Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
1971b3db62
@ -63,7 +63,6 @@ CMotionBlurStreaks
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CObject
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CPacManPickups
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CPedPath
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CPopulation
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CRadar
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CRecordDataForChase
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CRoadBlocks
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|
@ -249,7 +249,7 @@ CGameLogic::RestorePlayerStuffDuringResurrection(CPlayerPed *pPlayerPed, CVector
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pPlayerPed->m_fHealth = 100.0f;
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pPlayerPed->m_fArmour = 0.0f;
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pPlayerPed->bIsVisible = true;
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pPlayerPed->m_bloodyFootprintCount = 0;
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pPlayerPed->m_bloodyFootprintCountOrDeathTime = 0;
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pPlayerPed->bDoBloodyFootprints = false;
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pPlayerPed->ClearAdrenaline();
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pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
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@ -153,7 +153,7 @@ void
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CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
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{
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if (!car || car == m_pPed->m_pMyVehicle) {
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if (m_pPed->m_nPedState == PED_CARJACK || m_pPed->m_nPedState == PED_ENTER_CAR)
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if (m_pPed->EnteringCar())
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m_pPed->QuitEnteringCar();
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}
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if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
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@ -1287,7 +1287,7 @@ CStreaming::StreamVehiclesAndPeds(void)
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if(timeBeforeNextLoad >= 0)
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timeBeforeNextLoad--;
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else if(ms_numVehiclesLoaded <= desiredNumVehiclesLoaded){
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for(i = 0; i <= 10; i++){
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for(i = 1; i <= 10; i++){
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model = CCarCtrl::ChooseCarModel(modelQualityClass);
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modelQualityClass++;
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if(modelQualityClass >= NUM_VEHICLE_CLASSES)
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@ -1893,9 +1893,9 @@ CStreaming::AddModelsToRequestList(const CVector &pos)
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CWorld::AdvanceCurrentScanCode();
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for(iy = iymin; iy < iymax; iy++){
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for(iy = iymin; iy <= iymax; iy++){
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dy = iy - CWorld::GetSectorIndexY(pos.y);
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for(ix = ixmin; ix < ixmax; ix++){
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for(ix = ixmin; ix <= ixmax; ix++){
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if(CRenderer::m_loadingPriority && ms_numModelsRequested > 5)
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return;
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@ -2124,7 +2124,7 @@ CStreaming::DeleteRwObjectsAfterDeath(const CVector &pos)
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CSector *sect;
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ix = CWorld::GetSectorIndexX(pos.x);
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iy = CWorld::GetSectorIndexX(pos.y);
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iy = CWorld::GetSectorIndexY(pos.y);
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for(x = 0; x < NUMSECTORS_X; x++)
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for(y = 0; y < NUMSECTORS_Y; y++)
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@ -2153,13 +2153,13 @@ CStreaming::DeleteRwObjectsBehindCamera(int32 mem)
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return;
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ix = CWorld::GetSectorIndexX(TheCamera.GetPosition().x);
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iy = CWorld::GetSectorIndexX(TheCamera.GetPosition().y);
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iy = CWorld::GetSectorIndexY(TheCamera.GetPosition().y);
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if(Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y)){
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// looking west/east
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ymin = max(iy - 10, 0);
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ymax = min(iy + 10, NUMSECTORS_Y);
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ymax = min(iy + 10, NUMSECTORS_Y - 1);
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assert(ymin <= ymax);
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// Delete a block of sectors that we know is behind the camera
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@ -2170,8 +2170,8 @@ CStreaming::DeleteRwObjectsBehindCamera(int32 mem)
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inc = 1;
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}else{
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// looking west
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xmax = min(ix + 2, NUMSECTORS_X);
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xmin = min(ix + 10, NUMSECTORS_X);
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xmax = min(ix + 2, NUMSECTORS_X - 1);
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xmin = min(ix + 10, NUMSECTORS_X - 1);
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inc = -1;
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}
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for(y = ymin; y <= ymax; y++){
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@ -2192,8 +2192,8 @@ CStreaming::DeleteRwObjectsBehindCamera(int32 mem)
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inc = 1;
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}else{
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// looking west
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xmax = min(ix - 10, NUMSECTORS_X);
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xmin = min(ix + 2, NUMSECTORS_X);
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xmax = min(ix - 10, NUMSECTORS_X - 1);
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xmin = min(ix + 2, NUMSECTORS_X - 1);
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inc = -1;
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}
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for(y = ymin; y <= ymax; y++){
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@ -2223,7 +2223,7 @@ CStreaming::DeleteRwObjectsBehindCamera(int32 mem)
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// looking north/south
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xmin = max(ix - 10, 0);
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xmax = min(ix + 10, NUMSECTORS_X);
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xmax = min(ix + 10, NUMSECTORS_X - 1);
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assert(xmin <= xmax);
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// Delete a block of sectors that we know is behind the camera
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@ -2234,8 +2234,8 @@ CStreaming::DeleteRwObjectsBehindCamera(int32 mem)
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inc = 1;
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}else{
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// looking south
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ymax = min(iy + 2, NUMSECTORS_Y);
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ymin = min(iy + 10, NUMSECTORS_Y);
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ymax = min(iy + 2, NUMSECTORS_Y - 1);
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ymin = min(iy + 10, NUMSECTORS_Y - 1);
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inc = -1;
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}
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for(x = xmin; x <= xmax; x++){
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@ -2256,8 +2256,8 @@ CStreaming::DeleteRwObjectsBehindCamera(int32 mem)
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inc = 1;
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}else{
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// looking south
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ymax = min(iy - 10, NUMSECTORS_Y);
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ymin = min(iy + 2, NUMSECTORS_Y);
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ymax = min(iy - 10, NUMSECTORS_Y - 1);
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ymin = min(iy + 2, NUMSECTORS_Y - 1);
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inc = -1;
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}
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for(x = xmin; x <= xmax; x++){
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@ -143,9 +143,9 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
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dist = 1.0f;
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xstart = GetSectorIndexX(point1.x);
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ystart = GetSectorIndexX(point1.y);
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ystart = GetSectorIndexY(point1.y);
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xend = GetSectorIndexX(point2.x);
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yend = GetSectorIndexX(point2.y);
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yend = GetSectorIndexY(point2.y);
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#define LOSARGS CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
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@ -416,9 +416,9 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
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AdvanceCurrentScanCode();
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xstart = GetSectorIndexX(point1.x);
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ystart = GetSectorIndexX(point1.y);
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ystart = GetSectorIndexY(point1.y);
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xend = GetSectorIndexX(point2.x);
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yend = GetSectorIndexX(point2.y);
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yend = GetSectorIndexY(point2.y);
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#define LOSARGS CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
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@ -638,20 +638,24 @@ void
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CWorld::FindObjectsInRange(CVector ¢re, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
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{
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int minX = GetSectorIndexX(centre.x - distance);
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if (minX <= 0)
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minX = 0;
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if (minX <= 0) minX = 0;
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int minY = GetSectorIndexY(centre.y - distance);
