mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 01:29:16 +01:00
Merge branch 'master' into audio3
This commit is contained in:
commit
9d13ab28a8
@ -1254,7 +1254,8 @@ CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
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Source.z += HeightFixerCarsObscuring;
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}
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bool CCam::Using3rdPersonMouseCam()
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bool
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CCam::Using3rdPersonMouseCam()
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{
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return CCamera::m_bUseMouse3rdPerson &&
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(Mode == MODE_FOLLOWPED ||
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@ -1263,6 +1264,16 @@ bool CCam::Using3rdPersonMouseCam()
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Mode != MODE_TOPDOWN1 && this->CamTargetEntity == FindPlayerPed());
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}
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bool
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CCam::GetWeaponFirstPersonOn()
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{
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CEntity *target = this->CamTargetEntity;
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if (target && target->IsPed())
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return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
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return false;
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}
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STARTPATCHES
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InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
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|
@ -171,6 +171,7 @@ struct CCam
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void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
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void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
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bool Using3rdPersonMouseCam();
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bool GetWeaponFirstPersonOn();
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void Process_Debug(float *vec, float a, float b, float c);
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void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);
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|
@ -4,10 +4,6 @@ class CGeneral
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{
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public:
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static float GetATanOfXY(float x, float y){
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// why exactly doesn't this work?
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// if(y >= 0.0f) return atan2(x, y);
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// return atan2(x, y) + 2*M_PI;
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if(x == 0.0f && y == 0.0f)
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return 0.0f;
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float xabs = fabs(x);
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@ -42,13 +38,14 @@ public:
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static float LimitRadianAngle(float angle)
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{
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float result;
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if (angle < -25.0f)
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angle = -25.0f;
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if (angle > 25.0f)
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angle = 25.0f;
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float result = angle;
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result = -25.0f;
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else if (angle > 25.0f)
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result = 25.0f;
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else
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result = angle;
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while (result >= PI) {
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result -= 2 * PI;
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@ -71,7 +68,7 @@ public:
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if (x > 0.0f) {
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if (y > 0.0f)
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return 2 * PI - atan2(x / y, 1.0f);
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return PI - atan2(x / y, 1.0f);
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else
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return -atan2(x / y, 1.0f);
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} else {
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@ -84,7 +81,7 @@ public:
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// not too sure about all these...
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static uint16 GetRandomNumber(void)
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{ return myrand() & 0xFFFF; }
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{ return myrand() & MYRAND_MAX; }
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// Probably don't want to ever reach high
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static float GetRandomNumberInRange(float low, float high)
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{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
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|
@ -5,4 +5,4 @@ class CStats
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public:
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static int32 &DaysPassed;
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static int32 &HeadShots;
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};
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};
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|
@ -85,7 +85,7 @@ enum Config {
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#elif defined GTA_PC
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# define GTA3_1_1_PATCH
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# ifdef GTA_PS2_STUFF
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# define USE_PS2_RAND
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//# define USE_PS2_RAND // this is unsafe until we have the game reversed
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# define RANDOMSPLASH // use random splash as on PS2
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# define PS2_MATFX
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# endif
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|
@ -10,3 +10,4 @@ float &CPopulation::PedDensityMultiplier = *(float*)0x5FA56C;
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WRAPPER void CPopulation::UpdatePedCount(uint32, bool) { EAXJMP(0x4F5A60); }
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WRAPPER void CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool) { EAXJMP(0x4F6200); }
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WRAPPER CPed *CPopulation::AddPedInCar(CVehicle *vehicle) { EAXJMP(0x4F5800); }
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|
@ -1,6 +1,7 @@
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#pragma once
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#include "PedType.h"
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class CPed;
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class CVehicle;
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struct PedGroup
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{
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@ -17,4 +18,5 @@ public:
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static void UpdatePedCount(uint32, bool);
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static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);
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static CPed *AddPedInCar(CVehicle *vehicle);
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};
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|
@ -717,7 +717,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
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car->m_DamageManager.SetDoorStatus(CDamageManager::CAR_DOOR_RR, 3);
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car->SetDoorDamage(12, CDamageManager::CAR_DOOR_RR, true);
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}
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vehicle->m_veh_flagA10 = true;
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vehicle->bEngineOn = true;
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if (vehicle->IsCar())
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((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4;
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CWorld::Remove(vehicle);
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|
@ -1,5 +1,6 @@
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#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "Pools.h"
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#include "Particle.h"
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#include "Stats.h"
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@ -18,6 +19,10 @@
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#include "Weather.h"
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#include "CullZones.h"
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#include "Population.h"
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#include "Renderer.h"
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#include "Lights.h"
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#include "PointLights.h"
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#include "Pad.h"
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WRAPPER void CPed::QuitEnteringCar() { EAXJMP(0x4E0E00); }
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WRAPPER void CPed::KillPedWithCar(CVehicle* veh, float impulse) { EAXJMP(0x4EC430); }
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@ -30,11 +35,8 @@ WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dra
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WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); }
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WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
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WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
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WRAPPER void CPed::Teleport(CVector) { EAXJMP(0x4D3E70); }
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WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
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WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
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WRAPPER bool CPed::SetupLighting(void) { EAXJMP(0x4A7D30); }
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WRAPPER void CPed::RemoveLighting(bool) { EAXJMP(0x4A7DC0); }
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WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
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WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
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@ -102,7 +104,7 @@ CPed::FlagToDestroyWhenNextProcessed(void)
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}
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bInVehicle = false;
|
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m_pMyVehicle = nil;
|
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if (m_nCreatedBy == 2) /* TODO: enum (MISSION) */
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if (CharCreatedBy == MISSION_CHAR)
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m_nPedState = PED_DEAD;
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else
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m_nPedState = PED_NONE;
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@ -279,12 +281,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_talkTimer = 0;
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m_talkTypeLast = 167;
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m_talkType = 167;
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m_objective = 0;
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m_prevObjective = 0;
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m_nCreatedBy = 1;
|
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field_180 = 0;
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m_field_16C = nil;
|
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field_170 = 0;
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m_objective = OBJECTIVE_NONE;
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m_prevObjective = OBJECTIVE_NONE;
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CharCreatedBy = RANDOM_CHAR;
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m_leader = nil;
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m_pedInObjective = nil;
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m_carInObjective = nil;
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bInVehicle = 0;
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m_pMyVehicle = nil;
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m_pVehicleAnim = nil;
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@ -307,8 +309,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_lastHitTime = 0;
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m_hitRecoverTimer = 0;
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field_4E8 = 0;
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m_movedX = 0;
