mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
commit
fc011d76b4
@ -1254,7 +1254,8 @@ CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
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Source.z += HeightFixerCarsObscuring;
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}
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bool CCam::Using3rdPersonMouseCam()
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bool
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CCam::Using3rdPersonMouseCam()
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{
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return CCamera::m_bUseMouse3rdPerson &&
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(Mode == MODE_FOLLOWPED ||
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@ -1263,6 +1264,16 @@ bool CCam::Using3rdPersonMouseCam()
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Mode != MODE_TOPDOWN1 && this->CamTargetEntity == FindPlayerPed());
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}
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bool
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CCam::GetWeaponFirstPersonOn()
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{
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CEntity *target = this->CamTargetEntity;
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if (target && target->IsPed())
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return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
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return false;
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}
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STARTPATCHES
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InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
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@ -171,6 +171,7 @@ struct CCam
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void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
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void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
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bool Using3rdPersonMouseCam();
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bool GetWeaponFirstPersonOn();
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void Process_Debug(float *vec, float a, float b, float c);
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void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);
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@ -42,13 +42,14 @@ public:
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static float LimitRadianAngle(float angle)
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{
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float result;
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if (angle < -25.0f)
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angle = -25.0f;
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if (angle > 25.0f)
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angle = 25.0f;
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float result = angle;
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result = -25.0f;
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else if (angle > 25.0f)
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result = 25.0f;
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else
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result = angle;
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while (result >= PI) {
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result -= 2 * PI;
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@ -71,7 +72,7 @@ public:
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if (x > 0.0f) {
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if (y > 0.0f)
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return 2 * PI - atan2(x / y, 1.0f);
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return PI - atan2(x / y, 1.0f);
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else
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return -atan2(x / y, 1.0f);
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} else {
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@ -1,5 +1,6 @@
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#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "Pools.h"
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#include "Particle.h"
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#include "Stats.h"
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@ -18,6 +19,10 @@
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#include "Weather.h"
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#include "CullZones.h"
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#include "Population.h"
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#include "Renderer.h"
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#include "Lights.h"
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#include "PointLights.h"
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#include "Pad.h"
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WRAPPER void CPed::QuitEnteringCar() { EAXJMP(0x4E0E00); }
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WRAPPER void CPed::KillPedWithCar(CVehicle* veh, float impulse) { EAXJMP(0x4EC430); }
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@ -30,11 +35,8 @@ WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dra
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WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); }
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WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
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WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
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WRAPPER void CPed::Teleport(CVector) { EAXJMP(0x4D3E70); }
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WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
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WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
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WRAPPER bool CPed::SetupLighting(void) { EAXJMP(0x4A7D30); }
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WRAPPER void CPed::RemoveLighting(bool) { EAXJMP(0x4A7DC0); }
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WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
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WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
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@ -102,7 +104,7 @@ CPed::FlagToDestroyWhenNextProcessed(void)
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}
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bInVehicle = false;
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m_pMyVehicle = nil;
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if (m_nCreatedBy == 2) /* TODO: enum (MISSION) */
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if (m_nCreatedBy == CREATED_BY_SCRIPT)
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m_nPedState = PED_DEAD;
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else
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m_nPedState = PED_NONE;
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@ -279,12 +281,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_talkTimer = 0;
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m_talkTypeLast = 167;
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m_talkType = 167;
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m_objective = 0;
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m_prevObjective = 0;
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m_nCreatedBy = 1;
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field_180 = 0;
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m_field_16C = nil;
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field_170 = 0;
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m_objective = OBJECTIVE_NONE;
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m_prevObjective = OBJECTIVE_NONE;
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m_nCreatedBy = CREATED_BY_RANDOM;
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m_leader = nil;
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m_pedInObjective = nil;
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m_carInObjective = nil;
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bInVehicle = 0;
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m_pMyVehicle = nil;
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m_pVehicleAnim = nil;
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@ -307,8 +309,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_lastHitTime = 0;
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m_hitRecoverTimer = 0;
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field_4E8 = 0;
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m_movedX = 0;
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m_movedY = 0;
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m_moved = CVector2D(0.0f, 0.0f);
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m_fRotationCur = 0.0f;
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m_headingRate = 15.0f;
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m_fRotationDest = 0.0f;
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@ -334,13 +335,13 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_pCollidingEntity = nil;
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m_nPedState = PED_IDLE;
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m_nLastPedState = PED_NONE;
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m_nMoveState = 1;
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m_nMoveState = PEDMOVE_STILL;
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m_nStoredActionState = 0;
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m_pFire = nil;
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m_pPointGunAt = nil;
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m_pLookTarget = 0;
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m_pLookTarget = nil;
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m_fLookDirection = 0.0f;
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m_pCurSurface = 0;
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m_pCurSurface = nil;
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m_targetUnused = nil;
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m_nPathNodes = 0;
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m_nCurPathNode = 0;
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@ -630,6 +631,21 @@ CPed::CanSetPedState(void)
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m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR;
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}
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bool
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CPed::IsPedInControl(void)
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{
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return m_nPedState <= PED_STATES_NO_AI
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&& !m_ped_flagB8 && !m_ped_flagB10
