Merge pull request #43 from erorcun/erorcun

CPed, CVehicle, mostly entering/exiting car
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aap 2019-06-24 23:11:56 +02:00 committed by GitHub
commit f07f411629
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 789 additions and 40 deletions

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@ -2,8 +2,7 @@
#include "AnimBlendList.h" #include "AnimBlendList.h"
#include "AnimBlendNode.h" #include "AnimBlendNode.h"
#include "AnimBlendHierarchy.h"
class CAnimBlendHierarchy;
enum { enum {
// TODO // TODO
@ -78,6 +77,8 @@ public:
void UpdateTime(float timeDelta, float relSpeed); void UpdateTime(float timeDelta, float relSpeed);
bool UpdateBlend(float timeDelta); bool UpdateBlend(float timeDelta);
float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) { static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {
return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link)); return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link));
} }

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@ -0,0 +1,15 @@
#include "common.h"
#include "patcher.h"
#include "AudioManager.h"
cAudioManager &AudioManager = *(cAudioManager*)0x880FC0;
void
cAudioManager::PlayerJustLeftCar(void)
{
// UNUSED: This is a perfectly empty function.
}
STARTPATCHES
InjectHook(0x56AD20, &cAudioManager::PlayerJustLeftCar, PATCH_JUMP);
ENDPATCHES

8
src/audio/AudioManager.h Normal file
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@ -0,0 +1,8 @@
#pragma once
class cAudioManager {
public:
void PlayerJustLeftCar(void);
};
extern cAudioManager &AudioManager;

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@ -2,5 +2,7 @@
#include "patcher.h" #include "patcher.h"
#include "CarCtrl.h" #include "CarCtrl.h"
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); } WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
WRAPPER void CCarCtrl::AddToCarArray(int id, int vehclass) { EAXJMP(0x4182F0); } WRAPPER void CCarCtrl::AddToCarArray(int id, int vehclass) { EAXJMP(0x4182F0); }

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@ -7,4 +7,6 @@ class CCarCtrl
public: public:
static void SwitchVehicleToRealPhysics(CVehicle*); static void SwitchVehicleToRealPhysics(CVehicle*);
static void AddToCarArray(int id, int vehclass); static void AddToCarArray(int id, int vehclass);
static int32 &NumLawEnforcerCars;
}; };

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@ -0,0 +1,40 @@
#include "common.h"
#include "patcher.h"
#include "PedPlacement.h"
#include "World.h"
void
CPedPlacement::FindZCoorForPed(CVector* pos)
{
float zForPed;
float startZ = pos->z - 100.0f;
float foundColZ = -100.0f;
float foundColZ2 = -100.0f;
CColPoint foundCol;
CEntity* foundEnt;
CVector vec(
pos->x,
pos->y,
pos->z + 1.0f
);
if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, false, false, true, false, false))
foundColZ = foundCol.point.z;
// Adjust coords and do a second test
vec.x += 0.1f;
vec.y += 0.1f;
if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, false, false, true, false, false))
foundColZ2 = foundCol.point.z;
zForPed = max(foundColZ, foundColZ2);
if (zForPed > -99.0f)
pos->z = 1.04f + zForPed;
}
STARTPATCHES
InjectHook(0x4EE340, &CPedPlacement::FindZCoorForPed, PATCH_JUMP);
ENDPATCHES

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@ -0,0 +1,8 @@
#pragma once
class CVector;
class CPedPlacement {
public:
static void FindZCoorForPed(CVector* pos);
};

