commit
de68d726a3
@ -952,9 +952,9 @@ CFileLoader::Load2dEffect(const char *line)
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effect->light.lightType = lightType;
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effect->light.roadReflection = roadReflection;
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effect->light.flareType = flare;
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// TODO: check out the flags
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if(flags & 4)
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flags &= ~2;
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if(flags & LIGHTFLAG_FOG_ALWAYS)
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flags &= ~LIGHTFLAG_FOG_NORMAL;
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effect->light.flags = flags;
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break;
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@ -387,7 +387,7 @@ CPlayerInfo::Process(void)
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// Because vehicle enter/exit use same key binding.
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bool enterOrExitVeh;
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if (m_pPed->m_ped_flagI4 && m_pPed->bInVehicle)
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if (m_pPed->bVehExitWillBeInstant && m_pPed->bInVehicle)
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enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown();
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else
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enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle();
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@ -1459,7 +1459,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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A->m_phy_flagA80 = true;
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}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
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skipCollision = true;
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if(!Aped->m_ped_flagH1)
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if(!Aped->bKnockedUpIntoAir)
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A->m_phy_flagA80 = true;
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}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
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skipCollision = true;
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@ -151,7 +151,7 @@ CCivilianPed::CivilianAI(void)
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SetLookFlag(angleToFace, true);
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SetLookTimer(500);
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} else if (eventDistSqr < sq(40.0f)) {
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if (m_ped_flagD2) {
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if (bGonnaInvestigateEvent) {
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if (CharCreatedBy != MISSION_CHAR && !IsGangMember())
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SetInvestigateEvent(EVENT_EXPLOSION, m_eventOrThreat, 6.0f, 30000, 0.0f);
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@ -376,7 +376,7 @@ CEmergencyPed::MedicAI(void)
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m_pRevivedPed->SetMoveState(PEDMOVE_WALK);
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m_pRevivedPed->RestartNonPartialAnims();
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m_pRevivedPed->bIsPedDieAnimPlaying = false;
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m_pRevivedPed->m_ped_flagH1 = false;
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m_pRevivedPed->bKnockedUpIntoAir = false;
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m_pRevivedPed->m_pCollidingEntity = nil;
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}
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break;
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149
src/peds/Ped.cpp
149
src/peds/Ped.cpp
@ -503,7 +503,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bFindNewNodeAfterStateRestore = false;
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bHasACamera = false;
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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bPedIsBleeding = false;
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bStopAndShoot = false;
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bIsPedDieAnimPlaying = false;
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@ -538,7 +538,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bGonnaKillTheCarJacker = false;
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bFadeOut = false;
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m_ped_flagH1 = false;
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bKnockedUpIntoAir = false;
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bHitSteepSlope = false;
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bCullExtraFarAway = false;
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bClearObjective = false;
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@ -549,14 +549,14 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bShakeFist = false;
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bNoCriticalHits = false;
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m_ped_flagI4 = false;
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bVehExitWillBeInstant = false;
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bHasAlreadyBeenRecorded = false;
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bFallenDown = false;
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#ifdef KANGAROO_CHEAT
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m_ped_flagI80 = false;
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#endif
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#ifdef VC_PED_PORTS
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bKnockedUpIntoAir = false;
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bSomeVCflag1 = false;
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#endif
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if ((CGeneral::GetRandomNumber() & 3) == 0)
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@ -919,7 +919,7 @@ CPed::SetLookFlag(CEntity *target, bool keepTryingToLook)
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m_lookTimer = 0;
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bKeepTryingToLook = keepTryingToLook;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::LOOKING;