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m_movedY = 0;
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m_moved = CVector2D(0.0f, 0.0f);
|
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m_fRotationCur = 0.0f;
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m_headingRate = 15.0f;
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m_fRotationDest = 0.0f;
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@ -334,13 +335,13 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_pCollidingEntity = nil;
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m_nPedState = PED_IDLE;
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m_nLastPedState = PED_NONE;
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m_nMoveState = 1;
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m_nMoveState = PEDMOVE_STILL;
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m_nStoredActionState = 0;
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m_pFire = nil;
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m_pPointGunAt = nil;
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m_pLookTarget = 0;
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m_pLookTarget = nil;
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m_fLookDirection = 0.0f;
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m_pCurSurface = 0;
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m_pCurSurface = nil;
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m_targetUnused = nil;
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m_nPathNodes = 0;
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m_nCurPathNode = 0;
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@ -630,6 +631,21 @@ CPed::CanSetPedState(void)
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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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bool
|
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CPed::IsPedInControl(void)
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{
|
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return m_nPedState <= PED_STATES_NO_AI
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&& !m_ped_flagB8 && !m_ped_flagB10
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&& m_fHealth > 0.0f;
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}
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bool
|
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CPed::CanStrafeOrMouseControl(void)
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{
|
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return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
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m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
|
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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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@ -847,7 +863,7 @@ CPed::Avoid(void)
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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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|
||||
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
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if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
|
||||
|
||||
// Check if this ped wants to avoid the nearest one
|
||||
if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
|
||||
@ -1325,13 +1341,13 @@ CPed::BeingDraggedFromCar(void)
|
||||
if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
|
||||
if (m_ped_flagF10) {
|
||||
enterAnim = ANIM_CAR_QJACKED;
|
||||
} else if (m_pMyVehicle->bIsLow) {
|
||||
} else if (m_pMyVehicle->bLowVehicle) {
|
||||
enterAnim = ANIM_CAR_LJACKED_LHS;
|
||||
} else {
|
||||
enterAnim = ANIM_CAR_JACKED_LHS;
|
||||
}
|
||||
} else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
|
||||
if (m_pMyVehicle->bIsLow)
|
||||
if (m_pMyVehicle->bLowVehicle)
|
||||
enterAnim = ANIM_CAR_LJACKED_RHS;
|
||||
else
|
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enterAnim = ANIM_CAR_JACKED_RHS;
|
||||
@ -1454,7 +1470,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enter
|
||||
vehDoorOffset = offsetToOpenVanDoor;
|
||||
} else {
|
||||
seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult;
|
||||
if (veh->bIsLow) {
|
||||
if (veh->bLowVehicle) {
|
||||
vehDoorOffset = offsetToOpenLowCarDoor;
|
||||
} else {
|
||||
vehDoorOffset = offsetToOpenRegularCarDoor;
|
||||
@ -2037,15 +2053,496 @@ CPed::SetModelIndex(uint32 mi)
|
||||
RpAnimBlendClumpInit((RpClump*) m_rwObject);
|
||||
RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames);
|
||||
CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
|
||||
SetPedStats(static_cast<ePedStats>(modelInfo->m_pedStatType));
|
||||
SetPedStats((ePedStats) modelInfo->m_pedStatType);
|
||||
m_headingRate = m_pedStats->m_headingChangeRate;
|
||||
m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup);
|
||||
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
|
||||
CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
|
||||
|
||||
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
|
||||
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::RemoveLighting(bool reset)
|
||||
{
|
||||
CRenderer::RemoveVehiclePedLights(this, reset);
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::SetupLighting(void)
|
||||
{
|
||||
ActivateDirectional();
|
||||
SetAmbientColoursForPedsCarsAndObjects();
|
||||
if (bRenderScorched) {
|
||||
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
|
||||
} else {
|
||||
// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
|
||||
float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
|
||||
if (!bHasBlip && lightMult != 1.0f) {
|
||||
SetAmbientAndDirectionalColours(lightMult);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::Teleport(CVector pos)
|
||||
{
|
||||
CWorld::Remove(this);
|
||||
GetPosition() = pos;
|
||||
bIsStanding = false;
|
||||
m_nPedStateTimer = 0;
|
||||
m_actionX = 0.0f;
|
||||
m_actionY = 0.0f;
|
||||
m_pDamageEntity = nil;
|
||||
CWorld::Add(this);
|
||||
}
|
||||
|
||||
void
|
||||
CPed::CalculateNewOrientation(void)
|
||||
{
|
||||
if (CReplay::IsPlayingBack() || !IsPedInControl())
|
||||
return;
|
||||
|
||||
CVector pos = *GetPosition();
|
||||
|
||||
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
|
||||
|
||||
// Because SetRotate makes pos. all 0
|
||||
GetPosition() = pos;
|
||||
}
|
||||
|
||||
float
|
||||
CPed::WorkOutHeadingForMovingFirstPerson(float offset)
|
||||
{
|
||||
if (!IsPlayer())
|
||||
return 0.0f;
|
||||
|
||||
CPad *pad0 = CPad::GetPad(0);
|
||||
float leftRight = pad0->GetPedWalkLeftRight();
|
||||
float upDown = pad0->GetPedWalkUpDown();
|
||||
float &angle = ((CPlayerPed*)this)->m_fWalkAngle;
|
||||
|
||||
if (upDown != 0.0f) {
|
||||
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
|
||||
} else {
|
||||
if (leftRight < 0.0f)
|
||||
angle = 0.5 * PI;
|
||||
else if (leftRight > 0.0f)
|
||||
angle = -0.5 * PI;
|
||||
}
|
||||
|
||||
return CGeneral::LimitRadianAngle(offset + angle);
|
||||
}
|
||||
|
||||
void
|
||||
CPed::CalculateNewVelocity(void)
|
||||
{
|
||||
if (IsPedInControl()) {
|
||||
float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
|
||||
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
||||
float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
||||
|
||||
if (m_fRotationCur - PI > limitedRotDest) {
|
||||
limitedRotDest += 2 * PI;
|
||||
} else if(PI + m_fRotationCur < limitedRotDest) {
|
||||
limitedRotDest -= 2 * PI;
|
||||
}
|
||||
|
||||
if (IsPlayer() && m_nPedState == PED_ATTACK)
|
||||
headAmount /= 4.0f;
|
||||
|
||||
float neededTurn = limitedRotDest - m_fRotationCur;
|
||||
if (neededTurn <= headAmount) {
|
||||
if (neededTurn > (-headAmount))
|
||||
m_fRotationCur += neededTurn;
|
||||
else
|
||||
m_fRotationCur -= headAmount;
|
||||
} else {
|
||||
m_fRotationCur += headAmount;
|
||||
}
|
||||
}
|
||||
|
||||
CVector2D forward(sin(m_fRotationCur), cos(m_fRotationCur));
|
||||
|
||||
m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * cos(m_fRotationCur)) + -sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
|
||||
m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * sin(m_fRotationCur));
|
||||
|
||||
if (CTimer::GetTimeStep() >= 0.01f) {
|
||||
m_moved = m_moved * (1 / CTimer::GetTimeStep());
|
||||
} else {
|
||||
m_moved = m_moved * (1 / 100.0f);
|
||||
}
|
||||
|
||||
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|
||||
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
|
||||
return;
|
||||
|
||||
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
|
||||
float pedSpeed = m_moved.Magnitude();
|
||||
float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);
|
||||
|
||||
if (localWalkAngle < -0.5 * PI) {
|
||||
localWalkAngle += PI;
|
||||
} else if (localWalkAngle > 0.5 * PI) {
|
||||
localWalkAngle -= PI;
|
||||
}
|
||||
|
||||
// Interestingly this part is responsible for diagonal walking.
|
||||
if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
|
||||
TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
|
||||
m_moved = CVector2D(-sin(walkAngle), cos(walkAngle)) * pedSpeed;
|
||||
}
|
||||
|
||||
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE);
|
||||
CAnimBlendAssociation* fightAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_FIGHT_IDLE);
|
||||
|
||||
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
|
||||
LimbOrientation newUpperLegs;
|
||||
newUpperLegs.phi = localWalkAngle;
|
||||
|
||||
if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
|
||||
newUpperLegs.phi += PI;
|
||||
} else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
|
||||
newUpperLegs.phi -= PI;
|
||||
}
|
||||
|
||||
if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
|
||||
newUpperLegs.theta = 0.0f;
|
||||
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
|
||||
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::CanBeDeleted(void)
|
||||
{
|
||||
if (this->bInVehicle)
|
||||
return false;
|
||||
|
||||
switch (CharCreatedBy) {
|
||||
case RANDOM_CHAR:
|
||||
return true;
|
||||
case MISSION_CHAR:
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::CanPedDriveOff(void)
|
||||
{
|
||||
if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < m_numNearPeds; i++) {
|
||||
CPed *ped = m_nearPeds[i];
|
||||
if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) {
|
||||
m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// I couldn't find where it is used.
|
||||
bool
|
||||
CPed::CanPedJumpThis(int32 unused)
|
||||
{
|
||||
CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
|
||||
CVector pos = GetPosition();
|
||||
// wat?
|
||||
CVector forwardPos(
|
||||
forward.x + pos.x,
|
||||
forward.y + pos.y,
|
||||
pos.z);
|
||||
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::CanPedReturnToState(void)
|
||||
{
|
||||
return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
|
||||
m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::CanSeeEntity(CEntity *entity, float threshold)
|
||||
{
|
||||
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
|
||||
entity->GetPosition().x,
|
||||
entity->GetPosition().x,
|
||||
GetPosition().x,
|
||||
GetPosition().y);
|
||||
|
||||
if (neededAngle < 0.0f)
|
||||
neededAngle += 2 * PI;
|
||||
else if (neededAngle > 2 * PI)
|
||||
neededAngle -= 2 * PI;
|
||||
|
||||
float ourAngle = m_fRotationCur;
|
||||
if (ourAngle < 0.0f)
|
||||
ourAngle += 2 * PI;
|
||||
else if (ourAngle > 2 * PI)
|
||||
ourAngle -= 2 * PI;
|
||||
|
||||
float neededTurn = fabs(neededAngle - ourAngle);
|
||||
|
||||
return neededTurn < threshold || 2 * PI - threshold < neededTurn;
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::IsTemporaryObjective(eObjective objective)
|
||||
{
|
||||
return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
|
||||
objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetMoveState(eMoveState state)
|
||||
{
|
||||
m_nMoveState = state;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetObjectiveTimer(int time)
|
||||
{
|
||||
if (time == 0) {
|
||||
m_objectiveTimer = 0;
|
||||
} else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
|
||||
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::ForceStoredObjective(eObjective objective)
|
||||
{
|
||||
if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
||||
m_prevObjective = m_objective;
|
||||
return;
|
||||
}
|
||||
|
||||
switch (m_objective)
|
||||
{
|
||||
case OBJECTIVE_FLEE_TILL_SAFE:
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
||||
case OBJECTIVE_RUN_TO_AREA:
|
||||
return;
|
||||
default:
|
||||
m_prevObjective = m_objective;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetStoredObjective(void)
|
||||
{
|
||||
if (m_objective == m_prevObjective)
|
||||
return;
|
||||
|
||||
switch (m_objective)
|
||||
{
|
||||
case OBJECTIVE_FLEE_TILL_SAFE:
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
||||
case OBJECTIVE_LEAVE_VEHICLE:
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
||||
case OBJECTIVE_RUN_TO_AREA:
|
||||
return;
|
||||
default:
|
||||
m_prevObjective = m_objective;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::RestorePreviousObjective(void)
|
||||
{
|
||||
if (m_objective == OBJECTIVE_NONE)
|
||||
return;
|
||||
|
||||
if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
||||
m_pedInObjective = nil;
|
||||
|
||||
if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
|
||||
m_objective = OBJECTIVE_NONE;
|
||||
if (m_pMyVehicle)
|
||||
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
||||
|
||||
} else {
|
||||
m_objective = m_prevObjective;
|
||||
m_prevObjective = OBJECTIVE_NONE;
|
||||
}
|
||||
m_ped_flagD40 = false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetLeader(CEntity *leader)
|
||||
{
|
||||
m_leader = (CPed*)leader;
|
||||
|
||||
if(m_leader)
|
||||
m_leader->RegisterReference((CEntity **)m_leader);
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetObjective(eObjective newObj, void *entity)
|
||||
{
|
||||
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
|
||||
return;
|
||||
|
||||
if (m_prevObjective == newObj) {
|
||||
// Why?