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if (minY <= 0)
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minY = 0;
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if (minY <= 0) minY = 0;
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int maxX = GetSectorIndexX(centre.x + distance);
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if (maxX >= NUMSECTORS_X)
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maxX = NUMSECTORS_X;
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#ifdef FIX_BUGS
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if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
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#else
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if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
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#endif
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int maxY = GetSectorIndexY(centre.y + distance);
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if (maxY >= NUMSECTORS_Y)
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maxY = NUMSECTORS_Y;
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#ifdef FIX_BUGS
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if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
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#else
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if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
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#endif
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AdvanceCurrentScanCode();
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@ -689,20 +693,24 @@ CWorld::TestSphereAgainstWorld(CVector centre, float distance, CEntity *entityTo
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CEntity* foundE = nil;
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int minX = GetSectorIndexX(centre.x - distance);
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if (minX <= 0)
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minX = 0;
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if (minX <= 0) minX = 0;
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int minY = GetSectorIndexY(centre.y - distance);
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if (minY <= 0)
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minY = 0;
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if (minY <= 0) minY = 0;
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int maxX = GetSectorIndexX(centre.x + distance);
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if (maxX >= NUMSECTORS_X)
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maxX = NUMSECTORS_X;
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#ifdef FIX_BUGS
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if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
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#else
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if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
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#endif
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int maxY = GetSectorIndexY(centre.y + distance);
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if (maxY >= NUMSECTORS_Y)
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maxY = NUMSECTORS_Y;
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#ifdef FIX_BUGS
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if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
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#else
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if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
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#endif
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AdvanceCurrentScanCode();
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@ -1171,8 +1179,7 @@ CWorld::Process(void)
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CPed* movingPed = (CPed*)node->item;
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if (movingPed->IsPed()) {
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if (movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN
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|| movingPed->m_nPedState == PED_ENTER_CAR || movingPed->m_nPedState == PED_CARJACK) {
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if (movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN || movingPed->EnteringCar()) {
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CVehicle *movingCar = movingPed->m_pMyVehicle;
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if (movingCar) {
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if (movingCar->IsTrain()) {
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@ -16,8 +16,12 @@ class CDummyObject_ : public CDummyObject
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{
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public:
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void dtor(void) { CDummyObject::~CDummyObject(); }
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CDummyObject *ctor(void) { return ::new (this) CDummyObject(); }
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CDummyObject *ctor(CObject *obj) { return ::new (this) CDummyObject(obj); }
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};
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STARTPATCHES
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InjectHook(0x4BAAF0, (CDummyObject* (CDummyObject::*)(void)) &CDummyObject_::ctor, PATCH_JUMP);
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InjectHook(0x4BAB10, (CDummyObject* (CDummyObject::*)(CObject*)) &CDummyObject_::ctor, PATCH_JUMP);
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InjectHook(0x4BAB70, &CDummyObject_::dtor, PATCH_JUMP);
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ENDPATCHES
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ENDPATCHES
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@ -52,7 +52,7 @@ public:
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||||
int8 field_17D;
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||||
int8 field_17E;
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||||
int8 field_17F;
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||||
int32 m_nEndOfLifeTime;
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uint32 m_nEndOfLifeTime;
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int16 m_nRefModelIndex;
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||||
int8 field_186;
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||||
int8 field_187;
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|
@ -1,10 +1,14 @@
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||||
#include "common.h"
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||||
#include "patcher.h"
|
||||
#include "World.h"
|
||||
#include "PlayerPed.h"
|
||||
#include "CopPed.h"
|
||||
#include "ModelIndices.h"
|
||||
#include "Vehicle.h"
|
||||
#include "RpAnimBlend.h"
|
||||
#include "General.h"
|
||||
|
||||
WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
|
||||
WRAPPER void CCopPed::SetArrestPlayer(CPed*) { EAXJMP(0x4C2B00); }
|
||||
|
||||
CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
|
||||
{
|
||||
@ -66,7 +70,210 @@ CCopPed::~CCopPed()
|
||||
ClearPursuit();
|
||||
}
|
||||
|
||||
WRAPPER void CCopPed::ClearPursuit(void) { EAXJMP(0x4C28C0); }
|
||||
// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
|
||||
void
|
||||
CCopPed::SetArrestPlayer(CPed *player)
|
||||
{
|
||||
if (!IsPedInControl() || !player)
|
||||
return;
|
||||
|
||||
switch (m_nCopType) {
|
||||
case COP_FBI:
|
||||
Say(SOUND_PED_ARREST_FBI);
|
||||
break;
|
||||
case COP_SWAT:
|
||||
Say(SOUND_PED_ARREST_SWAT);
|
||||
break;
|
||||
default:
|
||||
Say(SOUND_PED_ARREST_COP);
|
||||
break;
|
||||
}
|
||||
if (player->EnteringCar()) {
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
|
||||
return;
|
||||
|
||||
// why?
|
||||
player->bGonnaKillTheCarJacker = true;
|
||||
|
||||
// Genius
|
||||
FindPlayerPed()->m_bCanBeDamaged = false;
|
||||
((CPlayerPed*)player)->m_pArrestingCop = this;
|
||||
this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
|
||||
|
||||
} else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
|
||||
player->m_nLastPedState = player->m_nPedState;
|
||||
player->m_nPedState = PED_ARRESTED;
|
||||
|
||||
FindPlayerPed()->m_bCanBeDamaged = false;
|
||||
((CPlayerPed*)player)->m_pArrestingCop = this;
|
||||
this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
|
||||
}
|
||||
|
||||
m_nPedState = PED_ARREST_PLAYER;
|
||||
SetObjective(OBJECTIVE_NONE);
|
||||
m_prevObjective = OBJECTIVE_NONE;
|
||||
bIsPointingGunAt = false;
|
||||
m_pSeekTarget = player;
|
||||
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
|
||||
SetCurrentWeapon(WEAPONTYPE_COLT45);
|
||||
if (player->InVehicle()) {
|
||||
player->m_pMyVehicle->m_nNumGettingIn = 0;
|
||||
player->m_pMyVehicle->m_nGettingInFlags = 0;
|
||||
player->m_pMyVehicle->bIsHandbrakeOn = true;
|
||||
player->m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
|
||||
}
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
|
||||
SetCurrentWeapon(WEAPONTYPE_COLT45);
|
||||
}
|
||||
|
||||
void
|
||||
CCopPed::ClearPursuit(void)
|
||||
{
|
||||
CPlayerPed *player = FindPlayerPed();
|
||||
if (!player)
|
||||
return;
|
||||
|
||||
CWanted *wanted = player->m_pWanted;
|
||||
int ourCopId = 0;
|
||||
bool foundMyself = false;
|
||||
int biggestCopId = 0;
|
||||
if (!m_bIsInPursuit)
|
||||
return;
|
||||
|
||||
m_bIsInPursuit = false;
|
||||
for (int i = 0; i < max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) {
|
||||
if (!foundMyself && wanted->m_pCops[i] == this) {
|
||||
wanted->m_pCops[i] = nil;
|
||||
--wanted->m_CurrentCops;
|
||||
foundMyself = true;
|
||||
ourCopId = i;
|
||||
biggestCopId = i;
|
||||
} else {
|
||||
if (wanted->m_pCops[i])
|
||||
biggestCopId = i;
|
||||
}
|
||||
}
|
||||
if (foundMyself && biggestCopId > ourCopId) {
|
||||
wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId];
|
||||
wanted->m_pCops[biggestCopId] = nil;
|
||||
}
|
||||
m_objective = OBJECTIVE_NONE;
|
||||
m_prevObjective = OBJECTIVE_NONE;
|
||||
m_nLastPedState = PED_NONE;
|
||||
bIsRunning = false;
|
||||
bNotAllowedToDuck = false;
|
||||
bKindaStayInSamePlace = false;
|
||||
m_bZoneDisabledButClose = false;
|
||||
m_bZoneDisabled = false;
|
||||
ClearObjective();
|
||||
if (IsPedInControl()) {
|
||||
if (!m_pMyVehicle || wanted->m_nWantedLevel != 0) {
|
||||
if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) {
|
||||
m_nLastPedState = PED_IDLE;
|
||||
SetSeek((CEntity*)m_pMyVehicle, 2.5f);
|
||||
} else {
|
||||
m_nLastPedState = PED_WANDER_PATH;
|
||||
SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true);
|
||||
}
|
||||
} else {
|
||||
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TO-DO: m_MaxCops in for loop may be a bug, check it out after CopAI
|
||||
void
|
||||
CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit)
|
||||
{
|
||||
CWanted *wanted = FindPlayerPed()->m_pWanted;
|
||||
if (m_bIsInPursuit || !IsPedInControl())
|
||||
return;
|
||||
|
||||
if (wanted->m_CurrentCops < wanted->m_MaxCops || iMayAlreadyBeInPursuit) {
|
||||
for (int i = 0; i < wanted->m_MaxCops; ++i) {
|
||||
if (!wanted->m_pCops[i]) {
|
||||
m_bIsInPursuit = true;
|
||||
++wanted->m_CurrentCops;
|
||||
wanted->m_pCops[i] = this;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (m_bIsInPursuit) {
|
||||
ClearObjective();
|
||||
m_prevObjective = OBJECTIVE_NONE;
|
||||
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
|
||||
SetObjectiveTimer(0);
|
||||
bNotAllowedToDuck = true;
|
||||
bIsRunning = true;
|
||||
m_bZoneDisabledButClose = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CCopPed::ArrestPlayer(void)
|
||||
{
|
||||
m_pVehicleAnim = nil;
|
||||
CPed *suspect = (CPed*)m_pSeekTarget;
|
||||
if (suspect) {
|
||||
if (suspect->CanSetPedState())
|
||||
suspect->m_nPedState = PED_ARRESTED;
|
||||
|
||||
if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) {
|
||||
|
||||
// BUG? I will never understand why they used LINE_UP_TO_CAR_2...