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@ -10,11 +10,19 @@
#include "PlayerPed.h" #include "PlayerPed.h"
#include "General.h" #include "General.h"
#include "VisibilityPlugins.h" #include "VisibilityPlugins.h"
#include "AudioManager.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "PedPlacement.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44; bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A; bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
bool &CPed::bPedCheat3 = *(bool*)0x95CD59; bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); } void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); } void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
@ -24,6 +32,9 @@ WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); } WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); } WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
static char ObjectiveText[34][28] = { static char ObjectiveText[34][28] = {
"No Obj", "No Obj",
@ -183,9 +194,8 @@ static char WaitStateText[21][16] = {
static RwObject* static RwObject*
RemoveAllModelCB(RwObject *object, void *data) RemoveAllModelCB(RwObject *object, void *data)
{ {
RpAtomic* atomic = (RpAtomic*)object; RpAtomic *atomic = (RpAtomic*)object;
if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
{
RpClumpRemoveAtomic(atomic->clump, atomic); RpClumpRemoveAtomic(atomic->clump, atomic);
RpAtomicDestroy(atomic); RpAtomicDestroy(atomic);
} }
@ -299,6 +309,14 @@ CPed::UseGroundColModel(void)
m_nPedState == PED_DEAD; m_nPedState == PED_DEAD;
} }
bool
CPed::CanSetPedState(void)
{
return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
m_nPedState != PED_ENTER_CAR && m_nPedState != PED_CARJACK && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_STEAL_CAR;
}
void void
CPed::AddWeaponModel(int id) CPed::AddWeaponModel(int id)
{ {
@ -398,8 +416,9 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
RecurseFrameChildrenVisibilityCB(frame, 0); RecurseFrameChildrenVisibilityCB(frame, 0);
pos.x = 0.0f; pos.x = 0.0f;
pos.z = 0.0f;
pos.y = 0.0f; pos.y = 0.0f;
pos.z = 0.0f;
for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame)) for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame)); RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
@ -602,7 +621,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
if (attackAssoc) { if (attackAssoc) {
switch (attackAssoc->animId) { switch (attackAssoc->animId) {
case ANIM_WEAPON_START_THROW: case ANIM_WEAPON_START_THROW:
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer()) if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
{ {
attackAssoc->blendDelta = -1000.0; attackAssoc->blendDelta = -1000.0;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU); newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
@ -658,7 +677,7 @@ CPed::Attack(void)
ourWeaponFire = ourWeapon->m_eWeaponFire; ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay); weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
lastReloadWasInFuture = m_ped_flagA4; lastReloadWasInFuture = m_ped_flagA4;
reloadAnimAssoc = 0; reloadAnimAssoc = nil;
reloadAnim = NUM_ANIMS; reloadAnim = NUM_ANIMS;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
weaponAnim = ourWeapon->m_AnimToPlay; weaponAnim = ourWeapon->m_AnimToPlay;
@ -676,7 +695,7 @@ CPed::Attack(void)
if (reloadAnimAssoc) { if (reloadAnimAssoc) {
if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
CPed::ClearAttack(); ClearAttack();
return; return;
} }
@ -686,12 +705,13 @@ CPed::Attack(void)
lastReloadWasInFuture = true; lastReloadWasInFuture = true;
if (!weaponAnimAssoc) { if (!weaponAnimAssoc) {
if (ourWeapon->m_bThrow) { weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_Anim2ToPlay);
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
// Long throw granade, molotov
if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU); weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU);
delayBetweenAnimAndFire = 0.2f; delayBetweenAnimAndFire = 0.2f;
} else {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
} }
} }
if (weaponAnimAssoc) { if (weaponAnimAssoc) {