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&& m_fHealth > 0.0f;
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}
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bool
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CPed::CanStrafeOrMouseControl(void)
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{
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return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
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m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
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}
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void
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CPed::AddWeaponModel(int id)
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{
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@ -847,7 +863,7 @@ CPed::Avoid(void)
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if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
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nearestPed = m_nearPeds[0];
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if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
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if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
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// Check if this ped wants to avoid the nearest one
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if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
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@ -2037,15 +2053,496 @@ CPed::SetModelIndex(uint32 mi)
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RpAnimBlendClumpInit((RpClump*) m_rwObject);
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RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames);
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CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
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SetPedStats(static_cast<ePedStats>(modelInfo->m_pedStatType));
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SetPedStats((ePedStats) modelInfo->m_pedStatType);
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m_headingRate = m_pedStats->m_headingChangeRate;
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m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup);
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m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
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CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
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// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
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}
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void
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CPed::RemoveLighting(bool reset)
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{
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CRenderer::RemoveVehiclePedLights(this, reset);
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}
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bool
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CPed::SetupLighting(void)
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{
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ActivateDirectional();
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SetAmbientColoursForPedsCarsAndObjects();
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if (m_ped_flagB10) {
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WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
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} else {
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// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
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float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
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if (!m_ped_flagB20 && lightMult != 1.0f) {
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SetAmbientAndDirectionalColours(lightMult);
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return true;
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}
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}
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return false;
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}
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void
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CPed::Teleport(CVector pos)
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{
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CWorld::Remove(this);
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GetPosition() = pos;
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bIsStanding = false;
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m_nPedStateTimer = 0;
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m_actionX = 0.0f;
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m_actionY = 0.0f;
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m_pDamageEntity = nil;
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CWorld::Add(this);
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}
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void
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CPed::CalculateNewOrientation(void)
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{
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if (CReplay::IsPlayingBack() || !IsPedInControl())
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return;
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CVector pos = *GetPosition();
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GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
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// Because SetRotate makes pos. all 0
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GetPosition() = pos;
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}
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float
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CPed::WorkOutHeadingForMovingFirstPerson(float offset)
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{
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if (!IsPlayer())
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return 0.0f;
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CPad *pad0 = CPad::GetPad(0);
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float leftRight = pad0->GetPedWalkLeftRight();
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float upDown = pad0->GetPedWalkUpDown();
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float &angle = ((CPlayerPed*)this)->m_fWalkAngle;
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if (upDown != 0.0f) {
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angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
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} else {
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if (leftRight < 0.0f)
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angle = 0.5 * PI;
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else if (leftRight > 0.0f)
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angle = -0.5 * PI;
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}
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return CGeneral::LimitRadianAngle(offset + angle);
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}
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void
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CPed::CalculateNewVelocity(void)
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{
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if (IsPedInControl()) {
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float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
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m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
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float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);
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if (m_fRotationCur - PI > limitedRotDest) {
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limitedRotDest += 2 * PI;
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} else if(PI + m_fRotationCur < limitedRotDest) {
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limitedRotDest -= 2 * PI;
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}
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if (IsPlayer() && m_nPedState == PED_ATTACK)
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headAmount /= 4.0f;
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float neededTurn = limitedRotDest - m_fRotationCur;
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if (neededTurn <= headAmount) {
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if (neededTurn > (-headAmount))
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m_fRotationCur += neededTurn;
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else
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m_fRotationCur -= headAmount;
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} else {
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m_fRotationCur += headAmount;
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}
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}
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CVector2D forward(sin(m_fRotationCur), cos(m_fRotationCur));
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m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * cos(m_fRotationCur)) + -sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
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m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * sin(m_fRotationCur));
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if (CTimer::GetTimeStep() >= 0.01f) {
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m_moved = m_moved * (1 / CTimer::GetTimeStep());
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} else {
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m_moved = m_moved * (1 / 100.0f);
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}
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if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
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|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
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return;
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float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
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float pedSpeed = m_moved.Magnitude();
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float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);
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if (localWalkAngle < -0.5 * PI) {
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localWalkAngle += PI;
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} else if (localWalkAngle > 0.5 * PI) {
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localWalkAngle -= PI;
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}
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// Interestingly this part is responsible for diagonal walking.
