mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
Merge pull request #376 from Nick007J/master
final vehicles functions, some other fixes
This commit is contained in:
commit
db804f99d9
@ -2078,14 +2078,12 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
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return;
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if (IsAnyOtherPedTouchingGarage(FindPlayerPed()))
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return;
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float posX = pVehicle->GetPosition().x;
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float posY = pVehicle->GetPosition().y;
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float posZ = pVehicle->GetPosition().z;
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CVector pos = pVehicle->GetPosition();
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float garageX = GetGarageCenterX();
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float garageY = GetGarageCenterY();
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float offsetX = garageX - posX;
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float offsetY = garageY - posY;
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float offsetZ = posZ - posZ;
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float offsetX = garageX - pos.x;
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float offsetY = garageY - pos.y;
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float offsetZ = pos.z - pos.z;
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float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
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if (distance < RESPRAY_CENTERING_COEFFICIENT) {
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pVehicle->GetPosition().x = GetGarageCenterX();
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@ -2096,7 +2094,7 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
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pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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}
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if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
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pVehicle->GetPosition() = CVector(posX, posY, posZ);
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pVehicle->GetPosition() = pos;
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}
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void CGarages::CloseHideOutGaragesBeforeSave()
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@ -20,6 +20,9 @@
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#include "Fire.h"
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#include "PointLights.h"
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#include "Pools.h"
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#ifdef FIX_BUGS
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#include "Replay.h"
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#endif
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#include "Script.h"
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#include "Shadows.h"
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#include "SpecialFX.h"
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@ -642,32 +645,26 @@ CPickups::AddToCollectedPickupsArray(int32 index)
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void
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CPickups::Update()
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{
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#ifndef FIX_BUGS
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// BUG: this code can only reach 318 out of 320 pickups
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#ifdef FIX_BUGS // RIP speedrunning (solution from SA)
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if (CReplay::IsPlayingBack())
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return;
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#endif
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#define PICKUPS_FRAME_SPAN (6)
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#define PICKUPS_PER_FRAME (NUMGENERALPICKUPS/PICKUPS_FRAME_SPAN)
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for (uint32 i = PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
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#ifdef FIX_BUGS
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for (uint32 i = NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN) / PICKUPS_FRAME_SPAN; i < NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1) / PICKUPS_FRAME_SPAN; i++) {
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#else // BUG: this code can only reach 318 out of 320 pickups
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for (uint32 i = NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
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#endif
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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AddToCollectedPickupsArray(i);
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}
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}
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#undef PICKUPS_FRAME_SPAN
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for (uint32 i = NUMGENERALPICKUPS; i < NUMPICKUPS; i++) {
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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AddToCollectedPickupsArray(i);
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}
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}
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#undef PICKUPS_FRAME_SPAN
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#undef PICKUPS_PER_FRAME
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#else
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for (uint32 i = 0; i < NUMPICKUPS; i++) {
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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AddToCollectedPickupsArray(i);
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}
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}
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#endif
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}
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void
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@ -31,10 +31,17 @@ void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehicleP
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void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
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void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
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WRAPPER bool CVehicle::ShufflePassengersToMakeSpace(void) { EAXJMP(0x5528A0); }
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// or Weapon.cpp?
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WRAPPER void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage) { EAXJMP(0x563B00); }
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WRAPPER void CVehicle::InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage) { EAXJMP(0x551950); }
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#ifdef FIX_BUGS
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// I think they meant that
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#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (MYRAND_MAX * 35 / 100)
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#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (MYRAND_MAX * 70 / 100)
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#else
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#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (35000)
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#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (70000)
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#endif
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#define DAMAGE_HEALTH_TO_FLEE_ALWAYS (200.0f)
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#define DAMAGE_HEALTH_TO_CATCH_FIRE (250.0f)
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CVehicle::CVehicle(uint8 CreatedBy)
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{
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@ -361,6 +368,119 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec
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return angularVelocity * CTimer::GetTimeStep();
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}
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void
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CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage)
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{
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if (!bCanBeDamaged)
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return;
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if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle()))
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return;
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bool bFrightensDriver = false;
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switch (weaponType) {
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case WEAPONTYPE_UNARMED:
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case WEAPONTYPE_BASEBALLBAT:
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if (bMeleeProof)
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return;
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break;
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case WEAPONTYPE_COLT45:
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case WEAPONTYPE_UZI:
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case WEAPONTYPE_SHOTGUN:
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_M16:
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case WEAPONTYPE_SNIPERRIFLE:
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case WEAPONTYPE_TOTAL_INVENTORY_WEAPONS:
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case WEAPONTYPE_UZI_DRIVEBY:
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if (bBulletProof)
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return;
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bFrightensDriver = true;
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break;
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case WEAPONTYPE_ROCKETLAUNCHER:
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case WEAPONTYPE_MOLOTOV:
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case WEAPONTYPE_GRENADE:
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case WEAPONTYPE_EXPLOSION:
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if (bExplosionProof)
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return;
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bFrightensDriver = true;
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break;
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case WEAPONTYPE_FLAMETHROWER:
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if (bFireProof)
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return;
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break;
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case WEAPONTYPE_RAMMEDBYCAR:
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if (bCollisionProof)
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return;
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break;
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default:
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break;
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}
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if (m_fHealth > 0.0f) {
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if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
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(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS) &&
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AutoPilot.m_nCarMission == MISSION_CRUISE) {
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if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
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m_status = STATUS_PHYSICS;
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}
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}
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m_nLastWeaponDamage = weaponType;
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float oldHealth = m_fHealth;
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if (m_fHealth > damage) {