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m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
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}
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}
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}
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@ -935,7 +935,7 @@ CPed::SetLookFlag(float direction, bool keepTryingToLook)
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m_lookTimer = 0;
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bKeepTryingToLook = keepTryingToLook;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::LOOKING;
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m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
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}
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}
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}
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@ -1038,7 +1038,7 @@ CPed::ClearLookFlag(void) {
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bIsRestoringLook = true;
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bShakeFist = false;
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m_pedIK.m_flags &= ~CPedIK::LOOKING;
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m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
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if (IsPlayer())
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m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
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else
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@ -1586,7 +1586,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
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ped->ReplaceWeaponWhenExitingVehicle();
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ped->m_nStoredMoveState = PEDMOVE_NONE;
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ped->m_ped_flagI4 = false;
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ped->bVehExitWillBeInstant = false;
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}
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CVector
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@ -3255,11 +3255,11 @@ CPed::CheckForDeadPeds(void)
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if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) {
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int pedHandle = gaEvent[event].entityRef;
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if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) {
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m_ped_flagD2 = true;
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bGonnaInvestigateEvent = true;
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return CPools::GetPed(pedHandle);
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}
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}
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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return nil;
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}
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@ -3289,9 +3289,9 @@ CPed::CheckForExplosions(CVector2D &area)
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if (actualEntity) {
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m_pEventEntity = actualEntity;
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m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
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m_ped_flagD2 = true;
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bGonnaInvestigateEvent = true;
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} else
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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CEventList::ClearEvent(event);
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return true;
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@ -3299,11 +3299,11 @@ CPed::CheckForExplosions(CVector2D &area)
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area.x = gaEvent[event].posn.x;
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area.y = gaEvent[event].posn.y;
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CEventList::ClearEvent(event);
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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return true;
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}
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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return false;
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}
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@ -3314,22 +3314,22 @@ CPed::CheckForGunShots(void)
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if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) {
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if (gaEvent[event].entityType == EVENT_ENTITY_PED) {
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// Probably due to we don't want peds to go gunshot area? (same on VC)
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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return CPools::GetPed(gaEvent[event].entityRef);
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}
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}
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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return nil;
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}
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uint8
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PointBlankNecessity
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CPed::CheckForPointBlankPeds(CPed *pedToVerify)
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{
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float pbDistance = 1.1f;
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if (GetWeapon()->IsType2Handed())
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pbDistance = 1.6f;
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for(int i=0; i<m_numNearPeds; i++) {
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for (int i = 0; i < m_numNearPeds; i++) {
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CPed *nearPed = m_nearPeds[i];
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if (!pedToVerify || pedToVerify == nearPed) {
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@ -3351,18 +3351,18 @@ CPed::CheckForPointBlankPeds(CPed *pedToVerify)
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PedState nearPedState = nearPed->m_nPedState;
