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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-28 10:41:48 +01:00
A bug fix and VC ports for veh. enter/exit
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@ -718,7 +718,7 @@ CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
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}
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if (pedOnGround)
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* pedOnGround = currentPed;
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*pedOnGround = currentPed;
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return stateToReturn;
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}
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@ -11060,6 +11060,7 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
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int padNo;
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if (ped->IsPlayer()) {
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// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
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switch (ped->m_nPedType) {
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case PEDTYPE_PLAYER1:
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padNo = 0;
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@ -11073,9 +11074,6 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
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case PEDTYPE_PLAYER4:
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padNo = 3;
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break;
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default:
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// FIX: that was "break"
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return;
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}
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CPad *pad = CPad::GetPad(padNo);
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@ -11175,6 +11173,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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int padNo;
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if (ped->IsPlayer()) {
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// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
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switch (ped->m_nPedType) {
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case PEDTYPE_PLAYER1:
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padNo = 0;
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@ -11188,9 +11187,6 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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case PEDTYPE_PLAYER4:
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padNo = 3;
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break;
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default:
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// FIX: that was "break"
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return;
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}
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CPad* pad = CPad::GetPad(padNo);
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bool engineIsIntact = false;
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@ -11417,6 +11413,34 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (!veh)
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return;
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#ifdef VC_PED_PORTS
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// Situation of entering car as a driver while there is already a driver exiting atm.
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CPed *driver = veh->pDriver;
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if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_VEHICLE
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&& (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
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if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
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ped->QuitEnteringCar();
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return;
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}
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if (driver->CharCreatedBy == MISSION_CHAR) {
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PedSetOutCarCB(nil, veh->pDriver);
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if (driver->m_pMyVehicle) {
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driver->PositionPedOutOfCollision();
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} else {
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driver->m_pMyVehicle = veh;
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driver->PositionPedOutOfCollision();
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driver->m_pMyVehicle = nil;
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}
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veh->pDriver = nil;
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} else {
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driver->SetDead();
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driver->FlagToDestroyWhenNextProcessed();
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veh->pDriver = nil;
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}
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}
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#endif
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if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
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return;
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@ -11446,7 +11470,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (veh->IsBoat()) {
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if (ped->IsPlayer()) {
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#ifdef VC_PED_PORTS
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#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
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CCarCtrl::RegisterVehicleOfInterest(veh);
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#endif
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if (veh->m_status == STATUS_SIMPLE) {
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@ -11499,7 +11523,10 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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#endif
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}
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}
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} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
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}
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// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
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#ifndef VC_PED_PORTS
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else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
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if (ped->m_nPedState == PED_CARJACK) {
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veh->AddPassenger(ped, 0);
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ped->m_nPedState = PED_DRIVING;
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@ -11509,6 +11536,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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veh->AutoPilot.m_nCruiseSpeed = 17;
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}
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}
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#endif
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if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) {
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veh->SetDriver(ped);
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@ -11572,6 +11600,10 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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ped->m_prevObjective = OBJECTIVE_NONE;
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ped->RestorePreviousObjective();
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#ifdef VC_PED_PORTS
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if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
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veh->AutoPilot.m_nCruiseSpeed = 17;
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#endif
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}
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veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
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@ -13098,13 +13130,22 @@ CPed::ProcessObjective(void)
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m_objectiveTimer = 0;
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}
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}
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// fall through
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}
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case OBJECTIVE_ENTER_CAR_AS_DRIVER:
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{
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if (!m_carInObjective || bInVehicle) {
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bObjectiveCompleted = true;
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bScriptObjectiveCompleted = true;
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RestorePreviousState();
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#ifdef VC_PED_PORTS
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if (bInVehicle && m_pMyVehicle != m_carInObjective)
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{
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SetExitCar(m_pMyVehicle, 0);
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}
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#endif
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{
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bObjectiveCompleted = true;
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bScriptObjectiveCompleted = true;
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RestorePreviousState();
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}
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} else {
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if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) {
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SetMoveState(PEDMOVE_STILL);
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@ -3885,6 +3885,9 @@ CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset)
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}
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CVector dist = doorPos - seatPos;
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// Removing that makes this func. return false for van doors.
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doorPos.z += 0.5f;
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float length = dist.Magnitude();
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CVector pedPos = seatPos + dist*((length+0.6f)/length);
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@ -4193,6 +4196,7 @@ GetCurrentAtomicObjectCB(RwObject *object, void *data)
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}
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CColPoint aTempPedColPts[32]; // this name doesn't make any sense
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// they probably copied it from Ped (both serves same purpose) and didn't change the name
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CObject*
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CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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