|
||||
LineUpPedWithCar(LINE_UP_TO_CAR_2);
|
||||
}
|
||||
|
||||
if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
|
||||
|
||||
CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN);
|
||||
if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
|
||||
|
||||
CVector suspMidPos;
|
||||
suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
|
||||
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
|
||||
GetPosition().x, GetPosition().y);
|
||||
|
||||
m_fRotationCur = m_fRotationDest;
|
||||
SetOrientation(0.0f, 0.0f, m_fRotationCur);
|
||||
} else {
|
||||
ClearPursuit();
|
||||
}
|
||||
} else {
|
||||
ClearPursuit();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CCopPed::ScanForCrimes(void)
|
||||
{
|
||||
CVehicle *playerVeh = FindPlayerVehicle();
|
||||
|
||||
// Look for car alarms
|
||||
if (playerVeh && playerVeh->IsCar()) {
|
||||
if (playerVeh->IsAlarmOn()) {
|
||||
if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
|
||||
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
||||
}
|
||||
}
|
||||
|
||||
// Look for stolen cop cars (it was broken until now)
|
||||
if (!m_bIsInPursuit) {
|
||||
CPlayerPed *player = FindPlayerPed();
|
||||
#ifdef FIX_BUGS
|
||||
if ((player->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || player->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
|
||||
#else
|
||||
if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
|
||||
#endif
|
||||
&& player->m_pWanted->m_nWantedLevel == 0 && player->m_pMyVehicle) {
|
||||
|
||||
if (player->m_pMyVehicle->bIsLawEnforcer)
|
||||
player->SetWantedLevelNoDrop(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class CCopPed_ : public CCopPed
|
||||
{
|
||||
@ -78,4 +285,9 @@ public:
|
||||
STARTPATCHES
|
||||
InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP);
|
||||
InjectHook(0x4C13E0, &CCopPed_::dtor, PATCH_JUMP);
|
||||
InjectHook(0x4C28C0, &CCopPed::ClearPursuit, PATCH_JUMP);
|
||||
InjectHook(0x4C2B00, &CCopPed::SetArrestPlayer, PATCH_JUMP);
|
||||
InjectHook(0x4C27D0, &CCopPed::SetPursuit, PATCH_JUMP);
|
||||
InjectHook(0x4C2C90, &CCopPed::ArrestPlayer, PATCH_JUMP);
|
||||
InjectHook(0x4C26A0, &CCopPed::ScanForCrimes, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -37,6 +37,9 @@ public:
|
||||
void ClearPursuit(void);
|
||||
void ProcessControl(void);
|
||||
void SetArrestPlayer(CPed*);
|
||||
void SetPursuit(bool);
|
||||
void ArrestPlayer(void);
|
||||
void ScanForCrimes(void);
|
||||
};
|
||||
|
||||
static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
|
||||
|
@ -303,7 +303,7 @@ CEmergencyPed::MedicAI(void)
|
||||
if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f || m_pRevivedPed->bFadeOut) {
|
||||
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
|
||||
} else {
|
||||
m_pRevivedPed->m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
|
||||
m_pRevivedPed->m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
m_nPedState = PED_CPR;
|
||||
m_nLastPedState = PED_CPR;
|
||||
|
183
src/peds/Ped.cpp
183
src/peds/Ped.cpp
@ -49,19 +49,56 @@
|
||||
#include "ParticleObject.h"
|
||||
#include "Floater.h"
|
||||
|
||||
#define FEET_OFFSET 1.04f
|
||||
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
|
||||
|
||||
CPed *gapTempPedList[50];
|
||||
uint16 gnNumTempPedList;
|
||||
|
||||
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
|
||||
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
|
||||
bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
|
||||
|
||||
CColPoint &aTempPedColPts = *(CColPoint*)0x62DB14;
|
||||
|
||||
// TODO: CommentWaitTime should be hardcoded into exe, and it isn't reversed yet.