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if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY)
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return 0;
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return NO_POINT_BLANK_PED;
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if (neededTurn < DEGTORAD(60.0f)) {
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if (pedToVerify == nearPed)
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return 1;
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return POINT_BLANK_FOR_WANTED_PED;
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else
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return 2;
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return POINT_BLANK_FOR_SOMEONE_ELSE;
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}
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}
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}
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}
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return 0;
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return NO_POINT_BLANK_PED;
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}
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bool
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@ -3405,7 +3405,7 @@ CPed::ClearAll(void)
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ClearLookFlag();
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bIsPointingGunAt = false;
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bRenderPedInCar = true;
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m_ped_flagH1 = false;
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bKnockedUpIntoAir = false;
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m_pCollidingEntity = nil;
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}
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@ -4090,7 +4090,7 @@ CPed::SetGetUp(void)
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}
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bGetUpAnimStarted = true;
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m_pCollidingEntity = nil;
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m_ped_flagH1 = false;
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bKnockedUpIntoAir = false;
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CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
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if (animAssoc) {
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
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@ -4130,7 +4130,7 @@ CPed::ClearInvestigateEvent(void)
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if (m_eventType > EVENT_EXPLOSION)
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m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;
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m_ped_flagD2 = false;
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bGonnaInvestigateEvent = false;
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m_pEventEntity = nil;
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ClearLookFlag();
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RestorePreviousState();
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@ -4278,7 +4278,7 @@ void
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CPed::RestoreGunPosition(void)
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{
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if (bIsLooking) {
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m_pedIK.m_flags &= ~CPedIK::LOOKING;
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m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
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bIsRestoringGun = false;
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} else if (m_pedIK.RestoreGunPosn()) {
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bIsRestoringGun = false;
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@ -4714,19 +4714,20 @@ CPed::SetAttack(CEntity *victim)
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}
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if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) {
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if(IsPlayer())
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if (IsPlayer())
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CPad::GetPad(0)->ResetAverageWeapon();
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PointBlankNecessity pointBlankStatus;
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if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
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&& CheckForPointBlankPeds(victimPed) != 0) {
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&& (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
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ClearAimFlag();
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// This condition is pointless, we already check it in above
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// if (CheckForPointBlankPeds(victimPed) == 1 || !victimPed)
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// This condition is pointless
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if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
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StartFightAttack(200);
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} else {
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if (!curWeapon->m_bCanAim)
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@ -5064,7 +5065,7 @@ CPed::FightStrike(CVector &touchedNodePos)
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|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
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|| nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
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nearPed->SetFall(0, (AnimationId)(direction + 25), 0);
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nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
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if (nearPed->m_nPedState == PED_FALL)
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nearPed->bIsStanding = false;
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}
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@ -5927,7 +5928,7 @@ CPed::SetDead(void)
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m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
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m_deadBleeding = false;