|
||||
if (m_prevObjective != OBJECTIVE_NONE)
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity == this)
|
||||
return;
|
||||
|
||||
SetObjectiveTimer(0);
|
||||
if (m_objective == newObj) {
|
||||
switch (newObj) {
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
||||
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
|
||||
case OBJECTIVE_FIGHT_CHAR:
|
||||
if (m_pedInObjective == entity)
|
||||
return;
|
||||
|
||||
break;
|
||||
case OBJECTIVE_LEAVE_VEHICLE:
|
||||
case OBJECTIVE_FLEE_CAR:
|
||||
return;
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
case OBJECTIVE_DESTROY_CAR:
|
||||
case OBJECTIVE_SOLICIT:
|
||||
case OBJECTIVE_BUY_ICE_CREAM:
|
||||
if (m_carInObjective == entity)
|
||||
return;
|
||||
|
||||
break;
|
||||
case OBJECTIVE_SET_LEADER:
|
||||
if (m_leader == entity)
|
||||
return;
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle)
|
||||
return;
|
||||
}
|
||||
|
||||
m_ped_flagD40 = false;
|
||||
if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) {
|
||||
if (m_objective != newObj) {
|
||||
if (IsTemporaryObjective(newObj))
|
||||
ForceStoredObjective(newObj);
|
||||
else
|
||||
SetStoredObjective();
|
||||
}
|
||||
m_objective = newObj;
|
||||
} else {
|
||||
m_prevObjective = newObj;
|
||||
}
|
||||
|
||||
switch (newObj) {
|
||||
case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
|
||||
|
||||
// In this special case, entity parameter isn't CEntity, but int.
|
||||
SetObjectiveTimer((int)entity);
|
||||
return;
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
||||
case OBJECTIVE_MUG_CHAR:
|
||||
m_pLastPathNode = nil;
|
||||
m_ped_flagD20 = false;
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_pedInObjective = (CPed*)entity;
|
||||
m_pedInObjective->RegisterReference((CEntity**)m_pedInObjective);
|
||||
m_pLookTarget = (CEntity*)entity;
|
||||
m_pLookTarget->RegisterReference((CEntity**)m_pLookTarget);
|
||||
return;
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FIGHT_CHAR:
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_pedInObjective = (CPed*)entity;
|
||||
m_pedInObjective->RegisterReference((CEntity**)m_pedInObjective);
|
||||
return;
|
||||
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
||||
m_pedInObjective = (CPed*)entity;
|
||||
m_pedInObjective->RegisterReference((CEntity**)m_pedInObjective);
|
||||
m_pedFormation = 1;
|
||||
return;
|
||||
case OBJECTIVE_LEAVE_VEHICLE:
|
||||
case OBJECTIVE_FLEE_CAR:
|
||||
m_carInObjective = (CVehicle*)entity;
|
||||
m_carInObjective->RegisterReference((CEntity **)m_carInObjective);
|
||||
if (!m_carInObjective->bIsBus || m_leaveCarTimer)
|
||||
return;
|
||||
break;
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
if (m_nMoveState == PEDMOVE_STILL)
|
||||
SetMoveState(PEDMOVE_RUN);
|
||||
|
||||
if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
|
||||
RestorePreviousObjective();
|
||||
return;
|
||||
}
|
||||
// fall through
|
||||
case OBJECTIVE_DESTROY_CAR:
|
||||
case OBJECTIVE_SOLICIT:
|
||||
case OBJECTIVE_BUY_ICE_CREAM:
|
||||
m_carInObjective = (CVehicle*)entity;
|
||||
m_carInObjective->RegisterReference((CEntity**)m_carInObjective);
|
||||
m_pSeekTarget = m_carInObjective;
|
||||
m_pSeekTarget->RegisterReference((CEntity**)m_pSeekTarget);
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
if (newObj == OBJECTIVE_SOLICIT) {
|
||||
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
||||
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
|
||||
(m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls)) {
|
||||
SetObjectiveTimer(14000);
|
||||
} else {
|
||||
m_objectiveTimer = 0;
|
||||
}
|
||||
return;
|
||||
case OBJECTIVE_SET_LEADER:
|
||||
SetLeader((CEntity*)entity);
|
||||
RestorePreviousObjective();
|
||||
return;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
for (int i=0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
|
||||
if (m_carInObjective->pPassengers[i] == this) {
|
||||
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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); }
|
||||
@ -2090,7 +2587,6 @@ STARTPATCHES
|
||||
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
|
||||
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
|
||||
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
|
||||
InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
|
||||
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
|
||||
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
|
||||
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
|
||||
@ -2104,7 +2600,16 @@ STARTPATCHES
|
||||
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
|
||||
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
|
||||
InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP);
|
||||
InjectHook(0x4C5330, &CPed::SetPedStats, PATCH_JUMP);
|
||||
InjectHook(0x4C52A0, &CPed::SetModelIndex_, PATCH_JUMP);
|
||||
InjectHook(0x4D6570, &CPed::FlagToDestroyWhenNextProcessed_, PATCH_JUMP);
|
||||
InjectHook(0x4A7D30, &CPed::SetupLighting_, PATCH_JUMP);
|
||||
InjectHook(0x4A7DC0, &CPed::RemoveLighting_, PATCH_JUMP);
|
||||
InjectHook(0x4D3E70, &CPed::Teleport_, PATCH_JUMP);
|
||||
InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP);
|
||||
InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP);
|
||||
InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP);
|
||||
InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP);
|
||||
InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP);
|
||||
InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP);
|
||||
InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -13,6 +13,45 @@
|
||||
|
||||
struct CPathNode;
|
||||
|
||||
enum eObjective {
|
||||
OBJECTIVE_NONE,
|
||||
OBJECTIVE_IDLE,
|
||||
OBJECTIVE_FLEE_TILL_SAFE,
|
||||
OBJECTIVE_GUARD_SPOT,
|
||||
OBJECTIVE_GUARD_AREA,
|
||||
OBJECTIVE_WAIT_IN_CAR,
|
||||
OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
|
||||
OBJECTIVE_KILL_CHAR_ON_FOOT,
|
||||
OBJECTIVE_KILL_CHAR_ANY_MEANS,
|
||||
OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
|
||||
OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
|
||||
OBJECTIVE_GOTO_CHAR_ON_FOOT,
|
||||
OBJECTIVE_FOLLOW_PED_IN_FORMATION,
|
||||
OBJECTIVE_LEAVE_VEHICLE,
|
||||
OBJECTIVE_ENTER_CAR_AS_PASSENGER,
|
||||
OBJECTIVE_ENTER_CAR_AS_DRIVER,
|
||||
OBJECTIVE_FOLLOW_CAR_IN_CAR,
|
||||
OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
|
||||
OBJECTIVE_DESTROY_OBJ,
|
||||
OBJECTIVE_DESTROY_CAR,
|
||||
OBJECTIVE_GOTO_AREA_ANY_MEANS,
|
||||
OBJECTIVE_GOTO_AREA_ON_FOOT,
|
||||
OBJECTIVE_RUN_TO_AREA,
|
||||
OBJECTIVE_23,
|
||||
OBJECTIVE_24,
|
||||
OBJECTIVE_FIGHT_CHAR,
|
||||
OBJECTIVE_SET_LEADER,
|
||||
OBJECTIVE_FOLLOW_ROUTE,
|
||||
OBJECTIVE_SOLICIT,
|
||||
OBJECTIVE_HAIL_TAXI,
|
||||
OBJECTIVE_CATCH_TRAIN,
|
||||
OBJECTIVE_BUY_ICE_CREAM,
|
||||
OBJECTIVE_STEAL_ANY_CAR,
|
||||
OBJECTIVE_MUG_CHAR,
|
||||
OBJECTIVE_FLEE_CAR,
|
||||
OBJECTIVE_35
|
||||
};
|
||||
|
||||
enum {
|
||||
VEHICLE_ENTER_FRONT_RIGHT = 11,
|
||||
VEHICLE_ENTER_REAR_RIGHT = 12,
|
||||
@ -20,6 +59,11 @@ enum {
|
||||
VEHICLE_ENTER_REAR_LEFT = 16,
|
||||
};
|
||||
|
||||
enum {
|
||||
RANDOM_CHAR = 1,
|
||||
MISSION_CHAR,
|
||||
};
|
||||
|
||||
enum PedLineUpPhase {
|
||||
LINE_UP_TO_CAR_START,
|
||||
LINE_UP_TO_CAR_END,
|
||||
@ -86,18 +130,18 @@ enum PedState
|
||||
PED_PASSENGER,
|
||||
PED_TAXI_PASSENGER,
|
||||
PED_OPEN_DOOR,
|
||||
PED_DIE = 48,
|
||||
PED_DEAD = 49,
|
||||
PED_DIE,
|
||||
PED_DEAD,
|
||||
PED_CARJACK,
|
||||
PED_DRAG_FROM_CAR,
|
||||
PED_ENTER_CAR,
|
||||
PED_STEAL_CAR,
|
||||
PED_EXIT_CAR,
|
||||
PED_HANDS_UP,
|
||||
PED_ARRESTED = 56,
|
||||
PED_ARRESTED,
|
||||
};
|
||||
|
||||
enum {
|
||||
enum eMoveState {
|
||||
PEDMOVE_NONE,
|
||||
PEDMOVE_STILL,
|
||||
PEDMOVE_WALK,
|
||||
@ -113,6 +157,8 @@ public:
|
||||
// 0x128
|
||||
CStoredCollPoly m_collPoly;
|
||||
float m_fCollisionSpeed;
|
||||
|
||||
// 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)
|
||||
@ -133,7 +179,7 @@ public:
|
||||
|
||||
uint8 m_ped_flagC1 : 1;
|
||||
uint8 m_ped_flagC2 : 1;
|
||||
uint8 m_ped_flagC4 : 1;
|
||||
uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar?