|
||||
CPedAudioData (&CPed::CommentWaitTime)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4;
|
||||
// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
|
||||
PedAudioData CommentWaitTime[39] = {
|
||||
{500, 800, 500, 2},
|
||||
{500, 800, 500, 2},
|
||||
{500, 800, 500, 2},
|
||||
{500, 800, 500, 2},
|
||||
{100, 2, 100, 2},
|
||||
{700, 500, 1000, 500},
|
||||
{700, 500, 1000, 500},
|
||||
{5000, 2000, 15000, 3000},
|
||||
{5000, 2000, 15000, 3000},
|
||||
{5000, 2000, 15000, 3000},
|
||||
{6000, 6000, 6000, 6000},
|
||||
{1000, 1000, 2000, 2000},
|
||||
{1000, 500, 2000, 1500},
|
||||
{1000, 500, 2000, 1500},
|
||||
{800, 200, 1000, 500},
|
||||
{800, 200, 1000, 500},
|
||||
{800, 400, 2000, 1000},
|
||||
{800, 400, 2000, 1000},
|
||||
{400, 300, 2000, 1000},
|
||||
{2000, 1000, 2500, 1500},
|
||||
{200, 200, 200, 200},
|
||||
{6000, 3000, 5000, 6000},
|
||||
{6000, 3000, 9000, 5000},
|
||||
{6000, 3000, 9000, 5000},
|
||||
{6000, 3000, 9000, 5000},
|
||||
{400, 300, 4000, 1000},
|
||||
{400, 300, 4000, 1000},
|
||||
{400, 300, 4000, 1000},
|
||||
{1000, 500, 3000, 1000},
|
||||
{1000, 500, 1000, 1000},
|
||||
{3000, 2000, 3000, 2000},
|
||||
{1000, 500, 3000, 6000},
|
||||
{1000, 500, 2000, 4000},
|
||||
{1000, 500, 2000, 5000},
|
||||
{1000, 500, 3000, 2000},
|
||||
{1600, 1000, 2000, 2000},
|
||||
{3000, 2000, 5000, 3000},
|
||||
{1000, 1000, 1000, 1000},
|
||||
{1000, 1000, 5000, 5000},
|
||||
};
|
||||
// *(CPedAudioData(*)[39]) * (uintptr*)0x5F94C4;
|
||||
|
||||
uint16 nPlayerInComboMove;
|
||||
|
||||
@ -106,6 +143,9 @@ CVector vecPedQuickDraggedOutCarAnimOffset;
|
||||
CVector vecPedDraggedOutCarAnimOffset;
|
||||
CVector vecPedTrainDoorAnimOffset;
|
||||
|
||||
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
|
||||
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
|
||||
bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
|
||||
CVector2D CPed::ms_vec2DFleePosition;
|
||||
|
||||
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
|
||||
@ -351,7 +391,7 @@ CPed::~CPed(void)
|
||||
m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
|
||||
bInVehicle = false;
|
||||
m_pMyVehicle = nil;
|
||||
} else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK){
|
||||
} else if (EnteringCar()) {
|
||||
QuitEnteringCar();
|
||||
}
|
||||
if (m_pFire)
|
||||
@ -745,8 +785,7 @@ CPed::UseGroundColModel(void)
|
||||
bool
|
||||
CPed::CanSetPedState(void)
|
||||
{
|
||||
return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
|
||||
m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR;
|
||||
return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
|
||||
}
|
||||
|
||||
bool
|
||||
@ -1912,7 +1951,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
|
||||
// Smoothly change ped position
|
||||
neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
|
||||
} else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
|
||||
} else if (EnteringCar()) {
|
||||
neededPos.z = max(currentZ, autoZPos.z);
|
||||
}
|
||||
#ifdef VC_PED_PORTS
|
||||
@ -1999,10 +2038,10 @@ void
|
||||
CPed::PlayFootSteps(void)
|
||||
{
|
||||
if (bDoBloodyFootprints) {
|
||||
if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) {
|
||||
m_bloodyFootprintCount--;
|
||||
if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
|
||||
m_bloodyFootprintCountOrDeathTime--;
|
||||
|
||||
if (m_bloodyFootprintCount == 0)
|
||||
if (m_bloodyFootprintCountOrDeathTime == 0)
|
||||
bDoBloodyFootprints = false;
|
||||
}
|
||||
}
|
||||
@ -2055,11 +2094,11 @@ CPed::PlayFootSteps(void)
|
||||
right.x, right.y,
|
||||
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
|
||||
|
||||
if (m_bloodyFootprintCount <= 20) {
|
||||
m_bloodyFootprintCount = 0;
|
||||
if (m_bloodyFootprintCountOrDeathTime <= 20) {
|
||||
m_bloodyFootprintCountOrDeathTime = 0;
|
||||
bDoBloodyFootprints = false;
|
||||
} else {
|
||||
m_bloodyFootprintCount -= 20;
|
||||
m_bloodyFootprintCountOrDeathTime -= 20;
|
||||
}
|
||||
}
|
||||
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
|
||||
@ -2482,7 +2521,7 @@ CPed::CanPedReturnToState(void)
|
||||
}
|
||||
|
||||
bool
|
||||
CPed::CanSeeEntity(CEntity *entity, float threshold)
|
||||
CPed::CanSeeEntity(CEntity *entity, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD)
|
||||
{
|
||||
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
|
||||
entity->GetPosition().x,
|
||||
@ -3353,7 +3392,7 @@ CPed::CheckForPointBlankPeds(CPed *pedToVerify)
|
||||
if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY)
|
||||
return NO_POINT_BLANK_PED;
|
||||
|
||||
if (neededTurn < DEGTORAD(60.0f)) {
|
||||
if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
|
||||
if (pedToVerify == nearPed)
|
||||
return POINT_BLANK_FOR_WANTED_PED;
|
||||
else
|
||||
@ -3415,6 +3454,13 @@ CPed::ClearAttack(void)
|
||||
if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
|
||||
return;
|
||||
|
||||
#ifdef VC_PED_PORTS
|
||||
// VC uses CCamera::Using1stPersonWeaponMode
|
||||
if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
|
||||
TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) {
|
||||
SetPointGunAt(nil);
|
||||
} else
|
||||
#endif
|
||||
if (bIsPointingGunAt) {
|
||||
if (m_pLookTarget)
|
||||
SetPointGunAt(m_pLookTarget);
|
||||
@ -3504,7 +3550,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
|
||||
} else if (bInVehicle) {
|
||||
if (m_pVehicleAnim)
|
||||
m_pVehicleAnim->blendDelta = -1000.0f;
|
||||
} else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
|
||||
} else if (EnteringCar()) {
|
||||
QuitEnteringCar();
|
||||
}
|
||||
|
||||
@ -3529,8 +3575,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
|
||||
if (!bInVehicle)
|
||||
StopNonPartialAnims();
|
||||
|
||||
// BUG: This is not timer.
|
||||
m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
|
||||
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
|
||||
}
|
||||
|
||||
bool
|
||||
@ -5924,8 +5969,7 @@ CPed::SetDead(void)
|
||||
CreateDeadPedMoney();
|
||||
}
|
||||
|
||||
// BUG: Is this count or timer?!
