fixed bugs
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@ -28,6 +28,8 @@ float CCarAI::FindSwitchDistanceFar(CVehicle* pVehicle)
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void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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{
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{
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//((void(*)(CVehicle*))(0x413E50))(pVehicle);
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//return;
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if (pVehicle->bIsLawEnforcer){
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if (pVehicle->bIsLawEnforcer){
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_FARAWAY ||
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_FARAWAY ||
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
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@ -67,7 +69,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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case MISSION_RAMPLAYER_CLOSE:
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case MISSION_RAMPLAYER_CLOSE:
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if (FindSwitchDistanceFar(pVehicle) < (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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if (FindSwitchDistanceFar(pVehicle) < (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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pVehicle->AutoPilot.m_bIgnorePathfinding) {
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pVehicle->AutoPilot.m_bIgnorePathfinding) {
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if (FindPlayerVehicle()){
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if (FindPlayerVehicle()) {
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if (pVehicle->GetHasCollidedWith(FindPlayerVehicle())) {
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if (pVehicle->GetHasCollidedWith(FindPlayerVehicle())) {
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if (pVehicle->AutoPilot.m_nTempAction != TEMPACT_TURNLEFT && pVehicle->AutoPilot.m_nTempAction != TEMPACT_TURNRIGHT) {
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if (pVehicle->AutoPilot.m_nTempAction != TEMPACT_TURNLEFT && pVehicle->AutoPilot.m_nTempAction != TEMPACT_TURNRIGHT) {
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if (FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f) {
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if (FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f) {
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@ -90,10 +92,10 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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else
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else
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pVehicle->m_nTimeBlocked = 0;
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pVehicle->m_nTimeBlocked = 0;
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if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
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if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
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FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > 2500){
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FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > 2500) {
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if (pVehicle->bIsLawEnforcer &&
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if (pVehicle->bIsLawEnforcer &&
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(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
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(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
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(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f){
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(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
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TellOccupantsToLeaveCar(pVehicle);
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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@ -101,24 +103,22 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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}
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}
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else{
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if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, FindPlayerCoors(), true)){
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pVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_nCarHornTimer = 0;
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}
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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else if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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}
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}
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else if (!CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, FindPlayerCoors(), true)){
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pVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_nCarHornTimer = 0;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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else if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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break;
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break;
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case MISSION_BLOCKPLAYER_FARAWAY:
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case MISSION_BLOCKPLAYER_FARAWAY:
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if (FindSwitchDistanceClose(pVehicle) > (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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if (FindSwitchDistanceClose(pVehicle) > (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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@ -139,46 +139,41 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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case MISSION_BLOCKPLAYER_CLOSE:
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case MISSION_BLOCKPLAYER_CLOSE:
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if (FindSwitchDistanceFar(pVehicle) < (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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if (FindSwitchDistanceFar(pVehicle) < (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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pVehicle->AutoPilot.m_bIgnorePathfinding) {
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pVehicle->AutoPilot.m_bIgnorePathfinding) {
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if (FindPlayerVehicle()) {
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if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
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if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
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#ifdef FIX_BUGS
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#ifdef FIX_BUGS
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pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
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pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
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#else
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#else
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pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep();
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pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep();
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#endif
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#endif
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else
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else
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pVehicle->m_nTimeBlocked = 0;
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pVehicle->m_nTimeBlocked = 0;
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if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
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if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
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FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > 2500) {
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FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > 2500) {
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if (pVehicle->bIsLawEnforcer &&
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if (pVehicle->bIsLawEnforcer &&
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(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
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(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
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(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
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(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
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TellOccupantsToLeaveCar(pVehicle);
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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else {
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if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, FindPlayerCoors(), true)) {
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pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_nCarHornTimer = 0;
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}
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}
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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else if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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}
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}
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}else if (!CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, FindPlayerCoors(), true)) {
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pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_nCarHornTimer = 0;
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}
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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else if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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break;
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break;
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case MISSION_GOTOCOORDS:
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case MISSION_GOTOCOORDS:
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if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < DISTANCE_TO_SWITCH_DISTANCE_GOTO ||
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if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < DISTANCE_TO_SWITCH_DISTANCE_GOTO ||
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