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if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
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TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
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m_moved = CVector2D(-sin(walkAngle), cos(walkAngle)) * pedSpeed;
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}
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CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE);
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CAnimBlendAssociation* fightAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_FIGHT_IDLE);
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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
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LimbOrientation newUpperLegs;
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newUpperLegs.phi = localWalkAngle;
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if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
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newUpperLegs.phi += PI;
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} else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
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newUpperLegs.phi -= PI;
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}
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if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
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newUpperLegs.theta = 0.0f;
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
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}
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}
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}
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bool
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CPed::CanBeDeleted(void)
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{
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if (this->bInVehicle)
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return false;
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switch (m_nCreatedBy) {
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case CREATED_BY_RANDOM:
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return true;
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case CREATED_BY_SCRIPT:
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return false;
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default:
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return true;
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}
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}
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bool
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CPed::CanPedDriveOff(void)
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{
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if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
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return false;
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for (int i = 0; i < m_numNearPeds; i++) {
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CPed *ped = m_nearPeds[i];
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if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) {
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m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
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return false;
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}
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}
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return true;
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}
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// I couldn't find where it is used.
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bool
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CPed::CanPedJumpThis(int32 unused)
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{
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CVector2D forward(-sin(m_fRotationCur), -cos(m_fRotationCur));
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CVector pos = GetPosition();
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// wat?
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CVector forwardPos(
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forward.x + pos.x,
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forward.y + pos.y,
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pos.z);
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return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
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}
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bool
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CPed::CanPedReturnToState(void)
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{
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return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
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m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
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}
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bool