|
||||
uint8 m_ped_flagC8 : 1;
|
||||
uint8 m_ped_flagC10 : 1;
|
||||
uint8 m_ped_flagC20 : 1; // just left some body part?
|
||||
@ -146,7 +192,7 @@ public:
|
||||
uint8 m_ped_flagD8 : 1;
|
||||
uint8 m_ped_flagD10 : 1;
|
||||
uint8 m_ped_flagD20 : 1;
|
||||
uint8 m_ped_flagD40 : 1;
|
||||
uint8 m_ped_flagD40 : 1; // reset when objective changes
|
||||
uint8 m_ped_flagD80 : 1;
|
||||
|
||||
uint8 m_ped_flagE1 : 1;
|
||||
@ -193,18 +239,19 @@ public:
|
||||
uint8 m_ped_flagI20 : 1;
|
||||
uint8 m_ped_flagI40 : 1;
|
||||
uint8 m_ped_flagI80 : 1;
|
||||
|
||||
uint8 stuff10[3];
|
||||
uint8 m_nCreatedBy;
|
||||
uint8 CharCreatedBy;
|
||||
uint8 field_161;
|
||||
uint8 pad_162[2];
|
||||
uint32 m_objective;
|
||||
uint32 m_prevObjective;
|
||||
CPed* m_field_16C;
|
||||
uint32 field_170;
|
||||
eObjective m_objective;
|
||||
eObjective m_prevObjective;
|
||||
CPed *m_pedInObjective;
|
||||
CVehicle *m_carInObjective;
|
||||
uint32 field_174;
|
||||
uint32 field_178;
|
||||
uint32 field_17C;
|
||||
uint32 field_180;
|
||||
CPed *m_leader;
|
||||
uint32 m_pedFormation;
|
||||
uint32 m_fearFlags;
|
||||
CEntity *m_threatEntity;
|
||||
@ -223,7 +270,7 @@ public:
|
||||
uint32 m_nPedStateTimer;
|
||||
PedState m_nPedState;
|
||||
PedState m_nLastPedState;
|
||||
int32 m_nMoveState;
|
||||
eMoveState m_nMoveState;
|
||||
int32 m_nStoredActionState;
|
||||
int32 m_nPrevActionState;
|
||||
int32 m_nWaitState;
|
||||
@ -246,8 +293,7 @@ public:
|
||||
uint16 m_routeType;
|
||||
uint16 m_routeCurDir;
|
||||
uint16 field_2D2;
|
||||
float m_movedX;
|
||||
float m_movedY;
|
||||
CVector2D m_moved;
|
||||
float m_fRotationCur;
|
||||
float m_fRotationDest;
|
||||
float m_headingRate;
|
||||
@ -304,7 +350,7 @@ public:
|
||||
uint32 m_attackTimer;
|
||||
uint32 m_lastHitTime;
|
||||
uint32 m_hitRecoverTimer;
|
||||
uint32 field_4E0;
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
uint32 field_4E8;
|
||||
int32 m_bloodyFootprintCount;
|
||||
@ -345,9 +391,6 @@ public:
|
||||
CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
|
||||
void dtor(void) { this->CPed::~CPed(); }
|
||||
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
void AddWeaponModel(int id);
|
||||
void AimGun(void);
|
||||
void KillPedWithCar(CVehicle *veh, float impulse);
|
||||
@ -369,7 +412,6 @@ public:
|
||||
bool IsPedHeadAbovePos(float zOffset);
|
||||
void RemoveWeaponModel(int modelId);
|
||||
void SetCurrentWeapon(uint32 weaponType);
|
||||
bool SelectGunIfArmed(void);
|
||||
void Duck(void);
|
||||
void ClearDuck(void);
|
||||
void ClearPointGunAt(void);
|
||||
@ -379,14 +421,22 @@ public:
|
||||
void SetPedPositionInCar(void);
|
||||
void PlayFootSteps(void);
|
||||
void QuitEnteringCar(void);
|
||||
bool IsPointerValid(void);
|
||||
void SortPeds(CPed**, int, int);
|
||||
void BuildPedLists(void);
|
||||
uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
|
||||
void SetPedStats(ePedStats);
|
||||
void CalculateNewOrientation(void);
|
||||
float WorkOutHeadingForMovingFirstPerson(float);
|
||||
void CalculateNewVelocity(void);
|
||||
bool CanPedJumpThis(int32);
|
||||
bool CanSeeEntity(CEntity*, float);
|
||||
void RestorePreviousObjective(void);
|
||||
void SetObjective(eObjective, void*);
|
||||
|
||||
// Static methods
|
||||
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
|
||||
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
|
||||
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
|
||||
|
||||
// Callbacks
|
||||
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
||||
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
||||
static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
@ -416,14 +466,39 @@ public:
|
||||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
// functions that I see unnecessary to hook
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
bool IsPedInControl(void);
|
||||
bool CanPedDriveOff(void);
|
||||
bool CanBeDeleted(void);
|
||||
bool CanStrafeOrMouseControl(void);
|
||||
bool CanPedReturnToState(void);
|
||||
void SetMoveState(eMoveState);
|
||||
bool IsTemporaryObjective(eObjective objective);
|
||||
void SetObjectiveTimer(int);
|
||||
bool SelectGunIfArmed(void);
|
||||
bool IsPointerValid(void);
|
||||
void SortPeds(CPed**, int, int);
|
||||
void ForceStoredObjective(eObjective);
|
||||
void SetStoredObjective(void);
|
||||
void SetLeader(CEntity* leader);
|
||||
void SetPedStats(ePedStats);
|
||||
|
||||
inline bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
inline CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
PedState GetPedState(void) { return m_nPedState; }
|
||||
void SetPedState(PedState state) { m_nPedState = state; }
|
||||
|
||||
// to make patching virtual functions possible
|
||||
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
|
||||
void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
|
||||
bool SetupLighting_(void) { return CPed::SetupLighting(); }
|
||||
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
|
||||
void Teleport_(CVector pos) { CPed::Teleport(pos); }
|
||||
|
||||
// set by 0482:set_threat_reaction_range_multiplier opcode
|
||||
static uint16 &distanceMultToCountPedNear;
|
||||
@ -447,6 +522,6 @@ static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_field_16C) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
|
||||
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|
||||
|
@ -5,6 +5,8 @@
|
||||
|
||||
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
|
||||
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
|
||||
|
||||
CPedIK::CPedIK(CPed *ped)
|
||||
{
|
||||
@ -20,6 +22,59 @@ CPedIK::CPedIK(CPed *ped)
|
||||
m_lowerArmOrient.theta = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
|
||||
{
|
||||
RwFrame *f = animBlend->frame;
|
||||
RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
|
||||
// rotation == 0 -> looking in y direction
|
||||
// left? vector
|
||||
float c = cos(m_ped->m_fRotationCur);
|
||||
float s = sin(m_ped->m_fRotationCur);
|
||||
rightVector.x = -(c*mat->right.x + s*mat->right.y);
|
||||
rightVector.y = -(c*mat->up.x + s*mat->up.y);
|
||||
rightVector.z = -(c*mat->at.x + s*mat->at.y);
|
||||
|
||||
if(changeRoll){
|
||||
// Used when aiming only involves over the legs.(canAimWithArm)
|
||||
// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
|
||||
// Not noticeable in normal conditions...