@ -742,7 +762,7 @@ CPed::Attack(void)
CPed::ClearLookFlag(); CPed::ClearLookFlag();
CPed::ClearAimFlag(); CPed::ClearAimFlag();
m_ped_flagA4 = false; m_ped_flagA4 = false;
m_ped_flagA8 = false; bIsPointingGunAt = false;
m_lastHitTime = CTimer::GetTimeInMilliseconds(); m_lastHitTime = CTimer::GetTimeInMilliseconds();
return; return;
} }
@ -885,7 +905,7 @@ CPed::RemoveWeaponModel(int modelId)
void void
CPed::SetCurrentWeapon(eWeaponType weaponType) CPed::SetCurrentWeapon(eWeaponType weaponType)
{ {
CWeaponInfo* weaponInfo; CWeaponInfo *weaponInfo;
if (HasWeapon(weaponType)) { if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
@ -909,8 +929,8 @@ CPed::SelectGunIfArmed(void)
if (m_weapons[i].m_nAmmoTotal > 0) { if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType; weaponType = m_weapons[i].m_eWeaponType;
// Original condition was ridiculous // I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
// if (weaponType == WEAPONTYPE_COLT45 || weaponType < WEAPONTYPE_M16 || weaponType < WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_FLAMETHROWER) // if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
if (weaponType < WEAPONTYPE_MOLOTOV) { if (weaponType < WEAPONTYPE_MOLOTOV) {
SetCurrentWeapon(weaponType); SetCurrentWeapon(weaponType);
return true; return true;
@ -960,7 +980,7 @@ CPed::ClearPointGunAt(void)
ClearLookFlag(); ClearLookFlag();
ClearAimFlag(); ClearAimFlag();
m_ped_flagA8 = false; bIsPointingGunAt = false;
if (m_nPedState == PED_AIM_GUN) { if (m_nPedState == PED_AIM_GUN) {
RestorePreviousState(); RestorePreviousState();
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
@ -975,6 +995,478 @@ CPed::ClearPointGunAt(void)
} }
} }
void
CPed::BeingDraggedFromCar(void)
{
CAnimBlendAssociation *animAssoc;
AnimationId enterAnim;
bool dontRunAnim = false;
PedLineUpPhase lineUpType;
if (!m_pVehicleAnim) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SIT);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_LSIT);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITP);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITPLO);
}
}
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
if (m_ped_flagF10) {
enterAnim = ANIM_CAR_QJACKED;
} else if (m_pMyVehicle->bIsLow) {
enterAnim = ANIM_CAR_LJACKED_LHS;
} else {
enterAnim = ANIM_CAR_JACKED_LHS;
}
} else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
if (m_pMyVehicle->bIsLow)
enterAnim = ANIM_CAR_LJACKED_RHS;
else
enterAnim = ANIM_CAR_JACKED_RHS;
} else
dontRunAnim = true;
if (!dontRunAnim)
m_pVehicleAnim = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, enterAnim);
m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
lineUpType = LINE_UP_TO_CAR_START;
} else if (m_pVehicleAnim->currentTime <= 1.4f) {
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
lineUpType = LINE_UP_TO_CAR_START;
} else {
lineUpType = LINE_UP_TO_CAR_2;
}
LineUpPedWithCar(lineUpType);
}
void
CPed::RestartNonPartialAnims(void)
{
CAnimBlendAssociation* assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); !assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->flags |= ASSOC_RUNNING;
}
}
void
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
{
CAnimBlendAssociation *quickJackedAssoc;
CVehicle *vehicle;
CPed *ped = (CPed*)arg;
eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType;
quickJackedAssoc = RpAnimBlendClumpGetAssociation((RpClump*) ped->m_rwObject, ANIM_CAR_QJACKED);
if (ped->m_nPedState != PED_ARRESTED) {
ped->m_nLastPedState = PED_NONE;
if (dragAssoc)
dragAssoc->blendDelta = -1000.0;
}
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
ped->m_pSeekTarget = nil;
vehicle = ped->m_pMyVehicle;
if (ped->m_vehEnterType <= VEHICLE_ENTER_REAR_LEFT) {
switch (ped->m_vehEnterType) {
case VEHICLE_ENTER_FRONT_RIGHT:
vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_FR;
break;
case VEHICLE_ENTER_REAR_RIGHT:
vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_RR;
break;
case VEHICLE_ENTER_FRONT_LEFT:
vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_FL;
break;
case VEHICLE_ENTER_REAR_LEFT:
vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_RL;
break;
default:
break;
}
}
