mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
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beb6f0d4c7
Conflicts: src/entities/Ped.h src/entities/PlayerPed.h
427 lines
8.5 KiB
C++
427 lines
8.5 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "Ped.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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#include "World.h"
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Bool &CPed::bNastyLimbsCheat = *(Bool*)0x95CD44;
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Bool &CPed::bPedCheat2 = *(Bool*)0x95CD5A;
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Bool &CPed::bPedCheat3 = *(Bool*)0x95CD59;
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void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
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void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::Say(eSound audio) { EAXJMP(0x4E5A10); }
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WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
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WRAPPER void CPed::SpawnFlyingComponent(int, signed char) { EAXJMP(0x4EB060); }
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static char ObjectiveText[34][28] = {
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"No Obj",
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"Wait on Foot",
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"Flee on Foot Till Safe",
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"Guard Spot",
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"Guard Area",
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"Wait in Car",
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"Wait in Car then Getout",
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"Kill Char on Foot",
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"Kill Char Any Means",
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"Flee Char on Foot Till Safe",
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"Flee Char on Foot Always",
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"GoTo Char on Foot",
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"Follow Char in Formation",
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"Leave Car",
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"Enter Car as Passenger",
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"Enter Car as Driver",
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"Follow Car in Car",
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"Fire at Obj from Vehicle",
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"Destroy Obj",
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"Destroy Car",
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"GoTo Area Any Means",
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"GoTo Area on Foot",
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"Run to Area",
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"GoTo Area in Car",
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"Follow Car on Foot Woffset",
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"Guard Attack",
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"Set Leader",
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"Follow Route",
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"Solicit",
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"Take Taxi",
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"Catch Train",
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"Buy IceCream",
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"Steal Any Car",
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"Mug Char",
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};
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static char StateText[56][18] = {
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"None", // 1
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"Idle",
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"Look Entity",
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"Look Heading",
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"Wander Range",
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"Wander Path",
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"Seek Pos",
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"Seek Entity",
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"Flee Pos",
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"Flee Entity",
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"Pursue",
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"Follow Path",
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"Sniper Mode",
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"Rocket Mode",
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"Dummy",
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"Pause",
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"Attack",
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"Fight",
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"Face Phone",
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"Make Call",
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"Chat",
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"Mug",
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"AimGun",
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"AI Control",
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"Seek Car",
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"Seek InBoat",
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"Follow Route",
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"C.P.R.",
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"Solicit",
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"Buy IceCream",
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"Investigate",
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"Step away",
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"STATES_NO_AI",
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"On Fire",
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"Jump",
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"Fall",
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"GetUp",
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"Stagger",
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"Dive away",
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"STATES_NO_ST",
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"Enter Train",
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"Exit Train",
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"Arrest Plyr",
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"Driving",
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"Passenger",
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"Taxi Passngr",
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"Open Door",
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"Die",
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"Dead",
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"CarJack",
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"Drag fm Car",
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"Enter Car",
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"Steal Car",
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"Exit Car",
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"Hands Up",
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"Arrested",
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};
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static char PersonalityTypeText[32][18] = {
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"Player",
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"Cop",
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"Medic",
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"Fireman",
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"Gang 1",
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"Gang 2",
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"Gang 3",
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"Gang 4",
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"Gang 5",
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"Gang 6",
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"Gang 7",
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"Street Guy",
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"Suit Guy",
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"Sensible Guy",
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"Geek Guy",
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"Old Guy",
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"Tough Guy",
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"Street Girl",
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"Suit Girl",
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"Sensible Girl",
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"Geek Girl",
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"Old Girl",
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"Tough Girl",
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"Tramp",
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"Tourist",
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"Prostitute",
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"Criminal",
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"Busker",
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"Taxi Driver",
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"Psycho",
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"Steward",
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"Sports Fan",
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};
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static char WaitStateText[21][16] = {
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"No Wait",
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"Traffic Lights",
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"Pause CrossRoad",
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"Look CrossRoad",
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"Look Ped",
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"Look Shop",
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"Look Accident",
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"FaceOff Gang",
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"Double Back",
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"Hit Wall",
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"Turn 180deg",
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"Surprised",
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"Ped Stuck",
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"Look About",
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"Play Duck",
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"Play Cower",
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"Play Taxi",
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"Play HandsUp",
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"Play HandsCower",
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"Play Chat",
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"Finish Flee",
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};
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bool
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CPed::UseGroundColModel(void)
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{
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return m_nPedState == PED_FALL ||
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m_nPedState == PED_DIVE_AWAY ||
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m_nPedState == PED_DIE ||
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m_nPedState == PED_DEAD;
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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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RpAtomic* atm;
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if (id != -1) {
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atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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RwFrameDestroy(RpAtomicGetFrame(atm));
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RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
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RpClumpAddAtomic((RpClump*)m_rwObject, atm);
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m_wepModelID = id;
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}
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}
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void
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CPed::AimGun()
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{
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RwV3d pos;
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CVector vector;
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if (m_pSeekTarget) {
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if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
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m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, 1);
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vector.x = pos.x;
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vector.y = pos.y;
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vector.z = pos.z;
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} else {
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vector = *(m_pSeekTarget->GetPosition());
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}
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CPed::Say(SOUND_PED_ATTACK);
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m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
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if (m_pPedFight != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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} else {
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if (CPed::IsPlayer()) {
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m_ped_flagB2 = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
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} else {
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m_ped_flagB2 = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
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}
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}
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}
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// After I finished this I realized it's only for SCM opcode...
