanding : 1;
|
||||
uint8 m_ped_flagA2 : 1;
|
||||
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
||||
uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
||||
uint8 bIsPointingGunAt : 1;
|
||||
uint8 bIsLooking : 1;
|
||||
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
|
||||
@ -418,7 +425,7 @@ public:
|
||||
PedFightMoves m_lastFightMove;
|
||||
uint8 m_fightButtonPressure;
|
||||
int8 m_fightUnk2; // TODO
|
||||
uint8 m_fightUnk1; // TODO
|
||||
bool m_takeAStepAfterAttack;
|
||||
uint8 pad_4B3;
|
||||
CFire *m_pFire;
|
||||
CEntity *m_pLookTarget;
|
||||
@ -429,7 +436,7 @@ public:
|
||||
uint32 m_lookTimer;
|
||||
uint32 m_standardTimer;
|
||||
uint32 m_attackTimer;
|
||||
uint32 m_lastHitTime;
|
||||
uint32 m_lastHitTime; // obviously not correct
|
||||
uint32 m_hitRecoverTimer;
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
@ -584,6 +591,12 @@ public:
|
||||
uint8 DoesLOSBulletHitPed(CColPoint &point);
|
||||
bool DuckAndCover(void);
|
||||
void EndFight(uint8);
|
||||
void EnterCar(void);
|
||||
uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
|
||||
uint8 GetNearestTrainDoor(CVehicle*, CVector&);
|
||||
void LineUpPedWithTrain(void);
|
||||
void ExitCar(void);
|
||||
void Fight(void);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
@ -641,6 +654,9 @@ public:
|
||||
void SetPedStats(ePedStats);
|
||||
bool IsGangMember(void);
|
||||
void Die(void);
|
||||
void EnterTrain(void);
|
||||
void ExitTrain(void);
|
||||
void Fall(void);
|
||||
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
@ -659,9 +675,13 @@ public:
|
||||
static bool &bPedCheat2;
|
||||
static bool &bPedCheat3;
|
||||
static CColPoint &ms_tempColPoint;
|
||||
static uint16 &unknownFightThing; // TODO
|
||||
static FightMove (&ms_fightMoves)[24];
|
||||
static uint16 &nPlayerInComboMove;
|
||||
static FightMove (&tFightMoves)[24];
|
||||
static CPedAudioData (&PedAudioData)[38];
|
||||
|
||||
#ifndef FINAL
|
||||
static bool bUnusedFightThingOnPlayer;
|
||||
#endif
|
||||
};
|
||||
|
||||
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
Loading…
Reference in New Issue
Block a user