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CPed::CanSeeEntity(CEntity *entity, float threshold)
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{
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float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
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entity->GetPosition().x,
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entity->GetPosition().x,
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GetPosition().x,
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GetPosition().y);
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if (neededAngle < 0.0f)
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neededAngle += 2 * PI;
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else if (neededAngle > 2 * PI)
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neededAngle -= 2 * PI;
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float ourAngle = m_fRotationCur;
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if (ourAngle < 0.0f)
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ourAngle += 2 * PI;
|
||||
else if (ourAngle > 2 * PI)
|
||||
ourAngle -= 2 * PI;
|
||||
|
||||
float neededTurn = fabs(neededAngle - ourAngle);
|
||||
|
||||
return neededTurn < threshold || 2 * PI - threshold < neededTurn;
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::IsTemporaryObjective(eObjective objective)
|
||||
{
|
||||
return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
|
||||
objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetMoveState(eMoveState state)
|
||||
{
|
||||
m_nMoveState = state;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetObjectiveTimer(int time)
|
||||
{
|
||||
if (time == 0) {
|
||||
m_objectiveTimer = 0;
|
||||
} else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
|
||||
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::ForceStoredObjective(eObjective objective)
|
||||
{
|
||||
if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
||||
m_prevObjective = m_objective;
|
||||
return;
|
||||
}
|
||||
|
||||
switch (m_objective)
|
||||
{
|
||||
case OBJECTIVE_FLEE_TILL_SAFE:
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
||||
case OBJECTIVE_RUN_TO_AREA:
|
||||
return;
|
||||
default:
|
||||
m_prevObjective = m_objective;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetStoredObjective(void)
|
||||
{
|
||||
if (m_objective == m_prevObjective)
|
||||
return;
|
||||
|
||||
switch (m_objective)
|
||||
{
|
||||
case OBJECTIVE_FLEE_TILL_SAFE:
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
||||
case OBJECTIVE_LEAVE_VEHICLE:
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
||||
case OBJECTIVE_RUN_TO_AREA:
|
||||
return;
|
||||
default:
|
||||
m_prevObjective = m_objective;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPed::RestorePreviousObjective(void)
|
||||
{
|
||||
if (m_objective == OBJECTIVE_NONE)
|
||||
return;
|
||||
|
||||
if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
||||
m_pedInObjective = nil;
|
||||
|
||||
if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
|
||||
m_objective = OBJECTIVE_NONE;
|
||||
if (m_pMyVehicle)
|
||||
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
||||
|
||||
} else {
|
||||
m_objective = m_prevObjective;
|
||||
m_prevObjective = OBJECTIVE_NONE;
|
||||
}
|
||||
m_ped_flagD40 = false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetLeader(CEntity *leader)
|
||||
{
|
||||
m_leader = (CPed*)leader;
|
||||
|
||||
if(m_leader)
|
||||
m_leader->RegisterReference((CEntity **)m_leader);
|
||||
}
|
||||
|
||||
void
|
||||
CPed::SetObjective(eObjective newObj, void *entity)
|
||||
{
|
||||
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
|
||||
return;
|
||||
|
||||
if (m_prevObjective == newObj) {
|
||||
// Why?
|
||||
if (m_prevObjective != OBJECTIVE_NONE)
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity == this)
|
||||
return;
|
||||
|
||||
SetObjectiveTimer(0);
|
||||
if (m_objective == newObj) {
|
||||
switch (newObj) {
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
||||
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
|
||||
case OBJECTIVE_FIGHT_CHAR:
|
||||
if (m_pedInObjective == entity)
|
||||
return;
|
||||
|
||||
break;
|
||||
case OBJECTIVE_LEAVE_VEHICLE:
|
||||
case OBJECTIVE_FLEE_CAR:
|
||||
return;
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
case OBJECTIVE_DESTROY_CAR:
|
||||
case OBJECTIVE_SOLICIT:
|
||||
case OBJECTIVE_BUY_ICE_CREAM:
|
||||
if (m_carInObjective == entity)
|
||||
return;
|
||||
|
||||
break;
|
||||
case OBJECTIVE_SET_LEADER:
|
||||
if (m_leader == entity)
|
||||
return;
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle)
|
||||
return;
|
||||
}
|
||||
|
||||
m_ped_flagD40 = false;
|
||||
if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) {
|
||||
if (m_objective != newObj) {
|
||||
if (IsTemporaryObjective(newObj))
|
||||
ForceStoredObjective(newObj);
|
||||
else
|
||||
SetStoredObjective();
|
||||
}
|
||||
m_objective = newObj;
|
||||
} else {
|
||||
m_prevObjective = newObj;
|
||||
}
|
||||
|
||||
switch (newObj) {
|
||||
case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
|
||||
|
||||
// In this special case, entity parameter isn't CEntity, but int.