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m_fHealth -= damage;
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if (VehicleCreatedBy == RANDOM_VEHICLE &&
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(m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS ||
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bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) {
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switch (m_status) {
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case STATUS_SIMPLE:
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case STATUS_PHYSICS:
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if (pDriver) {
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m_status = STATUS_ABANDONED;
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pDriver->bFleeAfterExitingCar = true;
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pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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}
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for (int i = 0; i < m_nNumMaxPassengers; i++) {
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if (pPassengers[i]) {
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pPassengers[i]->bFleeAfterExitingCar = true;
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pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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}
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}
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break;
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default:
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break;
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}
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}
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if (oldHealth > DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) {
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if (IsCar()) {
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CAutomobile* pThisCar = (CAutomobile*)this;
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pThisCar->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
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pThisCar->m_pSetOnFireEntity = damagedBy;
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if (damagedBy)
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damagedBy->RegisterReference((CEntity**)&pThisCar->m_pSetOnFireEntity);
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}
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}
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}
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else {
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m_fHealth = 0.0f;
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if (weaponType == WEAPONTYPE_EXPLOSION) {
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// between 1000 and 3047. Also not very nice: can't be saved by respray or cheat
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m_nBombTimer = 1000 + CGeneral::GetRandomNumber() & 0x7FF;
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m_pBlowUpEntity = damagedBy;
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if (damagedBy)
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damagedBy->RegisterReference((CEntity**)&m_pBlowUpEntity);
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}
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else
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BlowUpCar(damagedBy);
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}
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}
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#ifdef FIX_BUGS // removing dumb case when shooting police car in player's own garage gives wanted level
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if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed() && !bHasBeenOwnedByPlayer)
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#else
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if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed())
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#endif
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FindPlayerPed()->SetWantedLevelNoDrop(1);
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}
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void
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CVehicle::ExtinguishCarFire(void)
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{
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@ -375,6 +495,65 @@ CVehicle::ExtinguishCarFire(void)
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}
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}
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bool
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CVehicle::ShufflePassengersToMakeSpace(void)
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{
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if (m_nNumPassengers >= m_nNumMaxPassengers)
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return false;
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if (pPassengers[1] &&
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!(m_nGettingInFlags & CAR_DOOR_FLAG_LR) &&
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IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_LEFT, nil)) {
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if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
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pPassengers[2] = pPassengers[1];
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pPassengers[1] = nil;
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pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
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return true;
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}
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if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
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pPassengers[0] = pPassengers[1];
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pPassengers[1] = nil;
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pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
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return true;
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}
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return false;
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}
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if (pPassengers[2] &&
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!(m_nGettingInFlags & CAR_DOOR_FLAG_RR) &&
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IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_RIGHT, nil)) {
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if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
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pPassengers[1] = pPassengers[2];
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pPassengers[2] = nil;
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pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
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return true;
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}
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if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
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pPassengers[0] = pPassengers[2];
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pPassengers[2] = nil;
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pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
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return true;
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}
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return false;
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}
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if (pPassengers[0] &&
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!(m_nGettingInFlags & CAR_DOOR_FLAG_RF) &&
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IsRoomForPedToLeaveCar(COMPONENT_DOOR_FRONT_RIGHT, nil)) {
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if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
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pPassengers[1] = pPassengers[0];
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pPassengers[0] = nil;
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pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
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return true;
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}
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if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
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pPassengers[2] = pPassengers[0];
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pPassengers[0] = nil;
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pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
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return true;
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}
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return false;
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}
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return false;
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}
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void
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CVehicle::ProcessDelayedExplosion(void)
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{
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@ -831,4 +1010,5 @@ STARTPATCHES
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InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
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InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
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InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
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InjectHook(0x551950, &CVehicle::InflictDamage, PATCH_JUMP);
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ENDPATCHES
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@ -4,6 +4,7 @@
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#include "AutoPilot.h"
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#include "ModelIndices.h"
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#include "AnimManager.h"
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#include "Weapon.h"
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class CPed;
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class CFire;
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@ -266,7 +267,7 @@ public:
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void ProcessCarAlarm(void);
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bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
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bool ShufflePassengersToMakeSpace(void);
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void InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage);
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void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
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bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
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CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
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@ -14,6 +14,7 @@ WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, fl
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WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
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WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
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WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
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WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
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void
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CWeapon::Initialise(eWeaponType type, int ammo)
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@ -81,3 +81,5 @@ public:
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static void UpdateWeapons(void);
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};
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static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
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void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);
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