some CPed cleanup
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e30cfaf687
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6f05ed0c23
152
src/peds/Ped.cpp
152
src/peds/Ped.cpp
@ -2264,7 +2264,6 @@ CPed::CanPedJumpThis(int32 unused)
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{
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CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
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CVector pos = GetPosition();
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// wat?
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CVector forwardPos(
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forward.x + pos.x,
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forward.y + pos.y,
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@ -2289,19 +2288,19 @@ CPed::CanSeeEntity(CEntity *entity, float threshold)
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GetPosition().y);
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if (neededAngle < 0.0f)
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neededAngle += 2 * PI;
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else if (neededAngle > 2 * PI)
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neededAngle -= 2 * PI;
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neededAngle += TWOPI;
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else if (neededAngle > TWOPI)
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neededAngle -= TWOPI;
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float ourAngle = m_fRotationCur;
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if (ourAngle < 0.0f)
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ourAngle += 2 * PI;
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else if (ourAngle > 2 * PI)
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ourAngle -= 2 * PI;
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ourAngle += TWOPI;
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else if (ourAngle > TWOPI)
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ourAngle -= TWOPI;
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float neededTurn = Abs(neededAngle - ourAngle);
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return neededTurn < threshold || 2 * PI - threshold < neededTurn;
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return neededTurn < threshold || TWOPI - threshold < neededTurn;
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}
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bool
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@ -3660,7 +3659,6 @@ CPed::InflictDamage(CEntity* damagedBy, eWeaponType method, float damage, ePedPi
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} else {
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CDarkel::RegisterKillNotByPlayer(this, method);
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}
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// WAT?
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if (method == WEAPONTYPE_WATER)
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bIsInTheAir = false;
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@ -4558,7 +4556,7 @@ CPed::GetLocalDirection(CVector2D &posOffset)
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{
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float direction;
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for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += 2 * PI);
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for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI);
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for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);
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@ -4961,7 +4959,21 @@ CPed::PlayHitSound(CPed *hitTo)
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{
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// That was very complicated to reverse for me...
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// First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10).
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enum {
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S33 = SOUND_FIGHT_PUNCH_33,
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S34 = SOUND_FIGHT_KICK_34,
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S35 = SOUND_FIGHT_HEADBUTT_35,
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S36 = SOUND_FIGHT_PUNCH_36,
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S37 = SOUND_FIGHT_PUNCH_37,
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S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
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S39 = SOUND_FIGHT_PUNCH_39,
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S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
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S41 = SOUND_FIGHT_PUNCH_41,
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S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
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S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
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S44 = SOUND_FIGHT_KICK_44,
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NO_SND = SOUND_TOTAL_PED_SOUNDS
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};
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uint16 hitSoundsByFightMoves[12][10] = {
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{S39,S42,S43,S43,S39,S39,S39,S39,S39,S42},
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{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
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@ -5277,27 +5289,23 @@ CPed::CreateDeadPedMoney(void)
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if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
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return;
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/*
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* That was the og output, which is some compiler optimization for mod 60;
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* money = rand - 60 * (rand / 60 + (-2004318071i64 * (unsigned __int64)rand >> 32));
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*/
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int money = CGeneral::GetRandomNumber() % 60;
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if (money >= 10) {
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if (money == 43)
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money = 700;
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if (money < 10)
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return;
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int pickupCount = money / 40 + 1;
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int moneyPerPickup = money / pickupCount;
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if (money == 43)
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money = 700;
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for(int i = 0; i < pickupCount; i++) {
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float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
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float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
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if (found) {
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CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
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}
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int pickupCount = money / 40 + 1;
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int moneyPerPickup = money / pickupCount;
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for(int i = 0; i < pickupCount; i++) {
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float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
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float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
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if (found) {
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CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
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}
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}
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}
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@ -5316,43 +5324,37 @@ CPed::CreateDeadPedWeaponPickups(void)
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eWeaponType weapon = GetWeapon(i).m_eWeaponType;
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int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
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if (weapon != WEAPONTYPE_UNARMED && weapon != WEAPONTYPE_DETONATOR && weaponAmmo != 0) {
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if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
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continue;
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angleToPed = i * 1.75f;
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pickupPos.x = 1.5f * Sin(angleToPed) + GetPosition().x;
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pickupPos.y = 1.5f * Cos(angleToPed) + GetPosition().y;
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, GetPosition().z, &found) + 0.5f;
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angleToPed = i * 1.75f;
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pickupPos = GetPosition();
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pickupPos.x += 1.5f * Sin(angleToPed);
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pickupPos.y += 1.5f * Cos(angleToPed);
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
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// CVector point1(0, pickupPos.y, 0);
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CVector pedPos = GetPosition();
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pedPos.z += 0.3f;
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CVector point2 = GetPosition();
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point2.z += 0.3f;
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CVector pedToPickup = pickupPos - pedPos;
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float distance = pedToPickup.Magnitude();
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CVector posDiff = pickupPos - point2;
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// outer edge of pickup
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distance = (distance + 0.3f) / distance;
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CVector pickupPos2 = pedPos;
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pickupPos2 += distance * pedToPickup;
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float distance = posDiff.Magnitude();
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// I don't know what is this for. Related with Z-axis for sure.