|
||||
SetObjectiveTimer((int)entity);
|
||||
return;
|
||||
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
||||
case OBJECTIVE_MUG_CHAR:
|
||||
m_pLastPathNode = nil;
|
||||
m_ped_flagD20 = false;
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_pedInObjective = (CPed*)entity;
|
||||
m_pedInObjective->RegisterReference((CEntity**)m_pedInObjective);
|
||||
m_pLookTarget = (CEntity*)entity;
|
||||
m_pLookTarget->RegisterReference((CEntity**)m_pLookTarget);
|
||||
return;
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
||||
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
||||
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
||||
case OBJECTIVE_FIGHT_CHAR:
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_pedInObjective = (CPed*)entity;
|
||||
m_pedInObjective->RegisterReference((CEntity**)m_pedInObjective);
|
||||
return;
|
||||
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
||||
m_pedInObjective = (CPed*)entity;
|
||||
m_pedInObjective->RegisterReference((CEntity**)m_pedInObjective);
|
||||
m_pedFormation = 1;
|
||||
return;
|
||||
case OBJECTIVE_LEAVE_VEHICLE:
|
||||
case OBJECTIVE_FLEE_CAR:
|
||||
m_carInObjective = (CVehicle*)entity;
|
||||
m_carInObjective->RegisterReference((CEntity **)m_carInObjective);
|
||||
if (!m_carInObjective->bIsBus || m_leaveCarTimer)
|
||||
return;
|
||||
break;
|
||||
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
||||
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
||||
if (m_nMoveState == PEDMOVE_STILL)
|
||||
SetMoveState(PEDMOVE_RUN);
|
||||
|
||||
if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
|
||||
RestorePreviousObjective();
|
||||
return;
|
||||
}
|
||||
// fall through
|
||||
case OBJECTIVE_DESTROY_CAR:
|
||||
case OBJECTIVE_SOLICIT:
|
||||
case OBJECTIVE_BUY_ICE_CREAM:
|
||||
m_carInObjective = (CVehicle*)entity;
|
||||
m_carInObjective->RegisterReference((CEntity**)m_carInObjective);
|
||||
m_pSeekTarget = m_carInObjective;
|
||||
m_pSeekTarget->RegisterReference((CEntity**)m_pSeekTarget);
|
||||
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
||||
if (newObj == OBJECTIVE_SOLICIT) {
|
||||
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
||||
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_nCreatedBy == CREATED_BY_SCRIPT &&
|
||||
(m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls)) {
|
||||
SetObjectiveTimer(14000);
|
||||
} else {
|
||||
m_objectiveTimer = 0;
|
||||
}
|
||||
return;
|
||||
case OBJECTIVE_SET_LEADER:
|
||||
SetLeader((CEntity*)entity);
|
||||
RestorePreviousObjective();
|
||||
return;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
for (int i=0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
|
||||
if (m_carInObjective->pPassengers[i] == this) {
|
||||
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
|
||||
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
|
||||
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
|
||||
@ -2090,7 +2587,6 @@ STARTPATCHES
|
||||
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
|
||||
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
|
||||
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
|
||||
InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
|
||||
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
|
||||
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
|
||||
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
|
||||
@ -2104,7 +2600,16 @@ STARTPATCHES
|
||||
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
|
||||
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
|
||||
InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP);
|
||||
InjectHook(0x4C5330, &CPed::SetPedStats, PATCH_JUMP);
|
||||
InjectHook(0x4C52A0, &CPed::SetModelIndex_, PATCH_JUMP);
|
||||
InjectHook(0x4D6570, &CPed::FlagToDestroyWhenNextProcessed_, PATCH_JUMP);
|
||||
InjectHook(0x4A7D30, &CPed::SetupLighting_, PATCH_JUMP);
|
||||
InjectHook(0x4A7DC0, &CPed::RemoveLighting_, PATCH_JUMP);
|
||||
InjectHook(0x4D3E70, &CPed::Teleport_, PATCH_JUMP);
|
||||
InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP);
|
||||
InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP);
|
||||
InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP);
|
||||
InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP);
|
||||
InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP);
|
||||
InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP);
|
||||
InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -13,6 +13,45 @@
|
||||
|
||||
struct CPathNode;
|
||||
|
||||
enum eObjective {
|
||||
OBJECTIVE_NONE,
|
||||
OBJECTIVE_IDLE,
|
||||
OBJECTIVE_FLEE_TILL_SAFE,
|
||||
OBJECTIVE_GUARD_SPOT,
|
||||
OBJECTIVE_GUARD_AREA,
|
||||
OBJECTIVE_WAIT_IN_CAR,
|
||||
OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
|
||||
OBJECTIVE_KILL_CHAR_ON_FOOT,
|
||||
OBJECTIVE_KILL_CHAR_ANY_MEANS,
|
||||
OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
|
||||
OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
|
||||
OBJECTIVE_GOTO_CHAR_ON_FOOT,
|
||||
OBJECTIVE_FOLLOW_PED_IN_FORMATION,
|
||||
OBJECTIVE_LEAVE_VEHICLE,
|
||||
OBJECTIVE_ENTER_CAR_AS_PASSENGER,
|
||||
OBJECTIVE_ENTER_CAR_AS_DRIVER,
|
||||
OBJECTIVE_FOLLOW_CAR_IN_CAR,
|
||||
OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
|
||||
OBJECTIVE_DESTROY_OBJ,
|
||||
OBJECTIVE_DESTROY_CAR,
|
||||
OBJECTIVE_GOTO_AREA_ANY_MEANS,
|
||||
OBJECTIVE_GOTO_AREA_ON_FOOT,
|
||||
OBJECTIVE_RUN_TO_AREA,
|
||||
OBJECTIVE_23,
|
||||
OBJECTIVE_24,
|
||||
OBJECTIVE_FIGHT_CHAR,
|
||||
OBJECTIVE_SET_LEADER,
|
||||
OBJECTIVE_FOLLOW_ROUTE,
|
||||
OBJECTIVE_SOLICIT,
|
||||
OBJECTIVE_HAIL_TAXI,
|
||||
OBJECTIVE_CATCH_TRAIN,
|
||||
OBJECTIVE_BUY_ICE_CREAM,
|
||||
OBJECTIVE_STEAL_ANY_CAR,
|
||||
OBJECTIVE_MUG_CHAR,
|
||||
OBJECTIVE_FLEE_CAR,
|
||||
OBJECTIVE_35
|
||||
};
|
||||
|
||||
enum {
|
||||
VEHICLE_ENTER_FRONT_RIGHT = 11,
|
||||
VEHICLE_ENTER_REAR_RIGHT = 12,
|
||||
@ -20,6 +59,11 @@ enum {
|
||||
VEHICLE_ENTER_REAR_LEFT = 16,
|
||||
};
|
||||
|
||||
enum {
|
||||
CREATED_BY_RANDOM = 1,
|
||||
CREATED_BY_SCRIPT
|
||||
};
|
||||
|
||||
enum PedLineUpPhase {
|
||||
LINE_UP_TO_CAR_START,
|
||||
LINE_UP_TO_CAR_END,
|
||||
@ -97,7 +141,7 @@ enum PedState
|
||||
PED_ARRESTED = 56,
|
||||
};
|
||||
|
||||
enum {
|
||||
enum eMoveState {
|
||||
PEDMOVE_NONE,
|
||||
PEDMOVE_STILL,
|
||||
PEDMOVE_WALK,
|
||||
@ -146,7 +190,7 @@ public:
|
||||
uint8 m_ped_flagD8 : 1;
|
||||
uint8 m_ped_flagD10 : 1;
|
||||
uint8 m_ped_flagD20 : 1;
|
||||
uint8 m_ped_flagD40 : 1;
|
||||
uint8 m_ped_flagD40 : 1; // reset when objective changes
|
||||
uint8 m_ped_flagD80 : 1;
|
||||
|
||||
uint8 m_ped_flagE1 : 1;
|
||||
@ -197,14 +241,14 @@ public:
|
||||
uint8 m_nCreatedBy;
|
||||
uint8 field_161;
|
||||
uint8 pad_162[2];
|
||||
uint32 m_objective;
|
||||
uint32 m_prevObjective;
|
||||
CPed* m_field_16C;
|
||||
uint32 field_170;
|
||||
eObjective m_objective;
|
||||
eObjective m_prevObjective;
|
||||
CPed *m_pedInObjective;
|
||||
CVehicle *m_carInObjective;
|
||||
uint32 field_174;
|
||||
uint32 field_178;
|
||||
uint32 field_17C;
|
||||
uint32 field_180;
|
||||
CPed *m_leader;
|
||||
uint32 m_pedFormation;
|
||||
uint32 m_fearFlags;
|
||||
CEntity *m_threatEntity;
|
||||
@ -223,7 +267,7 @@ public:
|
||||
uint32 m_nPedStateTimer;
|
||||
PedState m_nPedState;
|
||||
PedState m_nLastPedState;
|
||||
int32 m_nMoveState;
|
||||
eMoveState m_nMoveState;
|
||||
int32 m_nStoredActionState;
|
||||
int32 m_nPrevActionState;
|
||||
int32 m_nWaitState;
|
||||
@ -246,8 +290,7 @@ public:
|
||||
uint16 m_routeType;
|
||||
uint16 m_routeCurDir;
|
||||
uint16 field_2D2;
|
||||
float m_movedX;
|
||||
float m_movedY;
|
||||
CVector2D m_moved;
|
||||
float m_fRotationCur;
|
||||
float m_fRotationDest;
|
||||
float m_headingRate;
|
||||
@ -304,7 +347,7 @@ public:
|
||||
uint32 m_attackTimer;
|
||||
uint32 m_lastHitTime;
|
||||
uint32 m_hitRecoverTimer;
|
||||
uint32 field_4E0;
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
uint32 field_4E8;
|
||||
int32 m_bloodyFootprintCount;
|
||||
@ -345,9 +388,6 @@ public:
|
||||
CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
|
||||
void dtor(void) { this->CPed::~CPed(); }
|
||||
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