|
||||
|
||||
RwV3d forwardVector;
|
||||
CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
|
||||
inversedForward.Normalise();
|
||||
float dotProduct = DotProduct(mat->at, inversedForward);
|
||||
if(dotProduct > 1.0f) dotProduct = 1.0f;
|
||||
if(dotProduct < -1.0f) dotProduct = -1.0f;
|
||||
float alpha = acos(dotProduct);
|
||||
|
||||
if(mat->at.z < 0.0f)
|
||||
alpha = -alpha;
|
||||
|
||||
forwardVector.x = s * mat->right.x - c * mat->right.y;
|
||||
forwardVector.y = s * mat->up.x - c * mat->up.y;
|
||||
forwardVector.z = s * mat->at.x - c * mat->at.y;
|
||||
|
||||
float curYaw, curPitch;
|
||||
CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
|
||||
}else{
|
||||
// pitch
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
// yaw
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
|
||||
}
|
||||
RwFrameGetMatrix(f)->pos = pos;
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
|
||||
{
|
||||
@ -50,4 +105,5 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
|
||||
STARTPATCHES
|
||||
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
|
||||
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
|
||||
InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
|
||||
ENDPATCHES
|
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include "common.h"
|
||||
#include "PedModelInfo.h"
|
||||
#include "AnimBlendClumpData.h"
|
||||
|
||||
struct LimbOrientation
|
||||
{
|
||||
@ -32,5 +33,8 @@ public:
|
||||
bool PointGunAtPosition(CVector *position);
|
||||
void GetComponentPosition(RwV3d *pos, PedNode node);
|
||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
|
||||
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
|
||||
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
|
||||
};
|
||||
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
|
||||
|
@ -109,9 +109,9 @@ public:
|
||||
// Force actually means Impulse here
|
||||
void ApplyMoveForce(float jx, float jy, float jz);
|
||||
void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
|
||||
// v(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
|
||||
void ApplyTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
|
||||
// v is direction of force, p is point relative to model center where force is applied
|
||||
// j(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
|
||||
void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
|
||||
// j is direction of force, p is point relative to model center where force is applied
|
||||
void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
|
||||
void ApplyFrictionMoveForce(float jx, float jy, float jz);
|
||||
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
|
||||
|
@ -36,7 +36,7 @@ public:
|
||||
int8 field_1415;
|
||||
CVector field_1416[6];
|
||||
int32 field_1488[6];
|
||||
float field_1512;
|
||||
float m_fWalkAngle;
|
||||
float m_fFPSMoveHeading;
|
||||
|
||||
~CPlayerPed();
|
||||
|
@ -1,9 +1,17 @@
|
||||
#include "common.h"
|
||||
#include "main.h"
|
||||
#include "patcher.h"
|
||||
#include "Timer.h"
|
||||
#include "Vehicle.h"
|
||||
#include "Pools.h"
|
||||
#include "HandlingMgr.h"
|
||||
#include "CarCtrl.h"
|
||||
#include "Population.h"
|
||||
#include "ModelIndices.h"
|
||||
#include "World.h"
|
||||
#include "Lights.h"
|
||||
#include "PointLights.h"
|
||||
#include "Renderer.h"
|
||||
#include "DMAudio.h"
|
||||
#include "Radar.h"
|
||||
|
||||
@ -40,30 +48,238 @@ CVehicle::~CVehicle()
|
||||
CCarCtrl::NumAmbulancesOnDuty--;
|
||||
bIsAmbulanceOnDuty = false;
|
||||
}
|
||||
if (bIsFiretruckOnDuty){
|
||||
if (bIsFireTruckOnDuty){
|
||||
CCarCtrl::NumFiretrucksOnDuty--;
|
||||
bIsFiretruckOnDuty = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::IsLawEnforcementVehicle(void)
|
||||
{
|
||||
switch (m_modelIndex) {
|
||||
case MI_FBICAR:
|
||||
case MI_POLICE:
|
||||
case MI_ENFORCER:
|
||||
case MI_PREDATOR:
|
||||
case MI_RHINO:
|
||||
case MI_BARRACKS:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
bIsFireTruckOnDuty = false;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::ChangeLawEnforcerState(bool enable)
|
||||
CVehicle::SetModelIndex(uint32 id)
|
||||
{
|
||||
CEntity::SetModelIndex(id);
|
||||
m_aExtras[0] = CVehicleModelInfo::ms_compsUsed[0];
|
||||
m_aExtras[1] = CVehicleModelInfo::ms_compsUsed[1];
|
||||
m_nNumMaxPassengers = CVehicleModelInfo::GetMaximumNumberOfPassengersFromNumberOfDoors(id);
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::SetupLighting(void)
|
||||
{
|
||||
ActivateDirectional();
|
||||
SetAmbientColoursForPedsCarsAndObjects();
|
||||
|
||||
if(bRenderScorched){
|
||||
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
|
||||
}else{
|
||||
CVector coors = GetPosition();
|
||||
float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
|
||||
if(!bHasBlip && lighting != 1.0f){
|
||||
SetAmbientAndDirectionalColours(lighting);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::RemoveLighting(bool reset)
|
||||
{
|
||||
CRenderer::RemoveVehiclePedLights(this, reset);
|
||||
}
|
||||
|
||||
float
|
||||
CVehicle::GetHeightAboveRoad(void)
|
||||
{
|
||||
return -1.0f * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.min.z;
|
||||
}
|
||||
|
||||
|
||||
bool
|
||||
CVehicle::IsLawEnforcementVehicle(void)
|
||||
{
|
||||
switch(GetModelIndex()){
|
||||
case MI_FBICAR:
|
||||
case MI_POLICE:
|
||||
case MI_ENFORCER:
|
||||
case MI_PREDATOR:
|
||||
case MI_RHINO:
|
||||
case MI_BARRACKS:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::UsesSiren(uint32 id)
|
||||
{
|
||||
switch(id){
|
||||
case MI_FIRETRUCK:
|
||||
case MI_AMBULAN:
|
||||
case MI_FBICAR:
|
||||
case MI_MRWHOOP:
|
||||
case MI_POLICE:
|
||||
case MI_ENFORCER:
|
||||
case MI_PREDATOR:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::IsVehicleNormal(void)
|
||||
{
|
||||
if(pDriver && m_nNumPassengers == 0 && m_status != STATUS_WRECKED){
|
||||
switch(GetModelIndex())
|
||||
case MI_FIRETRUCK:
|
||||
case MI_AMBULAN:
|
||||
case MI_TAXI:
|
||||
case MI_POLICE:
|
||||
case MI_ENFORCER:
|
||||
case MI_BUS:
|
||||
case MI_RHINO:
|
||||
case MI_BARRACKS:
|
||||
case MI_DODO:
|
||||
case MI_COACH:
|
||||
case MI_CABBIE:
|
||||
case MI_RCBANDIT:
|
||||
case MI_BORGNINE:
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::CarHasRoof(void)
|
||||
{
|
||||
if((m_handling->Flags & HANDLING_HAS_NO_ROOF) == 0)
|
||||
return true;
|
||||
if(m_aExtras[0] && m_aExtras[1])
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::IsUpsideDown(void)
|
||||
{
|
||||
if(GetUp().z > -0.9f)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::IsOnItsSide(void)
|
||||
{
|
||||
if(GetRight().z < 0.8f && GetRight().z > -0.8f)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::CanBeDeleted(void)
|
||||
{
|
||||
int i;
|
||||
|
||||
if(m_nNumGettingIn || m_nGettingOutFlags)
|
||||
return false;
|
||||
|
||||
if(pDriver){
|
||||
// This looks like it was inlined
|
||||
if(pDriver->CharCreatedBy == MISSION_CHAR)
|
||||
return false;
|
||||
if(pDriver->GetPedState() != PED_DRIVING &&
|
||||
pDriver->GetPedState() != PED_DEAD)
|
||||
return false;
|
||||
}
|
||||
|
||||
for(i = 0; i < 8; i++){
|
||||
// Same check as above
|
||||
if(pPassengers[i]){
|
||||
if(pPassengers[i]->CharCreatedBy == MISSION_CHAR)
|
||||
return false;
|
||||
if(pPassengers[i]->GetPedState() != PED_DRIVING &&
|
||||
pPassengers[i]->GetPedState() != PED_DEAD)
|
||||
return false;
|
||||
}
|
||||
// and then again... probably because something was inlined
|
||||
if(pPassengers[i]){
|
||||
if(pPassengers[i]->GetPedState() != PED_DRIVING &&
|
||||
pPassengers[i]->GetPedState() != PED_DEAD)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
switch(VehicleCreatedBy){
|
||||
case RANDOM_VEHICLE: return true;
|
||||
case MISSION_VEHICLE: return false;
|
||||
case PARKED_VEHICLE: return true;
|
||||
case PERMANENT_VEHICLE: return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::CanPedOpenLocks(CPed *ped)
|
||||
{
|
||||
if(m_nDoorLock == CARLOCK_LOCKED ||
|
||||
m_nDoorLock == CARLOCK_COP_CAR ||
|
||||
m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE)
|
||||
return false;
|
||||
if(ped->IsPlayer() && m_nDoorLock == CARLOCK_LOCKOUT_PLAYER_ONLY)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::CanPedEnterCar(void)
|
||||
{
|
||||
CVector up = GetUp();
|
||||
// can't enter when car is on side
|
||||
if(up.z > 0.1f || up.z < -0.1f){
|
||||
// also when car is moving too fast
|
||||
if(m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f))
|
||||
return false;
|
||||
if(m_vecTurnSpeed.MagnitudeSqr() > sq(0.2f))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::CanPedExitCar(void)
|
||||
{
|
||||
CVector up = GetUp();
|
||||
if(up.z > 0.1f || up.z < -0.1f){
|
||||
// can't exit when car is moving too fast
|
||||
if(m_vecMoveSpeed.MagnitudeSqr() > 0.005f)
|
||||
return false;
|
||||
// if car is slow enough, check turn speed
|
||||
if(fabs(m_vecTurnSpeed.x) > 0.01f ||
|
||||
fabs(m_vecTurnSpeed.y) > 0.01f ||
|
||||
fabs(m_vecTurnSpeed.z) > 0.01f)
|
||||
return false;
|
||||
return true;
|
||||
}else{
|
||||
// What is this? just > replaced by >= ??