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float posDiffMult = (distance + 0.3f) / distance;
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CVector point1 = point2;
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point1 += posDiffMult * posDiff;
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if (!found || CWorld::GetIsLineOfSightClear(point1, point2, true, false, false, false, false, false, false)) {
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// Not PI, it's 3.14f. Funny.
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angleToPed += 3.14f;
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pickupPos.x = 1.5f * Sin(angleToPed) + GetPosition().x;
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pickupPos.y = 1.5f * Cos(angleToPed) + GetPosition().y;
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, GetPosition().z, &found) + 0.5f;
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}
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if (found) {
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if (weaponAmmo >= CPickups::ms_maxAmmosForWeapons[weapon])
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weaponAmmo = CPickups::ms_maxAmmosForWeapons[weapon];
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CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, weaponAmmo);
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}
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// pickup must be on ground and line to its edge must be clear
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if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) {
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// otherwise try another position (but disregard second check apparently)
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angleToPed += 3.14f;
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pickupPos = GetPosition();
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pickupPos.x = 1.5f * Sin(angleToPed);
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pickupPos.y = 1.5f * Cos(angleToPed);
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
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}
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if (found)
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CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, min(weaponAmmo, CPickups::ms_maxAmmosForWeapons[weapon]));
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}
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ClearWeapons();
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}
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@ -5360,13 +5362,8 @@ CPed::CreateDeadPedWeaponPickups(void)
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void
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CPed::SetAttackTimer(uint32 time)
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{
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if (CTimer::GetTimeInMilliseconds() <= m_attackTimer)
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return;
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if (m_lastHitTime <= CTimer::GetTimeInMilliseconds())
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m_attackTimer = time + CTimer::GetTimeInMilliseconds();
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else
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m_attackTimer = time + m_lastHitTime;
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if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
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m_attackTimer = max(m_lastHitTime, CTimer::GetTimeInMilliseconds()) + time;
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}
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void
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@ -5415,9 +5412,9 @@ CPed::SetBuyIceCream(void)
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return;
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// Side of the Ice Cream van
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m_fRotationDest = m_carInObjective->GetForward().Heading() - 0.5 * PI;
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m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
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if (Abs(m_fRotationDest - m_fRotationCur) < 0.5 * PI) {
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if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
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m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
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m_nPedState = PED_BUY_ICECREAM;
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}
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@ -5515,22 +5512,13 @@ void
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CPed::DeadPedMakesTyresBloody(void)
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{
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int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
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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 = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
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if (minY <= 0)
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minY = 0;
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// BUG: Shouldn't it be NUMSECTORS_X (100)?
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if (minY < 0) minY = 0;
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int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
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if (maxX >= 99)
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maxX = 99;
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// BUG: Shouldn't it be NUMSECTORS_Y (100)?
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if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1;
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int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
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if (maxY >= 99)
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maxY = 99;
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if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1;
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CWorld::AdvanceCurrentScanCode();
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@ -22,23 +22,6 @@ struct CPedAudioData
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int m_nMaxRandomDelayTime;
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};
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// For hit sounds in fight
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enum {
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S33 = SOUND_FIGHT_PUNCH_33,
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S34 = SOUND_FIGHT_KICK_34,
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S35 = SOUND_FIGHT_HEADBUTT_35,
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S36 = SOUND_FIGHT_PUNCH_36,
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S37 = SOUND_FIGHT_PUNCH_37,
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S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
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S39 = SOUND_FIGHT_PUNCH_39,
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S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
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S41 = SOUND_FIGHT_PUNCH_41,
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S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
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S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
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S44 = SOUND_FIGHT_KICK_44,
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NO_SND = SOUND_TOTAL_PED_SOUNDS
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};
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struct FightMove
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{
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AnimationId animId;
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