mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
commit
bf04251c67
@ -13,12 +13,13 @@ enum {
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ASSOC_PARTIAL = 0x10,
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ASSOC_MOVEMENT = 0x20, // ???
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ASSOC_HAS_TRANSLATION = 0x40,
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ASSOC_FLAG80 = 0x80, // walking and running have it
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ASSOC_FLAG80 = 0x80, // used for footstep sound calculation
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ASSOC_FLAG100 = 0x100,
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ASSOC_FLAG200 = 0x200,
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ASSOC_FLAG400 = 0x400, // not seen yet
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ASSOC_FLAG800 = 0x800,
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ASSOC_FLAG800 = 0x800, // anims that we fall to front. 0x1000 in VC
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ASSOC_HAS_X_TRANSLATION = 0x1000,
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// 0x2000 is vehicle anims in VC
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};
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// Anim hierarchy associated with a clump
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307
src/peds/Ped.cpp
307
src/peds/Ped.cpp
@ -46,7 +46,6 @@
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
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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 int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
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WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
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WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
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@ -63,7 +62,6 @@ WRAPPER void CPed::WanderRange(void) { EAXJMP(0x4D26C0); }
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WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
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WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); }
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WRAPPER void CPed::SeekBoatPosition(void) { EAXJMP(0x4E4C70); }
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WRAPPER bool CPed::PositionPedOutOfCollision(void) { EAXJMP(0x4E4F30); }
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#define VC_PED_PORTS
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@ -1253,6 +1251,19 @@ CPed::Attack(void)
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GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
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}
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}
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#ifdef VC_PED_PORTS
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if (IsPlayer()) {
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if (CPad::GetPad(0)->GetSprint()) {
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// animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
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float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
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if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
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weaponAnimAssoc->blendDelta = -4.0f;
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FinishedAttackCB(nil, this);
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return;
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}
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}
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}
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#endif
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animLoopEnd = ourWeapon->m_fAnimLoopEnd;
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if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
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animLoopEnd = 3.4f/6.0f;
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@ -1279,6 +1290,12 @@ CPed::Attack(void)
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else
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
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}
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#ifdef VC_PED_PORTS
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} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
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weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
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SetPointGunAt(m_pPointGunAt);
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#endif
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} else {
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ClearAimFlag();
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@ -1491,6 +1508,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
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ped->m_pSeekTarget = nil;
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vehicle = ped->m_pMyVehicle;
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if (vehicle) {
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vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
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if (vehicle->pDriver == ped) {
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@ -1503,7 +1521,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
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} else {
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vehicle->RemovePassenger(ped);
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}
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}
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ped->bInVehicle = false;
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if (ped->IsPlayer())
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AudioManager.PlayerJustLeftCar();
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@ -1516,7 +1534,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
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CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
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}
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ped->GiveWeaponBackAfterExitingCar();
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ped->ReplaceWeaponWhenExitingVehicle();
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ped->m_nStoredMoveState = PEDMOVE_NONE;
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ped->m_ped_flagI4 = false;
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@ -2264,8 +2282,16 @@ CPed::CalculateNewVelocity(void)
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CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
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CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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#ifdef VC_PED_PORTS
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if(!fightAssoc)
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fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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// There is one more anim in VC.
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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
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#else
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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
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#endif
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LimbOrientation newUpperLegs;
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newUpperLegs.phi = localWalkAngle;
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@ -2329,7 +2355,7 @@ CPed::CanPedJumpThis(CEntity *unused)
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if (m_nSurfaceTouched == SURFACE_PUDDLE)
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return true;
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// VC makes some other calculations if the function called with CVector.
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// VC makes some other calculations if there is a CVector passed with function, which isn't possible here.
