CPedIK finished
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@ -791,7 +791,7 @@ CPed::AimGun(void)
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}
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}
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Say(SOUND_PED_ATTACK);
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Say(SOUND_PED_ATTACK);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
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if (m_pLookTarget != m_pSeekTarget) {
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if (m_pLookTarget != m_pSeekTarget) {
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SetLookFlag(m_pSeekTarget, true);
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SetLookFlag(m_pSeekTarget, true);
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}
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}
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@ -1,14 +1,10 @@
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#include "common.h"
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#include "common.h"
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#include "patcher.h"
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#include "patcher.h"
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#include "Camera.h"
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#include "PedIK.h"
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#include "PedIK.h"
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#include "Ped.h"
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#include "Ped.h"
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#include "General.h"
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#include "General.h"
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#include "RwHelper.h"
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WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
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LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
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LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
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LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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@ -223,6 +219,151 @@ CPedIK::LookAtPosition(CVector const &pos)
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return LookInDirection(phiToFace, thetaToFace);
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return LookInDirection(phiToFace, thetaToFace);
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}
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}
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bool
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CPedIK::PointGunInDirection(float phi, float theta)
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{
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bool result = true;
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bool b1 = false;
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float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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m_flags &= (~FLAG_1);
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m_flags |= LOOKING;
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if (m_flags & AIMS_WITH_ARM) {
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b1 = PointGunInDirectionUsingArm(angle, theta);
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angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
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}
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if (b1) {
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if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
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MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
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} else {
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RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
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float yaw, pitch;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
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if (status == ANGLES_SET_TO_MAX)
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result = false;
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else if (status == ANGLES_SET_EXACTLY)
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m_flags |= FLAG_1;
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}
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if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM)
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true);
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else
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return result;
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}
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bool
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CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
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{
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bool result = false;
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RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
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RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
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RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
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float yaw, pitch;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
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RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
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float uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
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LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, CGeneral::LimitRadianAngle(theta - pitch), ms_upperArmInfo);
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if (uaStatus == ANGLES_SET_EXACTLY) {
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m_flags |= FLAG_1;
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result = true;
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}
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if (uaStatus == ANGLES_SET_TO_MAX) {
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float laPhi = uaPhi - m_upperArmOrient.phi;
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LimbMoveStatus laStatus;
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if (laPhi > 0.0f)
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laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo);
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else
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laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
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if (laStatus == ANGLES_SET_EXACTLY) {
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m_flags |= FLAG_1;
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result = true;
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}
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RwFrame *child = GetFirstChild(frame);
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RwV3d pos = RwFrameGetMatrix(child)->pos;
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RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), rwCOMBINEPOSTCONCAT);
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RwFrameGetMatrix(child)->pos = pos;
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}
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RwV3d pos = RwFrameGetMatrix(frame)->pos;
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RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
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RwFrameGetMatrix(frame)->pos = pos;
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return result;
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}
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bool
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CPedIK::PointGunAtPosition(CVector const& position)
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{
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return PointGunInDirection(
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CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
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CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y),
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m_ped->GetPosition().z,
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0.0f));
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}
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bool
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CPedIK::RestoreLookAt(void)
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{
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bool result = false;
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RwMatrix *mat = RwFrameGetMatrix(m_ped->m_pFrames[PED_HEAD]->frame);
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if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
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m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
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} else {
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float yaw, pitch;
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ExtractYawAndPitchLocal(mat, &yaw, &pitch);
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if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
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result = true;
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}
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CMatrix matrix(mat);
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CVector pos = matrix.GetPosition();
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matrix.SetRotateZ(m_headOrient.theta);
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matrix.RotateX(m_headOrient.phi);
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matrix.Translate(pos);
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matrix.UpdateRW();
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if (!(m_flags & LOOKING))
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MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
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if (!(m_flags & LOOKING))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return result;
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}
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void
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CPedIK::ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch)
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{
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float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
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*yaw = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
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if (mat->up.x > 0.0f) *yaw = -*yaw;
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f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
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*pitch = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
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if (mat->up.z > 0.0f) *pitch = -*pitch;
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}
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void
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CPedIK::ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch)
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{
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float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
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*yaw = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
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if (mat->at.y > 0.0f) *yaw = -*yaw;
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f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
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*pitch = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
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if (mat->up.x > 0.0f) *pitch = -*pitch;
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}
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STARTPATCHES
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STARTPATCHES
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InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
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InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
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InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
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InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
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@ -231,4 +372,10 @@ STARTPATCHES
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InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
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InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
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InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
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InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
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InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
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InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
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InjectHook(0x4ED9B0, &CPedIK::PointGunInDirection, PATCH_JUMP);
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InjectHook(0x4EDB20, &CPedIK::PointGunInDirectionUsingArm, PATCH_JUMP);
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InjectHook(0x4ED920, &CPedIK::PointGunAtPosition, PATCH_JUMP);
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InjectHook(0x4ED810, &CPedIK::RestoreLookAt, PATCH_JUMP);
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InjectHook(0x4ED140, &CPedIK::ExtractYawAndPitchWorld, PATCH_JUMP);
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InjectHook(0x4ED2C0, &CPedIK::ExtractYawAndPitchLocal, PATCH_JUMP);
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ENDPATCHES
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ENDPATCHES
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@ -50,13 +50,14 @@ public:
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CPedIK(CPed *ped);
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CPedIK(CPed *ped);
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bool PointGunInDirection(float phi, float theta);
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bool PointGunInDirection(float phi, float theta);
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bool PointGunAtPosition(CVector *position);
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bool PointGunInDirectionUsingArm(float phi, float theta);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d *pos, PedNode node);
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void GetComponentPosition(RwV3d *pos, PedNode node);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
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void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);
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void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
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void ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch);
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LimbMoveStatus MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
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LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
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bool RestoreGunPosn(void);
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bool RestoreGunPosn(void);
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bool LookInDirection(float phi, float theta);
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bool LookInDirection(float phi, float theta);
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bool LookAtPosition(CVector const& pos);
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bool LookAtPosition(CVector const& pos);
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