|
||||
m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
|
||||
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
|
||||
m_deadBleeding = false;
|
||||
bDoBloodyFootprints = false;
|
||||
bVehExitWillBeInstant = false;
|
||||
@ -6066,7 +6110,7 @@ CPed::DuckAndCover(void)
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity *vehicles[8];
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle *veh = (CVehicle*) vehicles[i];
|
||||
@ -6971,11 +7015,11 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
0.14f * ped->GetRight().y,
|
||||
255, 255, 0, 0, 4.0f, 3000, 1.0f);
|
||||
|
||||
if (ped->m_bloodyFootprintCount <= 40) {
|
||||
ped->m_bloodyFootprintCount = 0;
|
||||
if (ped->m_bloodyFootprintCountOrDeathTime <= 40) {
|
||||
ped->m_bloodyFootprintCountOrDeathTime = 0;
|
||||
ped->bDoBloodyFootprints = false;
|
||||
} else {
|
||||
ped->m_bloodyFootprintCount -= 40;
|
||||
ped->m_bloodyFootprintCountOrDeathTime -= 40;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -8674,18 +8718,29 @@ CPed::LookForInterestingNodes(void)
|
||||
bool found = false;
|
||||
uint8 randVal = CGeneral::GetRandomNumber() % 256;
|
||||
|
||||
int minX = CWorld::GetSectorIndexX(GetPosition().x - 15.0f);
|
||||
int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
|
||||
if (minX < 0) minX = 0;
|
||||
int minY = CWorld::GetSectorIndexY(GetPosition().y - 15.0f);
|
||||
int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
|
||||
if (minY < 0) minY = 0;
|
||||
int maxX = CWorld::GetSectorIndexX(GetPosition().x + 15.0f);
|
||||
if (maxX > NUMSECTORS_X) maxX = NUMSECTORS_X;
|
||||
int maxY = CWorld::GetSectorIndexY(GetPosition().y + 15.0f);
|
||||
if (maxY > NUMSECTORS_Y) maxY = NUMSECTORS_Y;
|
||||
int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
|
||||
#ifdef FIX_BUGS
|
||||
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
|
||||
#else
|
||||
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
|
||||
#endif
|
||||
|
||||
int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
|
||||
#ifdef FIX_BUGS
|
||||
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
|
||||
#else
|
||||
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
|
||||
#endif
|
||||
|
||||
for (int curY = minY; curY <= maxY && !found; curY++) {
|
||||
for (int curX = minX; curX <= maxX && !found; curX++) {
|
||||
for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
CSector *sector = CWorld::GetSector(curX, curY);
|
||||
|
||||
for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
CVehicle *veh = (CVehicle*)ptrNode->item;
|
||||
model = veh->GetModelInfo();
|
||||
if (model->m_num2dEffects != 0) {
|
||||
@ -8703,7 +8758,7 @@ CPed::LookForInterestingNodes(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
CObject *obj = (CObject*)ptrNode->item;
|
||||
model = CModelInfo::GetModelInfo(obj->m_modelIndex);
|
||||
if (model->m_num2dEffects != 0) {
|
||||
@ -8721,7 +8776,7 @@ CPed::LookForInterestingNodes(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
CBuilding *building = (CBuilding*)ptrNode->item;
|
||||
model = CModelInfo::GetModelInfo(building->m_modelIndex);
|
||||
if (model->m_num2dEffects != 0) {
|
||||
@ -8739,7 +8794,7 @@ CPed::LookForInterestingNodes(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
||||
CBuilding *building = (CBuilding*)ptrNode->item;
|
||||
model = CModelInfo::GetModelInfo(building->m_modelIndex);
|
||||
if (model->m_num2dEffects != 0) {
|
||||
@ -8847,11 +8902,8 @@ CPed::LookForSexyPeds(void)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < m_numNearPeds; i++) {
|
||||
|
||||
if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) {
|
||||
|
||||
if (CanSeeEntity(m_nearPeds[i])) {
|
||||
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) {
|
||||
|
||||
CPed *nearPed = m_nearPeds[i];
|
||||
if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness)
|
||||
&& nearPed->m_nPedType == PEDTYPE_CIVFEMALE) {
|
||||
@ -9097,7 +9149,7 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
if (!ped->IsNotInWreckedVehicle())
|
||||
return;
|
||||
|
||||
if (ped->m_nPedState != PED_ENTER_CAR && ped->m_nPedState != PED_CARJACK) {
|
||||
if (!ped->EnteringCar()) {
|
||||
ped->QuitEnteringCar();
|
||||
return;
|
||||
}
|
||||
@ -9237,7 +9289,7 @@ CPed::ProcessControl(void)
|
||||
#else
|
||||
if (CGame::nastyGame && !bIsInWater) {
|
||||
#endif
|
||||
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount;
|
||||
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
|
||||
float timeDependentDist;
|
||||
if (remainingBloodyFpTime >= 2000) {
|
||||
if (remainingBloodyFpTime <= 7000)
|
||||
@ -9253,7 +9305,7 @@ CPed::ProcessControl(void)
|
||||
if (!nearPed->DyingOrDead()) {
|
||||
CVector dist = nearPed->GetPosition() - GetPosition();
|
||||
if (dist.MagnitudeSqr() < sq(timeDependentDist)) {
|
||||
nearPed->m_bloodyFootprintCount = 200;
|
||||
nearPed->m_bloodyFootprintCountOrDeathTime = 200;
|
||||
nearPed->bDoBloodyFootprints = true;
|
||||
if (nearPed->IsPlayer()) {
|
||||
if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) {
|
||||
@ -10313,7 +10365,7 @@ CPed::ProcessControl(void)
|
||||
CPed::Chat();
|
||||
break;
|
||||
case PED_AIM_GUN:
|
||||
if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, DEGTORAD(120.0f))) {
|
||||
if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
|
||||
((CPed*)m_pPointGunAt)->ReactToPointGun(this);
|
||||
}
|
||||
PointGunAt();
|
||||
@ -10588,7 +10640,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
|
||||
return;
|
||||
|
||||
if (ped->m_nPedState == PED_CARJACK || ped->m_nPedState == PED_ENTER_CAR) {
|
||||
if (ped->EnteringCar()) {
|
||||
bool isLow = veh->bLowVehicle;
|
||||
|
||||
if (!veh->bIsBus)
|
||||
@ -10681,7 +10733,7 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
|
||||
if (!ped->IsNotInWreckedVehicle())
|
||||
return;
|
||||
|
||||
if (ped->m_nPedState != PED_CARJACK && ped->m_nPedState != PED_ENTER_CAR) {
|
||||
if (!ped->EnteringCar()) {
|
||||
ped->QuitEnteringCar();
|
||||
return;
|
||||
}
|
||||
@ -10926,7 +10978,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
|
||||
return;
|
||||
|
||||
if (ped->m_nPedState != PED_CARJACK && ped->m_nPedState != PED_ENTER_CAR) {
|
||||
if (!ped->EnteringCar()) {
|
||||
ped->QuitEnteringCar();
|
||||
return;
|
||||
}
|
||||
@ -11018,7 +11070,10 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY)
|
||||
&& (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) {
|
||||
veh->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
||||
veh->pDriver->Say(SOUND_PICKUP_WEAPON_BOUGHT);
|
||||
veh->pDriver->Say(SOUND_PED_CAR_JACKED);
|
||||
#ifdef VC_PED_PORTS
|
||||
veh->pDriver->SetRadioStation();
|
||||
#endif
|
||||
} else {
|
||||
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
||||
}
|
||||
@ -11063,7 +11118,7 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
|
||||
if (animAssoc)
|
||||
animAssoc->blendDelta = -1000.0f;
|
||||
|
||||
if (ped->m_nPedState == PED_CARJACK || ped->m_nPedState == PED_ENTER_CAR) {
|
||||
if (ped->EnteringCar()) {
|
||||
if (!ped->IsNotInWreckedVehicle())
|
||||
return;
|
||||
|
||||
@ -12809,10 +12864,10 @@ CPed::ProcessObjective(void)
|
||||
if (distWithTargetSc > wepRange
|
||||
|| m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
|
||||
|| m_pedInObjective->m_nPedState == PED_ARRESTED
|
||||
|| (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) && distWithTargetSc < 3.0f
|
||||
|| distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective, DEGTORAD(60.0f))) {
|
||||
|| m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f
|
||||
|| distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) {
|
||||
|
||||