void AddWeaponModel(int id);
|
||||
void AimGun(void);
|
||||
void KillPedWithCar(CVehicle *veh, float impulse);
|
||||
@ -369,7 +409,6 @@ public:
|
||||
bool IsPedHeadAbovePos(float zOffset);
|
||||
void RemoveWeaponModel(int modelId);
|
||||
void SetCurrentWeapon(uint32 weaponType);
|
||||
bool SelectGunIfArmed(void);
|
||||
void Duck(void);
|
||||
void ClearDuck(void);
|
||||
void ClearPointGunAt(void);
|
||||
@ -379,14 +418,22 @@ public:
|
||||
void SetPedPositionInCar(void);
|
||||
void PlayFootSteps(void);
|
||||
void QuitEnteringCar(void);
|
||||
bool IsPointerValid(void);
|
||||
void SortPeds(CPed**, int, int);
|
||||
void BuildPedLists(void);
|
||||
uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
|
||||
void SetPedStats(ePedStats);
|
||||
void CalculateNewOrientation(void);
|
||||
float WorkOutHeadingForMovingFirstPerson(float);
|
||||
void CalculateNewVelocity(void);
|
||||
bool CanPedJumpThis(int32);
|
||||
bool CanSeeEntity(CEntity*, float);
|
||||
void RestorePreviousObjective(void);
|
||||
void SetObjective(eObjective, void*);
|
||||
|
||||
// Static methods
|
||||
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
|
||||
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
|
||||
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
|
||||
|
||||
// Callbacks
|
||||
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
||||
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
||||
static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
@ -416,6 +463,26 @@ public:
|
||||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
// functions that I see unnecessary to hook
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
bool IsPedInControl(void);
|
||||
bool CanPedDriveOff(void);
|
||||
bool CanBeDeleted(void);
|
||||
bool CanStrafeOrMouseControl(void);
|
||||
bool CanPedReturnToState(void);
|
||||
void SetMoveState(eMoveState);
|
||||
bool IsTemporaryObjective(eObjective objective);
|
||||
void SetObjectiveTimer(int);
|
||||
bool SelectGunIfArmed(void);
|
||||
bool IsPointerValid(void);
|
||||
void SortPeds(CPed**, int, int);
|
||||
void ForceStoredObjective(eObjective);
|
||||
void SetStoredObjective(void);
|
||||
void SetLeader(CEntity* leader);
|
||||
void SetPedStats(ePedStats);
|
||||
|
||||
inline bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
inline CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
@ -424,6 +491,9 @@ public:
|
||||
// to make patching virtual functions possible
|
||||
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
|
||||
void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
|
||||
bool SetupLighting_(void) { return CPed::SetupLighting(); }
|
||||
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
|
||||
void Teleport_(CVector pos) { CPed::Teleport(pos); }
|
||||
|
||||
// set by 0482:set_threat_reaction_range_multiplier opcode
|
||||
static uint16 &distanceMultToCountPedNear;
|
||||
@ -447,6 +517,6 @@ static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_field_16C) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
|
||||
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|
||||
|
@ -5,6 +5,8 @@
|
||||
|
||||
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
|
||||
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
|
||||
|
||||
CPedIK::CPedIK(CPed *ped)
|
||||
{
|
||||
@ -20,6 +22,59 @@ CPedIK::CPedIK(CPed *ped)
|
||||
m_lowerArmOrient.theta = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
|
||||
{
|
||||
RwFrame *f = animBlend->frame;
|
||||
RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
|
||||
// rotation == 0 -> looking in y direction
|
||||
// left? vector
|
||||
float c = cos(m_ped->m_fRotationCur);
|
||||
float s = sin(m_ped->m_fRotationCur);
|
||||
rightVector.x = -(c*mat->right.x + s*mat->right.y);
|
||||
rightVector.y = -(c*mat->up.x + s*mat->up.y);
|
||||
rightVector.z = -(c*mat->at.x + s*mat->at.y);
|
||||
|
||||
if(changeRoll){
|
||||
// Used when aiming only involves over the legs.(canAimWithArm)
|
||||
// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
|
||||
// Not noticeable in normal conditions...