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CVector pos = GetPosition();
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pos.z -= 0.15f;
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@ -2798,7 +2824,7 @@ CPed::QuitEnteringCar(void)
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bUsesCollision = true;
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GiveWeaponBackAfterExitingCar();
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ReplaceWeaponWhenExitingVehicle();
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if (DyingOrDead()) {
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animAssoc = m_pVehicleAnim;
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@ -4374,8 +4400,8 @@ CPed::SetAttack(CEntity *victim)
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if (curWeapon->m_bCanAim) {
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CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
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CEntity *thereIsSomethingBetween = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
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if (thereIsSomethingBetween)
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CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
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if (obstacle)
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return;
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m_pLookTarget = victim;
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@ -5523,7 +5549,11 @@ CPed::SetChat(CEntity *chatWith, uint32 time)
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void
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CPed::SetDead(void)
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{
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#ifdef VC_PED_PORTS
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if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
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#endif
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bUsesCollision = false;
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m_fHealth = 0.0f;
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if (m_nPedState == PED_DRIVING)
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bIsVisible = false;
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@ -6483,15 +6513,15 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
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CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
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forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f;
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CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
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if (!foundEnt) {
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CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
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if (!obstacle) {
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// Forward of forward
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forward += 0.15f * ped->GetForward();
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forward.z += 0.15f;
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foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
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obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
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}
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if (foundEnt) {
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if (obstacle) {
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animAssoc->flags |= ASSOC_DELETEFADEDOUT;
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CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
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handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
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@ -6875,14 +6905,14 @@ CPed::Seek(void)
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if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
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&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {
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CEntity *foundEnt = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
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CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
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false, true, false, false, false, false);
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if (foundEnt) {
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if (!foundEnt->IsVehicle() || ((CVehicle*)foundEnt)->m_vehType == VEHICLE_TYPE_CAR) {
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if (obstacle) {
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if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
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distanceToCountItDone = 2.5f;
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} else {
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CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(foundEnt->m_modelIndex);
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CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex);
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float yLength = vehModel->GetColModel()->boundingBox.max.y
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- vehModel->GetColModel()->boundingBox.min.y;
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distanceToCountItDone = yLength * 0.55f;
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@ -8182,13 +8212,13 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
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&& !m_pCollidingEntity
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&& (!IsPlayer() || m_ped_flagD2 || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
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&& (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
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m_pCollidingEntity = car;
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}
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bKnockedUpIntoAir = false;
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if (car->m_modelIndex != MI_TRAIN && !m_ped_flagD2) {
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if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
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m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
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}
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m_vecMoveSpeed.z = 0.0f;
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@ -8790,7 +8820,11 @@ CPed::ProcessControl(void)
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if (m_nPedState != PED_ARRESTED) {
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if (m_nPedState == PED_DEAD) {
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DeadPedMakesTyresBloody();
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#ifndef VC_PED_PORTS
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if (CGame::nastyGame) {
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#else
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if (CGame::nastyGame && !bIsInWater) {
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#endif
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uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount;
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float timeDependentDist;
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if (remainingBloodyFpTime >= 2000) {
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@ -8847,6 +8881,14 @@ CPed::ProcessControl(void)
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}
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if (ServiceTalkingWhenDead())
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ServiceTalking();
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#ifdef VC_PED_PORTS
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if (bIsInWater) {
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bIsStanding = false;
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m_ped_flagA2 = false;
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CPhysical::ProcessControl();
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}
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#endif
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return;
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}
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@ -8872,7 +8914,11 @@ CPed::ProcessControl(void)
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bCollidedWithMyVehicle = false;
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CEntity *collidingEnt = m_pDamageEntity;
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#ifndef VC_PED_PORTS
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if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
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#else
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if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
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#endif
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bHitSomethingLastFrame = false;
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if (m_nPedStateTimer <= 500 && bIsInTheAir) {
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if (m_nPedStateTimer)
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@ -8891,8 +8937,11 @@ CPed::ProcessControl(void)
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}
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*/
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#ifndef VC_PED_PORTS
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} else {
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#else
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} else if (collidingEnt) {
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#endif
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switch (collidingEnt->m_type)
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{
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case ENTITY_TYPE_BUILDING:
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@ -11379,7 +11428,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (ped->IsPlayer())
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AudioManager.PlayerJustLeftCar();
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ped->GiveWeaponBackAfterExitingCar();
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ped->ReplaceWeaponWhenExitingVehicle();
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ped->m_ped_flagG10 = false;
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if (ped->bBusJacked) {
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@ -11400,8 +11449,9 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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}
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}
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// It was inlined in III but not in VC.
