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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
Merge remote-tracking branch 'upstream/master'
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commit
c86c9b3118
@ -102,7 +102,7 @@ static void(*CBArray_RE3[])(CAnimBlendAssociation*, void*) =
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{
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nil, &CPed::PedGetupCB, &CPed::PedStaggerCB, &CPed::PedEvadeCB, &CPed::FinishDieAnimCB,
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&CPed::FinishedWaitCB, &CPed::FinishLaunchCB, &CPed::FinishHitHeadCB, &CPed::PedAnimGetInCB, &CPed::PedAnimDoorOpenCB,
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&CPed::PedAnimPullPedOutCB, &CPed::PedAnimDoorCloseCB, &CPed::SetInCarCB, &CPed::PedSetOutCarCB, &CPed::PedAnimAlignCB,
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&CPed::PedAnimPullPedOutCB, &CPed::PedAnimDoorCloseCB, &CPed::PedSetInCarCB, &CPed::PedSetOutCarCB, &CPed::PedAnimAlignCB,
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&CPed::PedSetDraggedOutCarCB, &CPed::PedAnimStepOutCarCB, &CPed::PedSetInTrainCB, &CPed::PedSetOutTrainCB, &CPed::FinishedAttackCB,
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&CPed::FinishFightMoveCB, &PhonePutDownCB, &PhonePickUpCB, &CPed::PedAnimDoorCloseRollingCB, &CPed::FinishJumpCB,
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&CPed::PedLandCB, &FinishFuckUCB, &CPed::RestoreHeadingRateCB, &CPed::PedSetQuickDraggedOutCarPositionCB, &CPed::PedSetDraggedOutCarPositionCB
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@ -26,7 +26,7 @@ public:
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int32 m_nVisibleMoney;
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int32 m_nCollectedPackages;
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int32 m_nTotalPackages;
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int32 field_188;
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uint32 m_nLastBumpPlayerCarTimer;
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int32 m_nSwitchTaxiTime;
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bool m_bSwitchTaxi;
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int8 field_197;
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@ -131,3 +131,4 @@ enum Config {
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#define USE_DEBUG_SCRIPT_LOADER
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#define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
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#define ANIMATE_PED_COL_MODEL
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#define CANCELLABLE_CAR_ENTER
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@ -4,6 +4,7 @@
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#include "ModelIndices.h"
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WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
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WRAPPER void CCopPed::SetArrestPlayer(CPed*) { EAXJMP(0x4C2B00); }
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CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
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{
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@ -36,6 +36,7 @@ public:
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void ClearPursuit(void);
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void ProcessControl(void);
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void SetArrestPlayer(CPed*);
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};
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static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
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1761
src/peds/Ped.cpp
1761
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
@ -23,6 +23,13 @@ struct CPedAudioData
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int m_nMaxRandomDelayTime;
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};
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enum FightState : int8 {
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FIGHTSTATE_MOVE_FINISHED = -2,
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FIGHTSTATE_JUST_ATTACKED,
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FIGHTSTATE_NO_MOVE,
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FIGHTSTATE_1
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};
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enum
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{
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ENDFIGHT_NORMAL,
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@ -256,7 +263,7 @@ public:
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
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uint8 bIsStanding : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 bIsAttacking : 1; // doesn't reset after fist fight
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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@ -268,9 +275,9 @@ public:
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uint8 bIsTalking : 1;
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uint8 bIsInTheAir : 1;
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uint8 bIsLanding : 1;
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uint8 bIsRunning : 1; // not fleeing
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uint8 m_ped_flagB40 : 1;
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uint8 m_ped_flagB80 : 1;
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uint8 bIsRunning : 1; // on some conditions
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uint8 bHitSomethingLastFrame : 1;
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uint8 m_ped_flagB80 : 1; // something related with reaction to colliding vehicle
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uint8 m_ped_flagC1 : 1;
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uint8 bRespondsToThreats : 1;
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@ -283,7 +290,7 @@ public:
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uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion
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uint8 m_ped_flagD2 : 1; // set when event has been seen
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD4 : 1; // so far only creates blood pool in hands up state
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uint8 m_ped_flagD8 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bUsePedNodeSeek : 1;
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@ -294,35 +301,35 @@ public:
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uint8 m_ped_flagE2 : 1;
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 1;
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uint8 bIsDucking : 1; // set if you don't want ped to attack
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uint8 bIsDucking : 1;
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uint8 bGetUpAnimStarted : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagF1 : 1;
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uint8 bWanderPathAfterExitingCar : 1;
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uint8 m_ped_flagF2 : 1;
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uint8 m_ped_flagF4 : 1;
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uint8 m_ped_flagF4 : 1; // Unfinished feature from VC
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uint8 m_ped_flagF8 : 1;
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uint8 bWillBeQuickJacked : 1;
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uint8 m_ped_flagF20 : 1; // set when couldn't open locked car door
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uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
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uint8 m_ped_flagF40 : 1;
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uint8 bDuckAndCover : 1;
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uint8 m_ped_flagG1 : 1;
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uint8 m_ped_flagG2 : 1;
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uint8 m_ped_flagG4 : 1;
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uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set
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uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint8 m_ped_flagG10 : 1;
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uint8 m_ped_flagG20 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 m_ped_flagG80 : 1;
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uint8 bFadeOut : 1;
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uint8 m_ped_flagH1 : 1;
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uint8 m_ped_flagH2 : 1;
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uint8 m_ped_flagH4 : 1;
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uint8 bClearObjective : 1;
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uint8 m_ped_flagH10 : 1;
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uint8 m_ped_flagH20 : 1;
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uint8 m_ped_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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@ -430,7 +437,7 @@ public:
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CVector m_vecHitLastPos;
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PedFightMoves m_lastFightMove;
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uint8 m_fightButtonPressure;
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int8 m_fightUnk2; // TODO
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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uint8 pad_4B3;
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CFire *m_pFire;
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@ -442,14 +449,14 @@ public:
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uint32 m_lookTimer;