|
||||
|
||||
RwV3d forwardVector;
|
||||
CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
|
||||
inversedForward.Normalise();
|
||||
float dotProduct = DotProduct(mat->at, inversedForward);
|
||||
if(dotProduct > 1.0f) dotProduct = 1.0f;
|
||||
if(dotProduct < -1.0f) dotProduct = -1.0f;
|
||||
float alpha = acos(dotProduct);
|
||||
|
||||
if(mat->at.z < 0.0f)
|
||||
alpha = -alpha;
|
||||
|
||||
forwardVector.x = s * mat->right.x - c * mat->right.y;
|
||||
forwardVector.y = s * mat->up.x - c * mat->up.y;
|
||||
forwardVector.z = s * mat->at.x - c * mat->at.y;
|
||||
|
||||
float curYaw, curPitch;
|
||||
CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
|
||||
}else{
|
||||
// pitch
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
// yaw
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
|
||||
}
|
||||
RwFrameGetMatrix(f)->pos = pos;
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
|
||||
{
|
||||
@ -50,4 +105,5 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
|
||||
STARTPATCHES
|
||||
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
|
||||
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
|
||||
InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
|
||||
ENDPATCHES
|
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include "common.h"
|
||||
#include "PedModelInfo.h"
|
||||
#include "AnimBlendClumpData.h"
|
||||
|
||||
struct LimbOrientation
|
||||
{
|
||||
@ -32,5 +33,8 @@ public:
|
||||
bool PointGunAtPosition(CVector *position);
|
||||
void GetComponentPosition(RwV3d *pos, PedNode node);
|
||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
|
||||
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
|
||||
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
|
||||
};
|
||||
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
|
||||
|
@ -36,7 +36,7 @@ public:
|
||||
int8 field_1415;
|
||||
CVector field_1416[6];
|
||||
int32 field_1488[6];
|
||||
float field_1512;
|
||||
float m_fWalkAngle;
|
||||
float m_fFPSMoveHeading;
|
||||
|
||||
~CPlayerPed();
|
||||
|
@ -21,9 +21,9 @@ enum PedNode {
|
||||
class CPedModelInfo : public CClumpModelInfo
|
||||
{
|
||||
public:
|
||||
int32 m_animGroup;
|
||||
int32 m_pedType;
|
||||
int32 m_pedStatType;
|
||||
uint32 m_animGroup;
|
||||
uint32 m_pedType;
|
||||
uint32 m_pedStatType;
|
||||
uint32 m_carsCanDrive;
|
||||
CColModel *m_hitColModel;
|
||||
RpAtomic *m_head;
|
||||
|
@ -137,7 +137,7 @@ CWeaponInfo::LoadWeaponData(void)
|
||||
|
||||
if (strncmp(anim2ToPlay, "null", 4) != 0) {
|
||||
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
|
||||
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = static_cast<AnimationId>(animAssoc->animId);
|
||||
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
|
||||
}
|
||||
|
||||
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
|
||||
@ -154,10 +154,10 @@ CWeaponInfo::LoadWeaponData(void)
|
||||
ms_apWeaponInfos[weaponType].m_fSpread = spread;
|
||||
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
|
||||
ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire * 0.03f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
|
||||
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
|
||||
ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
|
||||
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
|
||||
|
Loading…
Reference in New Issue
Block a user