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inline void
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CPed::GiveWeaponBackAfterExitingCar(void)
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CPed::ReplaceWeaponWhenExitingVehicle(void)
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{
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eWeaponType weaponType = GetWeapon()->m_eWeaponType;
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@ -11585,6 +11635,217 @@ CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void
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ped->m_nLastPedState = PED_WANDER_PATH;
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}
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bool
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CPed::PositionPedOutOfCollision(void)
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{
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CVehicle *veh;
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CVector posNearVeh;
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CVector posSomewhereClose;
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bool putNearVeh = false;
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bool putSomewhereClose = false;
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int smallestDistNearVeh = 999;
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int smallestDistSomewhereClose = 999;
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if (!m_pMyVehicle)
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return false;
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CVector vehPos = m_pMyVehicle->GetPosition();
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CVector potentialPos;
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potentialPos.y = GetPosition().y - 3.5f;
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potentialPos.z = GetPosition().z;
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for (int yTry = 0; yTry < 15; yTry++) {
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potentialPos.x = GetPosition().x - 3.5f;
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for (int xTry = 0; xTry < 15; xTry++) {
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CPedPlacement::FindZCoorForPed(&potentialPos);
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CVector distVec = potentialPos - vehPos;
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float dist = distVec.Magnitude();
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// Makes close distances bigger for some reason.
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float mult = (0.6f + dist) / dist;
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CVector adjustedPotentialPos = distVec * mult + vehPos;
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if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false)
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&& !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {
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float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
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veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
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if (veh) {
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if (potentialChangeSqr < smallestDistNearVeh) {
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posNearVeh = potentialPos;
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putNearVeh = true;
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smallestDistNearVeh = potentialChangeSqr;
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}
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} else if (potentialChangeSqr < smallestDistSomewhereClose) {
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smallestDistSomewhereClose = potentialChangeSqr;
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posSomewhereClose = potentialPos;
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putSomewhereClose = true;
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}
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}
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potentialPos.x += 0.5f;
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}
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potentialPos.y += 0.5f;
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}
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if (!putSomewhereClose && !putNearVeh)
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return false;
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// We refrain from using posNearVeh, probably because of it may be top of the vehicle.
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if (putSomewhereClose) {
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GetPosition() = posSomewhereClose;
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} else {
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CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
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GetPosition() = posNearVeh;
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GetPosition().z += vehSize.z;
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}
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return true;
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}
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bool
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CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
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{
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bool foundIt = false;
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CVector helperPos = GetPosition();
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helperPos.z = pos->z - 0.5f;
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CVector foundPos = *pos;
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foundPos.z -= 0.5f;
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// If there is another car between target car and us.
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if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
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CColModel *vehCol = veh->GetModelInfo()->GetColModel();
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CVector *colMin = &vehCol->boundingBox.min;
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CVector *colMax = &vehCol->boundingBox.max;
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CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
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CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
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CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
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CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
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leftRearPos = veh->GetMatrix() * leftRearPos;
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rightRearPos = veh->GetMatrix() * rightRearPos;
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leftFrontPos = veh->GetMatrix() * leftFrontPos;
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rightFrontPos = veh->GetMatrix() * rightFrontPos;
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// Makes helperPos veh-ped distance vector.
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helperPos -= veh->GetPosition();
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// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
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// On every run it returns another pos. for ped, with same distance to the veh.
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// Sequence of positions are not guarenteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
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helperPos = veh->GetMatrix() * helperPos;
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float vehForwardHeading = veh->GetForward().Heading();
|
||||
|
||||
// I'm absolutely not sure about these namings.
|
||||
// NTVF = needed turn if we're looking to vehicle front and wanna look to...
|
||||
|
||||
float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
|
||||
float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);
|
||||
|
||||
float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
|
||||
float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);
|
||||
|
||||
float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
|
||||
float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);
|
||||
|
||||
float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
|
||||
float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);
|
||||
|
||||
bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;
|
||||
|
||||
bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;
|
||||
|
||||
bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;
|
||||
|
||||
bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;
|
||||
|
||||
// Only order of conditions are different among enterTypes.