if (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK)
|
||||
if (m_pedInObjective->EnteringCar())
|
||||
wepRangeAdjusted = 2.0f;
|
||||
|
||||
if (bUsePedNodeSeek) {
|
||||
@ -13110,7 +13165,7 @@ CPed::ProcessObjective(void)
|
||||
break;
|
||||
}
|
||||
if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
|
||||
if (m_nPedState != PED_CARJACK && m_nPedState != PED_ENTER_CAR) {
|
||||
if (!EnteringCar()) {
|
||||
bool foundSeat = false;
|
||||
if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
|
||||
if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
|
||||
@ -13452,7 +13507,7 @@ CPed::ProcessObjective(void)
|
||||
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
|
||||
} else {
|
||||
CVehicle* trainToEnter = nil;
|
||||
float closestCarDist = 15.0f;
|
||||
float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST;
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity* vehicles[8];
|
||||
@ -13500,7 +13555,7 @@ CPed::ProcessObjective(void)
|
||||
int16 lastVehicle;
|
||||
CEntity *vehicles[8];
|
||||
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
for(int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle *nearVeh = (CVehicle*)vehicles[i];
|
||||
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
|
||||
@ -15497,7 +15552,7 @@ CPed::ScanForInterestingStuff(void)
|
||||
}
|
||||
}
|
||||
|
||||
if (m_nPedState == PEDTYPE_CIVFEMALE) {
|
||||
if (m_nPedState == PED_WANDER_PATH) {
|
||||
#ifndef VC_PED_PORTS
|
||||
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
||||
|
||||
@ -15509,7 +15564,7 @@ CPed::ScanForInterestingStuff(void)
|
||||
else {
|
||||
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
|
||||
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
||||
} else if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) {
|
||||
} else if (CanSeeEntity(m_nearPeds[i])) {
|
||||
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
|
||||
SetChat(m_nearPeds[i], time);
|
||||
m_nearPeds[i]->SetChat(this, time);
|
||||
@ -15525,10 +15580,10 @@ CPed::ScanForInterestingStuff(void)
|
||||
} else {
|
||||
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
||||
for (int i = 0; i < m_numNearPeds; i ++) {
|
||||
if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
|
||||
if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
|
||||
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
|
||||
&& CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f)
|
||||
&& m_nearPeds[i]->CanSeeEntity(this, DEGTORAD(60.0f)))
|
||||
&& CanSeeEntity(m_nearPeds[i])
|
||||
&& m_nearPeds[i]->CanSeeEntity(this)
|
||||
&& WillChat(m_nearPeds[i])) {
|
||||
|
||||
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
|
||||
@ -15550,7 +15605,7 @@ CPed::ScanForInterestingStuff(void)
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity* vehicles[8];
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle* veh = (CVehicle*)vehicles[i];
|
||||
@ -15570,7 +15625,7 @@ CPed::ScanForInterestingStuff(void)
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity* vehicles[8];
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle* veh = (CVehicle*)vehicles[i];
|
||||
|
@ -13,11 +13,14 @@
|
||||
#include "DMAudio.h"
|
||||
#include "EventList.h"
|
||||
|
||||
#define FEET_OFFSET 1.04f
|
||||
#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
|
||||
|
||||
struct CPathNode;
|
||||
class CAccident;
|
||||
class CObject;
|
||||
|
||||
struct CPedAudioData
|
||||
struct PedAudioData
|
||||
{
|
||||
int m_nFixedDelayTime;
|
||||
int m_nOverrideFixedDelayTime;
|
||||
@ -81,7 +84,7 @@ struct FightMove
|
||||
};
|
||||
static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
|
||||
|
||||
// TO-DO: This is eFightState on mobile.
|
||||
// TODO: This is eFightState on mobile.
|
||||
enum PedFightMoves
|
||||
{
|
||||
FIGHTMOVE_NULL,
|
||||
@ -359,7 +362,7 @@ public:
|
||||
uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
|
||||
uint8 bOnBoat : 1; // not just driver, may be just standing
|
||||
uint8 bBusJacked : 1;
|
||||
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
|
||||
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
|
||||
uint8 bFadeOut : 1;
|
||||
|
||||
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
|
||||
@ -496,7 +499,7 @@ public:
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
uint32 m_duckAndCoverTimer;
|
||||
int32 m_bloodyFootprintCount;
|
||||
uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
|
||||
uint8 m_panicCounter;
|
||||
bool m_deadBleeding;
|
||||
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
|
||||
@ -791,10 +794,13 @@ public:
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
|
||||
PedState GetPedState(void) { return m_nPedState; }
|
||||
void SetPedState(PedState state) { m_nPedState = state; }
|
||||
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
|
||||
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
|
||||
bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
|
||||
|
||||
void ReplaceWeaponWhenExitingVehicle(void);
|
||||
void RemoveWeaponWhenEnteringVehicle(void);
|
||||
bool IsNotInWreckedVehicle();
|
||||
@ -827,7 +833,6 @@ public:
|
||||
static bool &bPedCheat2;
|
||||
static bool &bPedCheat3;
|
||||
static CVector2D ms_vec2DFleePosition;
|
||||
static CPedAudioData (&CommentWaitTime)[38];
|
||||
|
||||
#ifdef TOGGLEABLE_BETA_FEATURES
|
||||
static bool bPopHeadsOnHeadshot;
|
||||
|
@ -32,7 +32,7 @@ CPedPlacement::FindZCoorForPed(CVector* pos)
|
||||
zForPed = max(foundColZ, foundColZ2);
|
||||
|
||||
if (zForPed > -99.0f)
|
||||
pos->z = 1.04f + zForPed;
|
||||
pos->z = FEET_OFFSET + zForPed;
|
||||
}
|
||||
|
||||
CEntity*
|
||||
|
@ -1,7 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
class CVector;
|
||||
class CEntity;
|
||||
#include "Ped.h"
|
||||
|
||||
class CPedPlacement {
|
||||
public:
|
||||
|
@ -735,7 +735,7 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
|
||||
if (nearPed->m_objective == OBJECTIVE_NONE) {
|
||||
nearPed->SetFindPathAndFlee(this, 5000, true);
|
||||
} else {
|
||||
if (nearPed->m_nPedState == PED_ENTER_CAR || nearPed->m_nPedState == PED_CARJACK)
|
||||
if (nearPed->EnteringCar())
|
||||
nearPed->QuitEnteringCar();
|
||||
|
||||
nearPed->ClearObjective();
|
||||
@ -750,7 +750,7 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity *vehicles[8];
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle *veh = (CVehicle*)vehicles[i];
|
||||
@ -1181,7 +1181,7 @@ CPlayerPed::ProcessControl(void)
|
||||
}
|
||||
if (m_nPedState == PED_DIE) {
|
||||
ClearWeaponTarget();
|
||||
if (CTimer::GetTimeInMilliseconds() > (uint32)m_bloodyFootprintCount + 4000)
|
||||
if (CTimer::GetTimeInMilliseconds() > m_bloodyFootprintCountOrDeathTime + 4000)
|
||||
SetDead();
|
||||
return;
|
||||
}
|
||||
|
@ -18,11 +18,13 @@
|
||||
#include "PedPlacement.h"
|
||||
#include "DummyObject.h"
|
||||
#include "Script.h"
|
||||
#include "Shadows.h"
|
||||
|
||||
#define CREATION_DIST_MULT_TO_DIST 40.0f
|
||||
#define CREATION_RANGE 10.0f // Being added over the CREATION_DIST_MULT_TO_DIST.
|
||||
#define OFFSCREEN_CREATION_MULT 0.5f
|
||||
// Also there are some hardcoded values in GeneratePedsAtStartOfGame.
|
||||
#define MIN_CREATION_DIST 40.0f // not for start of the game (look at the GeneratePedsAtStartOfGame)
|
||||
#define CREATION_RANGE 10.0f // added over the MIN_CREATION_DIST.
|
||||
#define OFFSCREEN_CREATION_MULT 0.5f
|
||||
#define PED_REMOVE_DIST (MIN_CREATION_DIST + CREATION_RANGE + 1.0f)
|
||||
#define PED_REMOVE_DIST_SPECIAL (MIN_CREATION_DIST + CREATION_RANGE + 15.0f) // for peds with bCullExtraFarAway flag
|
||||
|
||||
// TO-DO: These are hard-coded, reverse them.