|
||||
|
||||
// can't exit when car is moving too fast
|
||||
if(m_vecMoveSpeed.MagnitudeSqr() >= 0.005f)
|
||||
return false;
|
||||
// if car is slow enough, check turn speed
|
||||
if(fabs(m_vecTurnSpeed.x) >= 0.01f ||
|
||||
fabs(m_vecTurnSpeed.y) >= 0.01f ||
|
||||
fabs(m_vecTurnSpeed.z) >= 0.01f)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::ChangeLawEnforcerState(uint8 enable)
|
||||
{
|
||||
if (enable) {
|
||||
if (!bIsLawEnforcer) {
|
||||
@ -78,6 +294,111 @@ CVehicle::ChangeLawEnforcerState(bool enable)
|
||||
}
|
||||
}
|
||||
|
||||
CPed*
|
||||
CVehicle::SetUpDriver(void)
|
||||
{
|
||||
if(pDriver)
|
||||
return pDriver;
|
||||
if(VehicleCreatedBy != RANDOM_VEHICLE)
|
||||
return nil;
|
||||
|
||||
pDriver = CPopulation::AddPedInCar(this);
|
||||
pDriver->m_pMyVehicle = this;
|
||||
pDriver->m_pMyVehicle->RegisterReference((CEntity**)&pDriver->m_pMyVehicle);
|
||||
pDriver->bInVehicle = true;
|
||||
pDriver->SetPedState(PED_DRIVING);
|
||||
if(bIsBus)
|
||||
pDriver->m_ped_flagC4 = false;
|
||||
return pDriver;
|
||||
}
|
||||
|
||||
CPed*
|
||||
CVehicle::SetupPassenger(int n)
|
||||
{
|
||||
if(pPassengers[n])
|
||||
return pPassengers[n];
|
||||
|
||||
pPassengers[n] = CPopulation::AddPedInCar(this);
|
||||
pPassengers[n]->m_pMyVehicle = this;
|
||||
pPassengers[n]->m_pMyVehicle->RegisterReference((CEntity**)&pPassengers[n]->m_pMyVehicle);
|
||||
pPassengers[n]->bInVehicle = true;
|
||||
pPassengers[n]->SetPedState(PED_DRIVING);
|
||||
if(bIsBus)
|
||||
pPassengers[n]->m_ped_flagC4 = false;
|
||||
return pPassengers[n];
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::SetDriver(CPed *driver)
|
||||
{
|
||||
pDriver = driver;
|
||||
pDriver->RegisterReference((CEntity**)&pDriver);
|
||||
|
||||
if(bFreebies && driver == FindPlayerPed()){
|
||||
if(GetModelIndex() == MI_AMBULAN)
|
||||
FindPlayerPed()->m_fHealth = min(FindPlayerPed()->m_fHealth + 20.0f, 100.0f);
|
||||
else if(GetModelIndex() == MI_TAXI)
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
|
||||
else if(GetModelIndex() == MI_POLICE)
|
||||
driver->GiveWeapon(WEAPONTYPE_SHOTGUN, 5);
|
||||
else if(GetModelIndex() == MI_ENFORCER)
|
||||
driver->m_fArmour = max(driver->m_fArmour, 100.0f);
|
||||
else if(GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE)
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
|
||||
bFreebies = false;
|
||||
}
|
||||
|
||||
ApplyTurnForce(0.0f, 0.0f, -0.2f*driver->m_fMass,
|
||||
driver->GetPosition().x - GetPosition().x,
|
||||
driver->GetPosition().y - GetPosition().y,
|
||||
0.0f);
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::AddPassenger(CPed *passenger)
|
||||
{
|
||||
int i;
|
||||
|
||||
ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass,
|
||||
passenger->GetPosition().x - GetPosition().x,
|
||||
passenger->GetPosition().y - GetPosition().y,
|
||||
0.0f);
|
||||
|
||||
for(i = 0; i < m_nNumMaxPassengers; i++)
|
||||
if(pPassengers[i] == nil){
|
||||
pPassengers[i] = passenger;
|
||||
m_nNumPassengers++;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::AddPassenger(CPed *passenger, uint8 n)
|
||||
{
|
||||
if(bIsBus)
|
||||
return AddPassenger(passenger);
|
||||
|
||||
ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass,
|
||||
passenger->GetPosition().x - GetPosition().x,
|
||||
passenger->GetPosition().y - GetPosition().y,
|
||||
0.0f);
|
||||
|
||||
if(n < m_nNumMaxPassengers && pPassengers[n] == nil){
|
||||
pPassengers[n] = passenger;
|
||||
m_nNumPassengers++;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::RemoveDriver(void)
|
||||
{
|
||||
m_status = STATUS_ABANDONED;
|
||||
pDriver = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::RemovePassenger(CPed *p)
|
||||
{
|
||||
@ -101,19 +422,68 @@ CVehicle::RemovePassenger(CPed *p)
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::RemoveDriver(void)
|
||||
CVehicle::ProcessCarAlarm(void)
|
||||
{
|
||||
m_status = STATUS_ABANDONED;
|
||||
pDriver = nil;
|
||||
uint32 step;
|
||||
|
||||
if(m_nAlarmState == 0 || m_nAlarmState == -1)
|
||||
return;
|
||||
|
||||
step = CTimer::GetTimeStep()/50.0f * 1000.0f;
|
||||
if((uint16)m_nAlarmState < step)
|
||||
m_nAlarmState = 0;
|
||||
else
|
||||
m_nAlarmState -= step;
|
||||
}
|
||||
|
||||
bool
|
||||
CVehicle::IsUpsideDown(void)
|
||||
CVehicle::IsSphereTouchingVehicle(float sx, float sy, float sz, float radius)
|
||||
{
|
||||
return GetUp().z <= -0.9f;
|
||||
float x, y, z;
|
||||
// sphere relative to vehicle
|
||||
CVector sph = CVector(sx, sy, sz) - GetPosition();
|
||||
CColModel *colmodel = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
|
||||
|
||||
x = DotProduct(sph, GetRight());
|
||||
if(colmodel->boundingBox.min.x - radius > x ||
|
||||
colmodel->boundingBox.max.x + radius < x)
|
||||
return false;
|
||||
y = DotProduct(sph, GetForward());
|
||||
if(colmodel->boundingBox.min.y - radius > y ||
|
||||
colmodel->boundingBox.max.y + radius < y)
|
||||
return false;
|
||||
z = DotProduct(sph, GetUp());
|
||||
if(colmodel->boundingBox.min.z - radius > z ||
|
||||
colmodel->boundingBox.max.z + radius < z)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x551170, &CVehicle::SetModelIndex_, PATCH_JUMP);
|
||||
InjectHook(0x4A7DD0, &CVehicle::SetupLighting_, PATCH_JUMP);
|
||||
InjectHook(0x4A7E60, &CVehicle::RemoveLighting_, PATCH_JUMP);
|
||||
InjectHook(0x417E60, &CVehicle::GetHeightAboveRoad_, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x552880, &CVehicle::IsLawEnforcementVehicle, PATCH_JUMP);
|
||||
InjectHook(0x552820, &CVehicle::ChangeLawEnforcerState, PATCH_JUMP);
|
||||
InjectHook(0x552200, &CVehicle::UsesSiren, PATCH_JUMP);
|
||||
InjectHook(0x5527E0, &CVehicle::IsVehicleNormal, PATCH_JUMP);
|
||||
InjectHook(0x552B70, &CVehicle::CarHasRoof, PATCH_JUMP);
|
||||
InjectHook(0x552230, &CVehicle::IsUpsideDown, PATCH_JUMP);
|
||||