|
||||
if (m_vehEnterType == CAR_DOOR_RR) {
|
||||
if (canHeadToRr) {
|
||||
foundPos = rightRearPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToRf) {
|
||||
foundPos = rightFrontPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToLr) {
|
||||
foundPos = leftRearPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToLf) {
|
||||
foundPos = leftFrontPos;
|
||||
foundIt = true;
|
||||
}
|
||||
} else if(m_vehEnterType == CAR_DOOR_RF) {
|
||||
if (canHeadToRf) {
|
||||
foundPos = rightFrontPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToRr) {
|
||||
foundPos = rightRearPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToLf) {
|
||||
foundPos = leftFrontPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToLr) {
|
||||
foundPos = leftRearPos;
|
||||
foundIt = true;
|
||||
}
|
||||
} else if (m_vehEnterType == CAR_DOOR_LF) {
|
||||
if (canHeadToLf) {
|
||||
foundPos = leftFrontPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToLr) {
|
||||
foundPos = leftRearPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToRf) {
|
||||
foundPos = rightFrontPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToRr) {
|
||||
foundPos = rightRearPos;
|
||||
foundIt = true;
|
||||
}
|
||||
} else if (m_vehEnterType == CAR_DOOR_LR) {
|
||||
if (canHeadToLr) {
|
||||
foundPos = leftRearPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToLf) {
|
||||
foundPos = leftFrontPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToRr) {
|
||||
foundPos = rightRearPos;
|
||||
foundIt = true;
|
||||
} else if (canHeadToRf) {
|
||||
foundPos = rightFrontPos;
|
||||
foundIt = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!foundIt)
|
||||
return false;
|
||||
|
||||
helperPos = GetPosition() - foundPos;
|
||||
helperPos.z = 0.0f;
|
||||
if (helperPos.MagnitudeSqr() <= 0.25f)
|
||||
return false;
|
||||
|
||||
pos->x = foundPos.x;
|
||||
pos->y = foundPos.y;
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::Render(void)
|
||||
{
|
||||
if (!bInVehicle
|
||||
|| m_nPedState == PED_EXIT_CAR
|
||||
|| m_nPedState == PED_DRAG_FROM_CAR
|
||||
|| bRenderPedInCar &&
|
||||
sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
|
||||
CEntity::Render();
|
||||
}
|
||||
}
|
||||
|
||||
class CPed_ : public CPed
|
||||
{
|
||||
public:
|
||||
@ -11597,6 +11858,7 @@ public:
|
||||
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
|
||||
void Teleport_(CVector pos) { CPed::Teleport(pos); }
|
||||
void ProcessControl_(void) { CPed::ProcessControl(); }
|
||||
void Render_(void) { CPed::Render(); }
|
||||
};
|
||||
|
||||
STARTPATCHES
|
||||
@ -11608,6 +11870,7 @@ STARTPATCHES
|
||||
InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP);
|
||||
InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP);
|
||||
InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP);
|
||||
InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP);
|
||||
|
||||
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
|
||||
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
|
||||
@ -11781,4 +12044,6 @@ STARTPATCHES
|
||||
InjectHook(0x4E36E0, &CPed::PedSetOutTrainCB, PATCH_JUMP);
|
||||
InjectHook(0x4EB6E0, &CPed::PlacePedOnDryLand, PATCH_JUMP);
|
||||
InjectHook(0x4E2480, &CPed::PedSetQuickDraggedOutCarPositionCB, PATCH_JUMP);
|
||||
InjectHook(0x4E4F30, &CPed::PositionPedOutOfCollision, PATCH_JUMP);
|
||||
InjectHook(0x4D6A00, &CPed::PossiblyFindBetterPosToSeekCar, PATCH_JUMP);
|
||||
ENDPATCHES
|
@ -650,6 +650,7 @@ public:
|
||||
bool PositionPedOutOfCollision(void);
|
||||
bool RunToReportCrime(eCrimeType);
|
||||
bool PlacePedOnDryLand(void);
|
||||
bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
@ -728,7 +729,7 @@ public:
|
||||
PedState GetPedState(void) { return m_nPedState; }
|
||||
void SetPedState(PedState state) { m_nPedState = state; }
|
||||
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
|
||||
void GiveWeaponBackAfterExitingCar(void);
|
||||
void ReplaceWeaponWhenExitingVehicle(void);
|
||||
|
||||
// set by 0482:set_threat_reaction_range_multiplier opcode
|
||||
static uint16 &nThreatReactionRangeMultiplier;
|
||||
|
Loading…
Reference in New Issue
Block a user