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void
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CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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{
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CVector pos2 = CVector(
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pos.x,
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pos.y,
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pos.z + 0.1f
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);
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if (!CPed::IsPlayer() || evenOnPlayer) {
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++CStats::HeadShots;
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// BUG: This condition will always return true.
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if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
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CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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}
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m_ped_flagC20 = 1;
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
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CParticle::AddParticle(PARTICLE_TEST, pos2,
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CVector(
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0.0f,
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0.0f,
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0.0f
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), NULL, 0.2f, 0, 0, 0, 0);
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if (CEntity::GetIsOnScreen()) {
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for(int i=0; i < 32; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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pos2,
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CVector(
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0.0f,
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0.0f,
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0.03f
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), NULL, 0.0f, 0, 0, 0, 0);
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}
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for (int i = 0; i < 16; i++) {
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CParticle::AddParticle(PARTICLE_DEBRIS2,
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pos2,
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CVector(
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0.0f,
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0.0f,
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0.01f
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), NULL, 0.0f, 0, 0, 0, 0);
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}
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}
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}
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}
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void
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CPed::RemoveBodyPart(PedNode nodeId, char arg4)
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{
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RwFrame *frame;
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RwFrame *fp;
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RwV3d zero;
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frame = GetNodeFrame(nodeId);
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if (frame) {
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if (CGame::nastyGame) {
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if (nodeId != PED_HEAD)
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CPed::SpawnFlyingComponent(nodeId, arg4);
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RecurseFrameChildrenVisibilityCB(frame, 0);
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zero.x = 0.0f;
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zero.z = 0.0f;
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zero.y = 0.0f;
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for (fp = RwFrameGetParent(frame); fp; fp = RwFrameGetParent(frame))
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RwV3dTransformPoints(&zero, &zero, 1, &fp->modelling);
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if (CEntity::GetIsOnScreen()) {
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CParticle::AddParticle(PARTICLE_TEST, zero,
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CVector(
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0.0f,
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0.0f,
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0.0f
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), NULL, 0.2f, 0, 0, 0, 0);
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for (int i = 0; i < 16; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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zero,
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CVector(
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0.0f,
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0.0f,
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0.03f
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), NULL, 0.0f, 0, 0, 0, 0);
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}
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}
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m_ped_flagC20 = 1;
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m_bodyPartBleeding = nodeId;
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}
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} else {
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printf("Trying to remove ped component");
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}
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}
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RwObject*
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CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
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{
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RwObject *result = object;
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if (!data)
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RpAtomicSetFlags(object, 0);
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return result;
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}
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RwFrame*
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CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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{
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RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
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RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
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return frame;
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}
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void
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CPed::SetLookFlag(CPed *to, bool set)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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m_ped_flagA10 = 1;
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m_ped_flagA40 = 0;
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m_pPedFight = to;
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m_pPedFight->RegisterReference((CEntity**)&m_pPedFight);
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m_fLookDirection = 999999.0f;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~(1 << 2);
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}
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}
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}
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void
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CPed::SetLookFlag(float angle, bool set)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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m_ped_flagA10 = 1;
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m_ped_flagA40 = 0;
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m_pPedFight = 0;
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m_fLookDirection = angle;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~(1 << 2);
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}
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}
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}
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void
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CPed::SetLookTimer(int time)
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{
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if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
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m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
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}
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}
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bool
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CPed::OurPedCanSeeThisOne(CEntity* who)
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{
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float xDiff;
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float yDiff;
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float distance;
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CColPoint colpoint;
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CEntity* ent;
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CVector ourPos;
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CVector itsPos;
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ourPos = this->GetPosition();
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itsPos = who->GetPosition();
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xDiff = itsPos.x - ourPos.x;
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yDiff = itsPos.y - ourPos.y;
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if ((yDiff * this->GetUp().y) + (xDiff * this->GetUp().x) < 0.0f)
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return 0;
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distance = sqrt(yDiff * yDiff + xDiff * xDiff);
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if (distance < 40.0f)
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return 0;
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ourPos.z += 1.0f;
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return CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0) == 0;
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}
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STARTPATCHES
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InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
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InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
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InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
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InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
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InjectHook(0x4C6460, (void (CPed::*)(CPed*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
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InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
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ENDPATCHES
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