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uint32 m_standardTimer;
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uint32 m_attackTimer;
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uint32 m_lastHitTime; // obviously not correct
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uint32 m_shootTimer; // shooting is a part of attack
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uint32 m_hitRecoverTimer;
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uint32 m_objectiveTimer;
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uint32 m_duckTimer;
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uint32 m_duckAndCoverTimer;
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int32 m_bloodyFootprintCount;
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uint8 m_panicCounter;
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uint8 m_deadBleeding;
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bool m_deadBleeding;
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int8 m_bodyPartBleeding; // PedNode
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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@ -519,7 +526,7 @@ public:
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void CalculateNewOrientation(void);
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float WorkOutHeadingForMovingFirstPerson(float);
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void CalculateNewVelocity(void);
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bool CanPedJumpThis(int32);
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bool CanPedJumpThis(CEntity*);
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bool CanSeeEntity(CEntity*, float);
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void RestorePreviousObjective(void);
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void SetIdle(void);
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@ -629,6 +636,15 @@ public:
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void Mug(void);
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void MoveHeadToLook(void);
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void Pause(void);
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void ProcessBuoyancy(void);
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void ServiceTalking(void);
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void SetJump(void);
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void UpdatePosition(void);
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void WanderRange(void);
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void WanderPath(void);
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void ReactToPointGun(CEntity*);
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void SeekCar(void);
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void SeekBoatPosition(void);
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@ -652,7 +668,7 @@ public:
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static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg);
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static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetInCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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@ -694,6 +710,10 @@ public:
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void Fall(void);
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bool IsPedShootable(void);
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void Look(void);
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void SetInTheAir(void);
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void RestoreHeadPosition(void);
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void PointGunAt(void);
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bool ServiceTalkingWhenDead(void);
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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@ -708,7 +728,7 @@ public:
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static bool &bNastyLimbsCheat;
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static bool &bPedCheat2;
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static bool &bPedCheat3;
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static CVector2D &ms_vec2DFleePosition;
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static CVector2D ms_vec2DFleePosition;
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static CPedAudioData (&CommentWaitTime)[38];
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#ifndef MASTER
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@ -8,6 +8,7 @@ WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
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// TODO: These are hardcoded into exe, reverse it.
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LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
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@ -57,5 +57,6 @@ public:
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bool RestoreGunPosn(void);
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bool LookInDirection(float phi, float theta);
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bool LookAtPosition(CVector const& pos);
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bool RestoreLookAt(void);
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};
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static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
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@ -3668,12 +3668,11 @@ CAutomobile::IsDoorReady(eDoors door)
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if(Doors[door].IsClosed() || IsDoorMissing(door))
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return true;
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int doorflag = 0;
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// TODO: enum?
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switch(door){
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case DOOR_FRONT_LEFT: doorflag = 1; break;
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case DOOR_FRONT_RIGHT: doorflag = 4; break;
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case DOOR_REAR_LEFT: doorflag = 2; break;
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case DOOR_REAR_RIGHT: doorflag = 8; break;
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case DOOR_FRONT_LEFT: doorflag = CAR_DOOR_FLAG_LF; break;
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case DOOR_FRONT_RIGHT: doorflag = CAR_DOOR_FLAG_RF; break;
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case DOOR_REAR_LEFT: doorflag = CAR_DOOR_FLAG_LR; break;
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case DOOR_REAR_RIGHT: doorflag = CAR_DOOR_FLAG_RR; break;
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}
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return (doorflag & m_nGettingInFlags) == 0;
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}
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@ -4076,7 +4075,7 @@ CAutomobile::ProcessAutoBusDoors(void)
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if(CTimer::GetTimeInMilliseconds() < m_nBusDoorTimerEnd){
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if(m_nBusDoorTimerEnd != 0 && CTimer::GetTimeInMilliseconds() > m_nBusDoorTimerEnd-500){
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// close door
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if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & 1) == 0){
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if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & CAR_DOOR_FLAG_LF) == 0){
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if(IsDoorClosed(DOOR_FRONT_LEFT)){
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m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds();
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OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f);
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@ -4086,7 +4085,7 @@ CAutomobile::ProcessAutoBusDoors(void)
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}
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}
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if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & 4) == 0){
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if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0){
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if(IsDoorClosed(DOOR_FRONT_RIGHT)){
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m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds();
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OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f);
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@ -4099,9 +4098,9 @@ CAutomobile::ProcessAutoBusDoors(void)
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}else{
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// ended
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if(m_nBusDoorTimerStart){
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if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & 1) == 0)
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if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & CAR_DOOR_FLAG_LF) == 0)
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OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f);
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if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & 4) == 0)
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if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0)
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OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f);
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m_nBusDoorTimerStart = 0;
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m_nBusDoorTimerEnd = 0;
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