InjectHook(0x552260, &CVehicle::IsOnItsSide, PATCH_JUMP);
|
||||
InjectHook(0x5511B0, &CVehicle::CanBeDeleted, PATCH_JUMP);
|
||||
InjectHook(0x5522A0, &CVehicle::CanPedOpenLocks, PATCH_JUMP);
|
||||
InjectHook(0x5522F0, &CVehicle::CanPedEnterCar, PATCH_JUMP);
|
||||
InjectHook(0x5523C0, &CVehicle::CanPedExitCar, PATCH_JUMP);
|
||||
InjectHook(0x5520C0, &CVehicle::SetUpDriver, PATCH_JUMP);
|
||||
InjectHook(0x552160, &CVehicle::SetupPassenger, PATCH_JUMP);
|
||||
InjectHook(0x551F20, &CVehicle::SetDriver, PATCH_JUMP);
|
||||
InjectHook(0x551D90, (bool (CVehicle::*)(CPed*))&CVehicle::AddPassenger, PATCH_JUMP);
|
||||
InjectHook(0x551E10, (bool (CVehicle::*)(CPed*,uint8))&CVehicle::AddPassenger, PATCH_JUMP);
|
||||
InjectHook(0x5520A0, &CVehicle::RemoveDriver, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
|
||||
InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
|
||||
InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -6,6 +6,14 @@ class CPed;
|
||||
class CFire;
|
||||
struct tHandlingData;
|
||||
|
||||
enum {
|
||||
RANDOM_VEHICLE = 1,
|
||||
MISSION_VEHICLE = 2,
|
||||
PARKED_VEHICLE = 3,
|
||||
PERMANENT_VEHICLE = 4,
|
||||
};
|
||||
|
||||
|
||||
enum {
|
||||
GETTING_IN_OUT_FL = 1,
|
||||
GETTING_IN_OUT_RL = 2,
|
||||
@ -13,7 +21,7 @@ enum {
|
||||
GETTING_IN_OUT_RR = 8
|
||||
};
|
||||
|
||||
enum eCarLock : uint8 {
|
||||
enum eCarLock {
|
||||
CARLOCK_NOT_USED,
|
||||
CARLOCK_UNLOCKED,
|
||||
CARLOCK_LOCKED,
|
||||
@ -24,78 +32,82 @@ enum eCarLock : uint8 {
|
||||
CARLOCK_SKIP_SHUT_DOORS
|
||||
};
|
||||
|
||||
enum eVehicleModel : int32
|
||||
// TODO: where is this used? Is Vehicle.h the right file?
|
||||
enum eVehicleModel
|
||||
{
|
||||
LANDSTAL = 0x0,
|
||||
IDAHO = 0x1,
|
||||
STINGER = 0x2,
|
||||
LINERUN = 0x3,
|
||||
PEREN = 0x4,
|
||||
SENTINEL = 0x5,
|
||||
PATRIOT = 0x6,
|
||||
FIRETRUK = 0x7,
|
||||
TRASH = 0x8,
|
||||
STRETCH = 0x9,
|
||||
MANANA = 0xA,
|
||||
INFERNUS = 0xB,
|
||||
BLISTA = 0xC,
|
||||
PONY = 0xD,
|
||||
MULE = 0xE,
|
||||
CHEETAH = 0xF,
|
||||
AMBULAN = 0x10,
|
||||
FBICAR = 0x11,
|
||||
MOONBEAM = 0x12,
|
||||
ESPERANT = 0x13,
|
||||
TAXI = 0x14,
|
||||
KURUMA = 0x15,
|
||||
BOBCAT = 0x16,
|
||||
MRWHOOP = 0x17,
|
||||
BFINJECT = 0x18,
|
||||
CORPSE = 0x19,
|
||||
POLICE = 0x1A,
|
||||
ENFORCER = 0x1B,
|
||||
SECURICA = 0x1C,
|
||||
BANSHEE = 0x1D,
|
||||
PREDATOR = 0x1E,
|
||||
BUS = 0x1F,
|
||||
RHINO = 0x20,
|
||||
BARRACKS = 0x21,
|
||||
TRAIN = 0x22,
|
||||
CHOPPER = 0x23,
|
||||
DODO = 0x24,
|
||||
COACH = 0x25,
|
||||
CABBIE = 0x26,
|
||||
STALLION = 0x27,
|
||||
RUMPO = 0x28,
|
||||
RCBANDIT = 0x29,
|
||||
BELLYUP = 0x2A,
|
||||
MRWONGS = 0x2B,
|
||||
MAFIA = 0x2C,
|
||||
YARDIE = 0x2D,
|
||||
YAKUZA = 0x2E,
|
||||
DIABLOS = 0x2F,
|
||||
COLUMB = 0x30,
|
||||
HOODS = 0x31,
|
||||
AIRTRAIN = 0x32,
|
||||
DEADDODO = 0x33,
|
||||
SPEEDER = 0x34,
|
||||
REEFER = 0x35,
|
||||
PANLANT = 0x36,
|
||||
FLATBED = 0x37,
|
||||
YANKEE = 0x38,
|
||||
ESCAPE = 0x39,
|
||||
BORGNINE = 0x3A,
|
||||
TOYZ = 0x3B,
|
||||
GHOST = 0x3C,
|
||||
CAR151 = 0x3D,
|
||||
CAR152 = 0x3E,
|
||||
CAR153 = 0x3F,
|
||||
CAR154 = 0x40,
|
||||
CAR155 = 0x41,
|
||||
CAR156 = 0x42,
|
||||
CAR157 = 0x43,
|
||||
CAR158 = 0x44,
|
||||
CAR159 = 0x45,
|
||||
LANDSTAL,
|
||||
IDAHO,
|
||||
STINGER,
|
||||
LINERUN,
|
||||
PEREN,
|
||||
SENTINEL,
|
||||
PATRIOT,
|
||||
FIRETRUK,
|
||||
TRASH,
|
||||
STRETCH,
|
||||
MANANA,
|
||||
INFERNUS,
|
||||
BLISTA,
|
||||
PONY,
|
||||
MULE,
|
||||
CHEETAH,
|
||||
AMBULAN,
|
||||
FBICAR,
|
||||
MOONBEAM,
|
||||
ESPERANT,
|
||||
TAXI,
|
||||
KURUMA,
|
||||
BOBCAT,
|
||||
MRWHOOP,
|
||||
BFINJECT,
|
||||
CORPSE,
|
||||
POLICE,
|
||||
ENFORCER,
|
||||
SECURICA,
|
||||
BANSHEE,
|
||||
PREDATOR,
|
||||
BUS,
|
||||
RHINO,
|
||||
BARRACKS,
|
||||
TRAIN,
|
||||
CHOPPER,
|
||||
DODO,
|
||||
COACH,
|
||||
CABBIE,
|
||||
STALLION,
|
||||
RUMPO,
|
||||
RCBANDIT,
|
||||
BELLYUP,
|
||||
MRWONGS,
|
||||
MAFIA,
|
||||
YARDIE,
|
||||
YAKUZA,
|
||||
DIABLOS,
|
||||
COLUMB,
|
||||
HOODS,
|
||||
AIRTRAIN,
|
||||
DEADDODO,
|
||||
SPEEDER,
|
||||
REEFER,
|
||||
PANLANT,
|
||||
FLATBED,
|
||||
YANKEE,
|
||||
ESCAPE,
|
||||
BORGNINE,
|
||||
TOYZ,
|
||||
GHOST,
|
||||
CAR151,
|
||||
CAR152,
|
||||
CAR153,
|
||||
CAR154,
|
||||
CAR155,
|
||||
CAR156,
|
||||
CAR157,
|
||||
CAR158,
|
||||
CAR159,
|
||||
};
|
||||
|
||||
enum eDoors {
|
||||
};
|
||||
|
||||
class CVehicle : public CPhysical
|
||||
@ -103,10 +115,13 @@ class CVehicle : public CPhysical
|
||||
public:
|
||||
// 0x128
|
||||
tHandlingData *m_handling;
|
||||
|
||||
// CAutoPilot
|
||||
uint8 stuff1[112];
|
||||
|
||||
uint8 m_currentColour1;
|
||||
uint8 m_currentColour2;
|
||||
uint8 m_anExtras[2];
|
||||
uint8 m_aExtras[2];
|
||||
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
|
||||
int16 m_nMissionValue;
|
||||
CPed *pDriver;
|
||||
@ -122,23 +137,27 @@ public:
|
||||
float m_fSteerAngle;
|
||||
float m_fGasPedal;
|
||||
float m_fBreakPedal;
|
||||
uint8 m_nCreatedBy; // eVehicleCreatedBy
|
||||
uint8 bIsLawEnforcer : 1;
|
||||
uint8 bIsAmbulanceOnDuty : 1;
|
||||
uint8 bIsFiretruckOnDuty : 1;
|
||||
uint8 m_veh_flagA8 : 1;
|
||||
uint8 m_veh_flagA10 : 1;
|
||||
uint8 m_veh_flagA20 : 1;
|
||||
uint8 m_veh_flagA40 : 1;
|
||||
uint8 m_veh_flagA80 : 1;
|
||||
uint8 bIsVan : 1;
|
||||
uint8 bIsBus : 1;
|
||||
uint8 bIsBig : 1;
|
||||
uint8 bIsLow : 1;
|
||||
uint8 VehicleCreatedBy;
|
||||
|
||||
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
|
||||
uint8 bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
|
||||
uint8 bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
|
||||
uint8 bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
|
||||
uint8 bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
|
||||
uint8 bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
|
||||
uint8 bIsHandbrakeOn: 1; // How's the handbrake doing ?