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bDoBloodyFootprints = false;
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m_ped_flagI4 = false;
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bVehExitWillBeInstant = false;
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CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
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}
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@ -6428,7 +6429,7 @@ CPed::Fight(void)
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else
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EndFight(ENDFIGHT_FAST);
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} else if (currentAssoc && m_fightState != FIGHTSTATE_MOVE_FINISHED) {
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} else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) {
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float animTime = currentAssoc->currentTime;
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FightMove &curMove = tFightMoves[m_lastFightMove];
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if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
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@ -6486,7 +6487,9 @@ CPed::Fight(void)
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if (IsPlayer() && !nPlayerInComboMove) {
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if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curMove.animId, 8.0f);
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// Notice that it increases fight move index, because we're in combo!
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_lastFightMove].animId, 8.0f);
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animAssoc->SetFinishCallback(FinishFightMoveCB, this);
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animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
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m_fightButtonPressure = 0;
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@ -6696,7 +6699,7 @@ CPed::Fight(void)
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}
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if (nextFightMove != FIGHTMOVE_IDLE) {
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m_lastFightMove = (PedFightMoves) nextFightMove;
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m_lastFightMove = nextFightMove;
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
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animAssoc->SetFinishCallback(FinishFightMoveCB, this);
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@ -8588,9 +8591,9 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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m_pCollidingEntity = car;
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}
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if (nodeToDamage == PED_MID)
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m_ped_flagH1 = true;
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bKnockedUpIntoAir = true;
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else
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m_ped_flagH1 = false;
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bKnockedUpIntoAir = false;
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distVec.Normalise();
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@ -8612,7 +8615,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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damage = 30.0f;
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CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
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CPed::SetFall(1000, (AnimationId)(fallDirection + 25), true);
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CPed::SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);
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if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
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&& !m_pCollidingEntity
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@ -8621,7 +8624,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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m_pCollidingEntity = car;
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}
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m_ped_flagH1 = false;
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bKnockedUpIntoAir = false;
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if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
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m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
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}
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@ -8771,10 +8774,10 @@ CPed::LookForInterestingNodes(void)
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}
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switch (effect->attractor.flags) {
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case 0:
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case ATTRACTORFLAG_ICECREAM:
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SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace);
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break;
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case 1:
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case ATTRACTORFLAG_STARE:
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SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(effectPos), 1.0f,
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CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
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angleToFace);
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@ -8957,7 +8960,7 @@ CPed::MoveHeadToLook(void)
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if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
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ClearLookFlag();
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} else if (m_nPedState == PED_DRIVING) {
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m_pedIK.m_flags |= CPedIK::LOOKING;
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m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
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}
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if (m_pLookTarget) {
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@ -9709,7 +9712,7 @@ CPed::ProcessControl(void)
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bIsStanding = false;