|
||||
// More clearly they're transition areas between zones.
|
||||
@ -57,9 +59,6 @@ CVector &CPopulation::RegenerationPoint_a = *(CVector*)0x8E2AA4;
|
||||
CVector &CPopulation::RegenerationPoint_b = *(CVector*)0x8E2A98;
|
||||
CVector &CPopulation::RegenerationForward = *(CVector*)0x8F1AD4;
|
||||
|
||||
WRAPPER void CPopulation::ManagePopulation(void) { EAXJMP(0x4F3B90); }
|
||||
WRAPPER bool CPopulation::TestSafeForRealObject(CDummyObject*) { EAXJMP(0x4F4700); }
|
||||
|
||||
void
|
||||
CPopulation::Initialise()
|
||||
{
|
||||
@ -416,10 +415,10 @@ CPopulation::Update()
|
||||
+ ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
|
||||
if (!CCutsceneMgr::IsRunning()) {
|
||||
float pcdm = PedCreationDistMultiplier();
|
||||
AddToPopulation(pcdm * (CREATION_DIST_MULT_TO_DIST * TheCamera.GenerationDistMultiplier),
|
||||
pcdm * ((CREATION_DIST_MULT_TO_DIST + CREATION_RANGE) * TheCamera.GenerationDistMultiplier),
|
||||
pcdm * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT - CREATION_RANGE,
|
||||
pcdm * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT);
|
||||
AddToPopulation(pcdm * (MIN_CREATION_DIST * TheCamera.GenerationDistMultiplier),
|
||||
pcdm * ((MIN_CREATION_DIST + CREATION_RANGE) * TheCamera.GenerationDistMultiplier),
|
||||
pcdm * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT - CREATION_RANGE,
|
||||
pcdm * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -437,8 +436,8 @@ CPopulation::GeneratePedsAtStartOfGame()
|
||||
+ ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
|
||||
|
||||
// Min dist is 10.0f only for start of the game (naturally)
|
||||
AddToPopulation(10.0f, PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE),
|
||||
10.0f, PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE));
|
||||
AddToPopulation(10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE),
|
||||
10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE));
|
||||
}
|
||||
}
|
||||
|
||||
@ -570,13 +569,13 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
|
||||
|| CCarCtrl::NumFiretrucksOnDuty + CCarCtrl::NumAmbulancesOnDuty + CCarCtrl::NumParkedCars
|
||||
+ CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse)) {
|
||||
addCop = true;
|
||||
minDist = PedCreationDistMultiplier() * CREATION_DIST_MULT_TO_DIST;
|
||||
maxDist = PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE);
|
||||
minDist = PedCreationDistMultiplier() * MIN_CREATION_DIST;
|
||||
maxDist = PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE);
|
||||
}
|
||||
}
|
||||
// Yeah, float
|
||||
float maxPossiblePedsForArea = (zoneInfo.pedDensity + zoneInfo.carDensity) * playerInfo->m_fRoadDensity * PedDensityMultiplier * CIniFile::PedNumberMultiplier;
|
||||
maxPossiblePedsForArea = min(maxPossiblePedsForArea, MaxNumberOfPedsInUse);
|
||||
float maxPossiblePedsForArea = 10.0f * (zoneInfo.pedDensity + zoneInfo.carDensity) * playerInfo->m_fRoadDensity * PedDensityMultiplier * CIniFile::PedNumberMultiplier;
|
||||
// maxPossiblePedsForArea = min(maxPossiblePedsForArea, MaxNumberOfPedsInUse);
|
||||
|
||||
if (ms_nTotalPeds < maxPossiblePedsForArea || addCop) {
|
||||
int decisionThreshold = CGeneral::GetRandomNumberInRange(0, 1000);
|
||||
@ -689,7 +688,7 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
|
||||
bool farEnoughToAdd = true;
|
||||
CMatrix mat(TheCamera.GetCameraMatrix());
|
||||
if (TheCamera.IsSphereVisible(generatedCoors, 2.0f, &mat)) {
|
||||
if (PedCreationDistMultiplier() * CREATION_DIST_MULT_TO_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
|
||||
if (PedCreationDistMultiplier() * MIN_CREATION_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
|
||||
farEnoughToAdd = false;
|
||||
}
|
||||
if (!farEnoughToAdd)
|
||||
@ -927,7 +926,6 @@ CPopulation::ConvertAllObjectsToDummyObjects()
|
||||
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
|
||||
|
||||
CObject *obj = CPools::GetObjectPool()->GetSlot(poolIndex);
|
||||
|
||||
if (obj) {
|
||||
if (obj->CanBeDeleted())
|
||||
ConvertToDummyObject(obj);
|
||||
@ -970,8 +968,6 @@ void
|
||||
CPopulation::ConvertToDummyObject(CObject *obj)
|
||||
{
|
||||
CDummyObject *dummy = new CDummyObject(obj);
|
||||
if (!dummy)
|
||||
return;
|
||||
|
||||
dummy->GetMatrix() = obj->m_objectMatrix;
|
||||
dummy->GetMatrix().UpdateRW();
|
||||
@ -1005,6 +1001,163 @@ CPopulation::TestRoomForDummyObject(CObject *obj)
|
||||
return collidingObjs == 0;
|
||||
}
|
||||
|
||||
bool
|
||||
CPopulation::TestSafeForRealObject(CDummyObject *dummy)
|
||||
{
|
||||
CPtrNode *ptrNode;
|
||||
CColModel *dummyCol = dummy->GetColModel();
|
||||
float colRadius = dummy->GetBoundRadius();
|
||||
CVector colCentre = dummy->GetBoundCentre();
|
||||
|
||||
int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - colRadius);
|
||||
if (minX < 0) minX = 0;
|
||||
int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - colRadius);
|
||||
if (minY < 0) minY = 0;
|
||||
int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + colRadius);
|
||||
#ifdef FIX_BUGS
|
||||
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
|
||||
#else
|
||||
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
|
||||
#endif
|
||||
|
||||
int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + colRadius);
|
||||
#ifdef FIX_BUGS
|
||||
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
|
||||
#else
|
||||
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
|
||||
#endif
|
||||
|
||||
static CColPoint aTempColPoints;
|
||||
|
||||
for (int curY = minY; curY <= maxY; curY++) {
|
||||
for (int curX = minX; curX <= maxX; curX++) {
|
||||
CSector *sector = CWorld::GetSector(curX, curY);
|
||||
|
||||
for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode; ptrNode = ptrNode->next) {
|
||||
CVehicle *veh = (CVehicle*)ptrNode->item;
|
||||
if (veh->m_scanCode != CWorld::GetCurrentScanCode()) {
|
||||
if (veh->GetIsTouching(colCentre, colRadius)) {
|
||||
veh->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
if (CCollision::ProcessColModels(dummy->GetMatrix(), *dummyCol, veh->GetMatrix(), *veh->GetColModel(), &aTempColPoints, nil, nil) > 0)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first; ptrNode; ptrNode = ptrNode->next) {
|
||||
CVehicle *veh = (CVehicle*)ptrNode->item;
|
||||
if (veh->m_scanCode != CWorld::GetCurrentScanCode()) {
|
||||
if (veh->GetIsTouching(colCentre, colRadius)) {
|
||||
veh->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
if (CCollision::ProcessColModels(dummy->GetMatrix(), *dummyCol, veh->GetMatrix(), *veh->GetColModel(), &aTempColPoints, nil, nil) > 0)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
CPopulation::ManagePopulation(void)
|
||||
{
|
||||
int frameMod32 = CTimer::GetFrameCounter() & 31;
|
||||
CVector playerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
|
||||
|
||||
// Why this code is here?! Delete temporary objects when they got too far, and convert others to "dummy" objects. (like lamp posts)
|
||||
int objectPoolSize = CPools::GetObjectPool()->GetSize();
|
||||
for (int i = objectPoolSize * frameMod32 / 32; i < objectPoolSize * (frameMod32 + 1) / 32; i++) {
|
||||
CObject *obj = CPools::GetObjectPool()->GetSlot(i);
|
||||
if (obj && obj->CanBeDeleted()) {
|
||||
if ((obj->GetPosition() - playerPos).Magnitude() <= 80.0f ||
|
||||
(obj->m_objectMatrix.GetPosition() - playerPos).Magnitude() <= 80.0f) {
|
||||
if (obj->ObjectCreatedBy == TEMP_OBJECT && CTimer::GetTimeInMilliseconds() > obj->m_nEndOfLifeTime) {
|
||||
CWorld::Remove(obj);
|
||||
delete obj;
|
||||
}
|
||||
} else {
|
||||
if (obj->ObjectCreatedBy == TEMP_OBJECT) {
|
||||
CWorld::Remove(obj);
|
||||
delete obj;
|
||||
} else if (obj->ObjectCreatedBy != CUTSCENE_OBJECT && TestRoomForDummyObject(obj)) {
|
||||
ConvertToDummyObject(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convert them back to real objects. Dummy objects don't have collisions, so they need to be converted.