|
||||
uint8 bLightsOn: 1; // Are the lights switched on ?
|
||||
uint8 bFreebies: 1; // Any freebies left in this vehicle ?
|
||||
|
||||
uint8 bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
|
||||
uint8 bIsBus: 1; // Is this vehicle a bus
|
||||
uint8 bIsBig: 1; // Is this vehicle a bus
|
||||
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
|
||||
uint8 m_veh_flagB10 : 1;
|
||||
uint8 m_veh_flagB20 : 1;
|
||||
uint8 m_veh_flagB40 : 1;
|
||||
uint8 m_veh_flagB80 : 1;
|
||||
|
||||
uint8 m_veh_flagC1 : 1;
|
||||
uint8 m_veh_flagC2 : 1;
|
||||
uint8 m_veh_flagC4 : 1;
|
||||
@ -147,6 +166,7 @@ public:
|
||||
uint8 m_veh_flagC20 : 1;
|
||||
uint8 m_veh_flagC40 : 1;
|
||||
uint8 m_veh_flagC80 : 1;
|
||||
|
||||
uint8 m_veh_flagD1 : 1;
|
||||
uint8 m_veh_flagD2 : 1;
|
||||
uint8 m_veh_flagD4 : 1;
|
||||
@ -155,8 +175,9 @@ public:
|
||||
uint8 m_veh_flagD20 : 1;
|
||||
uint8 m_veh_flagD40 : 1;
|
||||
uint8 m_veh_flagD80 : 1;
|
||||
|
||||
int8 field_1F9;
|
||||
uint8 m_nAmmoInClip[1]; // Used to make the guns on boat do a reload (20 by default)
|
||||
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
|
||||
int8 field_1FB;
|
||||
int8 field_1FC[4];
|
||||
float m_fHealth; // 1000.0f = full health. 0 -> explode
|
||||
@ -179,6 +200,7 @@ public:
|
||||
int8 field_22D;
|
||||
uint8 m_nSirenOrAlarm;
|
||||
int8 field_22F;
|
||||
// TODO: this is an array
|
||||
CStoredCollPoly m_frontCollPoly; // poly which is under front part of car
|
||||
CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car
|
||||
float m_fSteerRatio;
|
||||
@ -190,8 +212,29 @@ public:
|
||||
static void operator delete(void*, int);
|
||||
|
||||
~CVehicle(void);
|
||||
// from CEntity
|
||||
void SetModelIndex(uint32 i);
|
||||
bool SetupLighting(void);
|
||||
void RemoveLighting(bool);
|
||||
void FlagToDestroyWhenNextProcessed(void) {}
|
||||
|
||||
void dtor(void) { this->CVehicle::~CVehicle(); }
|
||||
virtual void ProcessControlInputs(uint8) {}
|
||||
virtual void GetComponentWorldPosition(int32 component, CVector &pos) {}
|
||||
virtual bool IsComponentPresent(int32 component) { return false; }
|
||||
virtual void SetComponentRotation(int32 component, CVector rotation) {}
|
||||
virtual void OpenDoor(int32, eDoors door, float) {}
|
||||
virtual void ProcessOpenDoor(uint32, uint32, float) {}
|
||||
virtual bool IsDoorReady(eDoors door) { return false; }
|
||||
virtual bool IsDoorFullyOpen(eDoors door) { return false; }
|
||||
virtual bool IsDoorClosed(eDoors door) { return false; }
|
||||
virtual bool IsDoorMissing(eDoors door) { return false; }
|
||||
virtual void RemoveRefsToVehicle(CEntity *ent) {}
|
||||
virtual void BlowUpCar(CEntity *ent) {}
|
||||
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
|
||||
virtual void BurstTyre(uint8 tyre) {}
|
||||
virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
|
||||
virtual float GetHeightAboveRoad(void);
|
||||
virtual void PlayCarHorn(void) {}
|
||||
|
||||
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
|
||||
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
|
||||
@ -199,10 +242,26 @@ public:
|
||||
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
|
||||
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
|
||||
bool IsLawEnforcementVehicle(void);
|
||||
void ChangeLawEnforcerState(bool enable);
|
||||
void RemovePassenger(CPed *);
|
||||
void RemoveDriver(void);
|
||||
void ChangeLawEnforcerState(uint8 enable);
|
||||
bool UsesSiren(uint32 id);
|
||||
bool IsVehicleNormal(void);
|
||||
bool CarHasRoof(void);
|
||||
bool IsUpsideDown(void);
|
||||
bool IsOnItsSide(void);
|
||||
bool CanBeDeleted(void);
|
||||
bool CanPedOpenLocks(CPed *ped);
|
||||
bool CanPedEnterCar(void);
|
||||
bool CanPedExitCar(void);
|
||||
// do these two actually return something?
|
||||
CPed *SetUpDriver(void);
|
||||
CPed *SetupPassenger(int n);
|
||||
void SetDriver(CPed *driver);
|
||||
bool AddPassenger(CPed *passenger);
|
||||
bool AddPassenger(CPed *passenger, uint8 n);
|
||||
void RemovePassenger(CPed *passenger);
|
||||
void RemoveDriver(void);
|
||||
void ProcessCarAlarm(void);
|
||||
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
|
||||
|
||||
static bool &bWheelsOnlyCheat;
|
||||
static bool &bAllDodosCheat;
|
||||
@ -210,8 +269,16 @@ public:
|
||||
static bool &bCheat4;
|
||||
static bool &bCheat5;
|
||||
static bool &m_bDisableMouseSteering;
|
||||
|
||||
|
||||
void dtor(void) { CVehicle::~CVehicle(); }
|
||||
void SetModelIndex_(uint32 id) { CVehicle::SetModelIndex(id); }
|
||||
bool SetupLighting_(void) { return CVehicle::SetupLighting(); }
|
||||
void RemoveLighting_(bool reset) { CVehicle::RemoveLighting(reset); }
|
||||
float GetHeightAboveRoad_(void) { return CVehicle::GetHeightAboveRoad(); }
|
||||
};
|
||||
|
||||
static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
|
||||
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
|
||||
static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");
|
||||
static_assert(offsetof(CVehicle, m_nLastWeaponDamage) == 0x228, "CVehicle: error");
|
||||
|
@ -250,10 +250,9 @@ enum
|
||||
MI_BUSKER2,
|
||||
MI_BUSKER3,
|
||||
MI_BUSKER4,
|
||||
MI_PED87,
|
||||
MI_PED88,
|
||||
MI_PED89,
|
||||
MI_LANDSTAL,
|
||||
// three more peds possible
|
||||
|
||||
MI_LANDSTAL = 90,
|
||||
MI_IDAHO,
|
||||
MI_STINGER,
|
||||
MI_LINERUN,
|
||||
|
@ -21,9 +21,9 @@ enum PedNode {
|
||||
class CPedModelInfo : public CClumpModelInfo
|
||||
{
|
||||
public:
|
||||
int32 m_animGroup;
|
||||
int32 m_pedType;
|
||||
int32 m_pedStatType;
|
||||
uint32 m_animGroup;
|
||||
uint32 m_pedType;
|
||||
uint32 m_pedStatType;
|
||||
uint32 m_carsCanDrive;
|
||||
CColModel *m_hitColModel;
|
||||
RpAtomic *m_head;
|
||||
|
@ -137,7 +137,7 @@ CWeaponInfo::LoadWeaponData(void)
|
||||
|
||||
if (strncmp(anim2ToPlay, "null", 4) != 0) {
|
||||
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
|
||||
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = static_cast<AnimationId>(animAssoc->animId);
|
||||
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
|
||||
}
|
||||
|
||||
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
|
||||
@ -154,10 +154,10 @@ CWeaponInfo::LoadWeaponData(void)
|
||||
ms_apWeaponInfos[weaponType].m_fSpread = spread;
|
||||
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
|
||||
ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
|
||||
ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
|
||||
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
|
||||
|
Loading…
Reference in New Issue
Block a user