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CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
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int dir = GetLocalDirection(collidingEntMoveDir);
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SetFall(1000, (AnimationId)(dir + 25), false);
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SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
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float damage;
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if (collidingVeh->m_modelIndex == MI_TRAIN) {
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@ -9841,7 +9844,7 @@ CPed::ProcessControl(void)
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bIsStanding = false;
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CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
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int dir = GetLocalDirection(collidingEntMoveDir);
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SetFall(1000, (AnimationId)(dir + 25), false);
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SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
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CPed *driver = collidingVeh->pDriver;
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float damage;
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@ -9975,7 +9978,7 @@ CPed::ProcessControl(void)
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flyDir = 1;
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}
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if (flyDir != 0 && !bKnockedUpIntoAir) {
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if (flyDir != 0 && !bSomeVCflag1) {
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GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
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GetPosition().z += FEET_OFFSET;
|
||||
GetMatrix().UpdateRW();
|
||||
@ -10082,11 +10085,11 @@ CPed::ProcessControl(void)
|
||||
|
||||
if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) {
|
||||
#ifdef VC_PED_PORTS
|
||||
if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
|
||||
if (!bSomeVCflag1 || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
|
||||
GetPosition().z = FEET_OFFSET + foundCol.point.z;
|
||||
GetMatrix().UpdateRW();
|
||||
if (bKnockedUpIntoAir)
|
||||
bKnockedUpIntoAir = false;
|
||||
if (bSomeVCflag1)
|
||||
bSomeVCflag1 = false;
|
||||
}
|
||||
#else
|
||||
GetPosition().z = FEET_OFFSET + foundCol.point.z;
|
||||
@ -10155,15 +10158,15 @@ CPed::ProcessControl(void)
|
||||
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
|
||||
SetInTheAir();
|
||||
#ifdef VC_PED_PORTS
|
||||
bKnockedUpIntoAir = false;
|
||||
bSomeVCflag1 = false;
|
||||
#endif
|
||||
}
|
||||
#ifdef VC_PED_PORTS
|
||||
if (bKnockedUpIntoAir) {
|
||||
if (bSomeVCflag1) {
|
||||
CVector posToCheck = GetPosition();
|
||||
posToCheck.z += 0.9f;
|
||||
if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
|
||||
bKnockedUpIntoAir = false;
|
||||
bSomeVCflag1 = false;
|
||||
}
|
||||
#endif
|
||||
ProcessObjective();
|
||||
@ -11881,7 +11884,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
ped->bUsesCollision = true;
|
||||
ped->m_actionX = 0.0f;
|
||||
ped->m_actionY = 0.0f;
|
||||
ped->m_ped_flagI4 = false;
|
||||
ped->bVehExitWillBeInstant = false;
|
||||
if (veh && veh->IsBoat())
|
||||
ped->ApplyMoveSpeed();
|
||||
|
||||
@ -13566,13 +13569,16 @@ CPed::ProcessObjective(void)
|
||||
m_pedInObjective->Say(SOUND_PED_ROBBED);
|
||||
Say(SOUND_PED_MUGGING);
|
||||
bRichFromMugging = true;
|
||||
|
||||
// VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call
|
||||
CPed *victim = m_pedInObjective;
|
||||
ClearObjective();
|
||||
if (m_pedInObjective->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|
||||
|| m_pedInObjective->m_pedInObjective != this) {
|
||||
SetFindPathAndFlee(m_pedInObjective, 15000, true);
|
||||
if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|
||||
|| victim->m_pedInObjective != this) {
|
||||
SetFindPathAndFlee(victim, 15000, true);
|
||||
m_nLastPedState = PED_WANDER_PATH;
|
||||
} else {
|
||||
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
|
||||
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim);
|
||||
SetMoveState(PEDMOVE_SPRINT);
|
||||
m_nLastPedState = PED_WANDER_PATH;
|
||||
}
|
||||
@ -13598,6 +13604,9 @@ CPed::ProcessObjective(void)
|
||||
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
||||
}
|
||||
} else {
|
||||
#ifdef VC_PED_PORTS
|
||||
m_objective = OBJECTIVE_NONE;
|
||||
#endif
|
||||
ClearObjective();
|
||||
}
|
||||
break;
|
||||
@ -14387,10 +14396,10 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
|
||||
if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
|
||||
bStillOnValidPoly = true;
|
||||
#ifdef VC_PED_PORTS
|
||||
if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
|
||||
if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
|
||||
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
||||
if (bKnockedUpIntoAir)
|
||||
bKnockedUpIntoAir = false;
|
||||
if (bSomeVCflag1)
|
||||
bSomeVCflag1 = false;
|
||||
}
|
||||
#else
|
||||
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
||||
@ -14465,10 +14474,10 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
|
||||
}
|
||||
}
|
||||
#ifdef VC_PED_PORTS
|
||||
if (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
|
||||
if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
|
||||
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
||||
if (bKnockedUpIntoAir)
|
||||
bKnockedUpIntoAir = false;
|
||||
if (bSomeVCflag1)
|
||||
bSomeVCflag1 = false;
|
||||
}
|
||||
#else
|
||||
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
||||
@ -14577,7 +14586,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
|
||||
sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed);
|
||||
sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed);
|
||||
GetPosition().z -= 0.05f;
|
||||
bKnockedUpIntoAir = true;
|
||||
bSomeVCflag1 = true;
|
||||
}
|
||||
#endif
|
||||
sphereNormal.Normalise();
|
||||
@ -16625,7 +16634,7 @@ CPed::WarpPedIntoCar(CVehicle *car)
|
||||
m_nPedState = PED_DRIVING;
|
||||
bUsesCollision = false;
|
||||
bIsInTheAir = false;
|
||||
m_ped_flagI4 = true;
|
||||
bVehExitWillBeInstant = true;
|
||||
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
||||
car->SetDriver(this);
|
||||
car->pDriver->RegisterReference((CEntity **) &car->pDriver);
|
||||
@ -16674,7 +16683,11 @@ CPed::WarpPedIntoCar(CVehicle *car)
|
||||
RemoveWeaponWhenEnteringVehicle();
|
||||
#else