|
||||
int dummyPoolSize = CPools::GetDummyPool()->GetSize();
|
||||
for (int i = dummyPoolSize * frameMod32 / 32; i < dummyPoolSize * (frameMod32 + 1) / 32; i++) {
|
||||
CDummy *dummy = CPools::GetDummyPool()->GetSlot(i);
|
||||
if (dummy) {
|
||||
if ((dummy->GetPosition() - playerPos).Magnitude() < 80.0f)
|
||||
ConvertToRealObject((CDummyObject*)dummy);
|
||||
}
|
||||
}
|
||||
|
||||
int pedPoolSize = CPools::GetPedPool()->GetSize();
|
||||
for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) {
|
||||
CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
|
||||
|
||||
if (ped && !ped->IsPlayer() && ped->CanBeDeleted() && !ped->bInVehicle) {
|
||||
if (ped->m_nPedState == PED_DEAD && CTimer::GetTimeInMilliseconds() - ped->m_bloodyFootprintCountOrDeathTime > 60000)
|
||||
ped->bFadeOut = true;
|
||||
|
||||
if (ped->bFadeOut && CVisibilityPlugins::GetClumpAlpha(ped->GetClump()) == 0) {
|
||||
RemovePed(ped);
|
||||
continue;
|
||||
}
|
||||
|
||||
float dist = (ped->GetPosition() - playerPos).Magnitude2D();
|
||||
bool pedIsFarAway = false;
|
||||
if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist
|
||||
|| (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist)
|
||||
|| (PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT < dist
|
||||
&& !ped->GetIsOnScreen()
|
||||
&& TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER
|
||||
&& TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER_RUNABOUT
|
||||
&& !TheCamera.Cams[TheCamera.ActiveCam].LookingLeft
|
||||
&& !TheCamera.Cams[TheCamera.ActiveCam].LookingRight
|
||||
&& !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind))
|
||||
pedIsFarAway = true;
|
||||
|
||||
if (!pedIsFarAway)
|
||||
continue;
|
||||
|
||||
if (ped->m_nPedState == PED_DEAD && !ped->bFadeOut) {
|
||||
CVector pedPos = ped->GetPosition();
|
||||
|
||||
float randAngle = (uint8) CGeneral::GetRandomNumber() * (3.14f / 128.0f); // Not PI, 3.14
|
||||
switch (CGeneral::GetRandomNumber() % 3) {
|
||||
case 0:
|
||||
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline1Tex, &pedPos,
|
||||
0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle),
|
||||
255, 255, 255, 255, 4.0f, 40000, 1.0f);
|
||||
break;
|
||||
case 1:
|
||||
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline2Tex, &pedPos,
|
||||
0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle),
|
||||
255, 255, 255, 255, 4.0f, 40000, 1.0f);
|
||||
break;
|
||||
case 2:
|
||||
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline3Tex, &pedPos,
|
||||
0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle),
|
||||
255, 255, 255, 255, 4.0f, 40000, 1.0f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (ped->GetIsOnScreen())
|
||||
ped->bFadeOut = true;
|
||||
else
|
||||
RemovePed(ped);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x4F3770, &CPopulation::Initialise, PATCH_JUMP);
|
||||
InjectHook(0x4F5780, &CPopulation::ChooseGangOccupation, PATCH_JUMP);
|
||||
|
@ -130,12 +130,9 @@ void CHud::Draw()
|
||||
Draw Crosshairs
|
||||
*/
|
||||
if (TheCamera.Cams->Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
|
||||
if (FindPlayerPed()) {
|
||||
int32 State = FindPlayerPed()->m_nPedState;
|
||||
if (State != PED_ENTER_CAR && State != PED_CARJACK) {
|
||||
if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
|
||||
Mode_RunAround = 1;
|
||||
}
|
||||
if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
|
||||
if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
|
||||
Mode_RunAround = 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -179,3 +179,6 @@ extern RwTexture *&gpBloodPoolTex;
|
||||
extern RwTexture *&gpShadowExplosionTex;
|
||||
extern RwTexture *&gpShadowHeadLightsTex;
|
||||
extern RwTexture *&gpGoalTex;
|
||||
extern RwTexture *&gpOutline1Tex;
|
||||
extern RwTexture *&gpOutline2Tex;
|
||||
extern RwTexture *&gpOutline3Tex;
|
||||
|
@ -3002,9 +3002,9 @@ CAutomobile::RcbanditCheckHitWheels(void)
|
||||
if(xmin < 0) xmin = 0;
|
||||
xmax = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
|
||||
if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
|
||||
ymin = CWorld::GetSectorIndexX(GetPosition().y - 2.0f);
|
||||
ymin = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
|
||||
if(ymin < 0) ymin = 0;
|
||||
ymax = CWorld::GetSectorIndexX(GetPosition().y + 2.0f);
|
||||
ymax = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
|
||||
if(ymax > NUMSECTORS_Y-1) ymax = NUMSECTORS_X-1;
|
||||
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
|
@ -261,9 +261,9 @@ CTrain::ProcessControl(void)
|
||||
if(xmin < 0) xmin = 0;
|
||||
xmax = CWorld::GetSectorIndexX(front.x + 3.0f);
|
||||
if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
|
||||
ymin = CWorld::GetSectorIndexX(front.y - 3.0f);
|
||||
ymin = CWorld::GetSectorIndexY(front.y - 3.0f);
|
||||
if(ymin < 0) ymin = 0;
|
||||
ymax = CWorld::GetSectorIndexX(front.y + 3.0f);
|
||||
ymax = CWorld::GetSectorIndexY(front.y + 3.0f);
|
||||
if(ymax > NUMSECTORS_Y-1) ymax = NUMSECTORS_X-1;
|
||||
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
|
Loading…
Reference in New Issue
Block a user