|
||||
if (car->IsBoat()) {
|
||||
#ifndef FIX_BUGS
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
||||
#else
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
|
||||
#endif
|
||||
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
RemoveWeaponModel(ourWeapon->m_nModelId);
|
||||
} else {
|
||||
@ -16925,9 +16938,15 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
||||
|
||||
PedSetInCarCB(nil, this);
|
||||
m_ped_flagI4 = true;
|
||||
bVehExitWillBeInstant = true;
|
||||
#else
|
||||
|
||||
#ifndef FIX_BUGS
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
||||
#else
|
||||
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
|
||||
#endif
|
||||
|
||||
m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
|
||||
#endif
|
||||
if (IsPlayer())
|
||||
|
@ -207,6 +207,12 @@ enum PedOnGroundState {
|
||||
PED_DEAD_ON_THE_FLOOR
|
||||
};
|
||||
|
||||
enum PointBlankNecessity : uint8 {
|
||||
NO_POINT_BLANK_PED,
|
||||
POINT_BLANK_FOR_WANTED_PED,
|
||||
POINT_BLANK_FOR_SOMEONE_ELSE
|
||||
};
|
||||
|
||||
enum PedState
|
||||
{
|
||||
PED_NONE,
|
||||
@ -321,7 +327,7 @@ public:
|
||||
uint8 bFindNewNodeAfterStateRestore : 1;
|
||||
|
||||
uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
|
||||
uint8 m_ped_flagD2 : 1; // set when ped witnessed an event
|
||||
uint8 bGonnaInvestigateEvent : 1;
|
||||
uint8 bPedIsBleeding : 1;
|
||||
uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
|
||||
uint8 bIsPedDieAnimPlaying : 1;
|
||||
@ -356,7 +362,7 @@ public:
|
||||
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
|
||||
uint8 bFadeOut : 1;
|
||||
|
||||
uint8 m_ped_flagH1 : 1;
|
||||
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
|
||||
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
|
||||
uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
|
||||
uint8 bClearObjective : 1;
|
||||
@ -367,11 +373,11 @@ public:
|
||||
|
||||
uint8 bShakeFist : 1; // test shake hand at look entity
|
||||
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
|
||||
uint8 m_ped_flagI4 : 1; // we've been put to car by script or without align phase? - related with cars
|
||||
uint8 bVehExitWillBeInstant : 1;
|
||||
uint8 bHasAlreadyBeenRecorded : 1;
|
||||
uint8 bFallenDown : 1;
|
||||
#ifdef VC_PED_PORTS
|
||||
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
|
||||
uint8 bSomeVCflag1 : 1;
|
||||
#else
|
||||
uint8 m_ped_flagI20 : 1;
|
||||
#endif
|
||||
@ -471,7 +477,7 @@ public:
|
||||
uint8 m_wepAccuracy;
|
||||
CEntity *m_pPointGunAt;
|
||||
CVector m_vecHitLastPos;
|
||||
PedFightMoves m_lastFightMove;
|
||||
uint32 m_lastFightMove;
|
||||
uint8 m_fightButtonPressure;
|
||||
FightState m_fightState;
|
||||
bool m_takeAStepAfterAttack;
|
||||
@ -584,7 +590,7 @@ public:
|
||||
CPed *CheckForDeadPeds(void);
|
||||
bool CheckForExplosions(CVector2D &area);
|
||||
CPed *CheckForGunShots(void);
|
||||
uint8 CheckForPointBlankPeds(CPed*);
|
||||
PointBlankNecessity CheckForPointBlankPeds(CPed*);
|
||||
bool CheckIfInTheAir(void);
|
||||
void ClearAll(void);
|
||||
void SetPointGunAt(CEntity*);
|
||||
|
@ -185,7 +185,7 @@ CPedIK::LookInDirection(float phi, float theta)
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKING)) {
|
||||
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
|
||||
float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
||||
if (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
|
||||
success = true;
|
||||
@ -198,7 +198,7 @@ CPedIK::LookInDirection(float phi, float theta)
|
||||
nextFrame.GetPosition() += framePos;
|
||||
nextFrame.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKING))
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
return success;
|
||||
@ -224,8 +224,8 @@ CPedIK::PointGunInDirection(float phi, float theta)
|
||||
bool result = true;
|
||||
bool armPointedToGun = false;
|
||||
float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
||||
m_flags &= (~FLAG_1);
|
||||
m_flags |= LOOKING;
|
||||
m_flags &= (~GUN_POINTED_SUCCESSFULLY);
|
||||
m_flags |= LOOKAROUND_HEAD_ONLY;
|
||||
if (m_flags & AIMS_WITH_ARM) {
|
||||
armPointedToGun = PointGunInDirectionUsingArm(angle, theta);
|
||||
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
|
||||
@ -242,7 +242,7 @@ CPedIK::PointGunInDirection(float phi, float theta)
|
||||
if (status == ANGLES_SET_TO_MAX)
|
||||
result = false;
|
||||
else if (status == ANGLES_SET_EXACTLY)
|
||||
m_flags |= FLAG_1;
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
}
|
||||
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM)
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true);
|
||||
@ -270,7 +270,7 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
float uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, CGeneral::LimitRadianAngle(theta - pitch), ms_upperArmInfo);
|
||||
if (uaStatus == ANGLES_SET_EXACTLY) {
|
||||
m_flags |= FLAG_1;
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
if (uaStatus == ANGLES_SET_TO_MAX) {
|
||||
@ -283,7 +283,7 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
|
||||
|
||||
if (laStatus == ANGLES_SET_EXACTLY) {
|
||||
m_flags |= FLAG_1;
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
RwFrame *child = GetFirstChild(frame);
|
||||
@ -331,9 +331,9 @@ CPedIK::RestoreLookAt(void)
|
||||
matrix.Translate(pos);
|
||||
matrix.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKING))
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
|
||||
if (!(m_flags & LOOKING))
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
return result;
|
||||
|
@ -30,8 +30,8 @@ class CPedIK
|
||||
{
|
||||
public:
|
||||
enum {
|
||||
FLAG_1 = 1,
|
||||
LOOKING = 2, // looking while in car?
|
||||
GUN_POINTED_SUCCESSFULLY = 1, // set but unused
|
||||
LOOKAROUND_HEAD_ONLY = 2,
|
||||
AIMS_WITH_ARM = 4,
|
||||
};
|
||||
|
||||
|
@ -1016,7 +1016,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
m_pedIK.m_flags &= ~CPedIK::LOOKING;
|
||||
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
|
||||
if (m_nPedState == PED_ATTACK) {
|
||||
m_bHaveTargetSelected = true;
|
||||
bIsAttacking = false;
|
||||
|
@ -22,6 +22,11 @@ enum {
|
||||
LIGHT_BRIDGE_FLASH2,
|
||||
};
|
||||
|
||||
enum {
|
||||
ATTRACTORFLAG_ICECREAM,
|
||||
ATTRACTORFLAG_STARE
|
||||
};
|
||||
|
||||
enum {
|
||||
LIGHTFLAG_LOSCHECK = 1,
|
||||
// same order as CPointLights flags, must start at 2
|
||||
@ -68,7 +73,7 @@ public:
|
||||
|
||||
C2dEffect(void) {}
|
||||
void Shutdown(void){
|
||||
if(type == 0){ // TODO: enum
|
||||
if(type == EFFECT_LIGHT){
|
||||
if(light.corona)
|
||||
RwTextureDestroy(light.corona);
|
||||
if(light.shadow)
|
||||
|
Loading…
Reference in New Issue
Block a user