if (vehicle->pDriver == ped) {
vehicle->RemoveDriver();
if (vehicle->m_nDoorLock == CARLOCK_COP_CAR)
vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
vehicle->ChangeLawEnforcerState(false);
} else {
for (int i = 0; i < vehicle->m_nNumMaxPassengers; i++) {
if (vehicle->pPassengers[i] == ped) {
vehicle->pPassengers[i] = nil;
vehicle->m_nNumPassengers--;
}
}
}
ped->bInVehicle = false;
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
if (quickJackedAssoc) {
dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
} else {
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
if (ped->CanSetPedState())
CAnimManager::BlendAnimation((RpClump*) ped->m_rwObject, ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
}
// Only uzi can be used on cars, so previous weapon was stored
if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) {
if (ped->m_storedWeapon != NO_STORED_WEAPON) {
ped->SetCurrentWeapon(ped->m_storedWeapon);
ped->m_storedWeapon = NO_STORED_WEAPON;
}
} else {
ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
}
ped->m_nStoredActionState = 0;
ped->m_ped_flagI4 = false;
}
void
CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult)
{
CVehicleModelInfo *vehModel;
CVector vehDoorPos;
CVector vehDoorOffset;
float seatOffset;
vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
seatOffset = 0.0f;
vehDoorOffset = offsetToOpenVanDoor;
} else {
seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult;
if (veh->bIsLow) {
vehDoorOffset = offsetToOpenLowCarDoor;
} else {
vehDoorOffset = offsetToOpenRegularCarDoor;
}
}
switch (enterType) {
case VEHICLE_ENTER_FRONT_RIGHT:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
else
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
vehDoorPos.x += seatOffset;
vehDoorOffset.x = -vehDoorOffset.x;
break;
case VEHICLE_ENTER_REAR_RIGHT:
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
vehDoorPos.x += seatOffset;
vehDoorOffset.x = -vehDoorOffset.x;
break;
case VEHICLE_ENTER_FRONT_LEFT:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
else
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
case VEHICLE_ENTER_REAR_LEFT:
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
default:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
else
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
}
*output = vehDoorPos - vehDoorOffset;
}
// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
void
CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
{
CVector localPos;
CVector vehDoorPos;
GetLocalPositionToOpenCarDoor(&localPos, veh, enterType, 1.0f);
vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
/*
// Not used.
CVector localVehDoorOffset;
if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
localVehDoorOffset = offsetToOpenVanDoor;
} else {
if (veh->bIsLow) {
localVehDoorOffset = offsetToOpenLowCarDoor;
} else {
localVehDoorOffset = offsetToOpenRegularCarDoor;
}
}
vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
*/
*output = vehDoorPos;
}
void
CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset)
{
CVector doorPos;
CMatrix vehMat(veh->GetMatrix());
GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
doorPos = Multiply3x3(vehMat, *output);
*output = *vehMat.GetPosition() + doorPos;
}
void
CPed::LineUpPedWithCar(PedLineUpPhase phase)
{
bool vehIsUpsideDown = false;
int vehAnim;
float seatPosMult = 0.0f;
float currentZ;
float adjustedTimeStep;
if (CReplay::IsPlayingBack())
return;
if (!m_ped_flagC8 && phase != LINE_UP_TO_CAR_2) {
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SIT)) {
SetPedPositionInCar();
return;
}
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_LSIT)) {
SetPedPositionInCar();
return;
}
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITP)) {
SetPedPositionInCar();
return;
}
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITPLO)) {
SetPedPositionInCar();
return;
}
m_ped_flagC8 = 1;
}
if (phase == LINE_UP_TO_CAR_START) {
m_vecMoveSpeed.x = 0.0;
m_vecMoveSpeed.y = 0.0;
m_vecMoveSpeed.z = 0.0;
}
CVehicle *veh = m_pMyVehicle;
// Not quite right, IsUpsideDown func. checks for <= -0.9f.
// Since that function is also used in this file, doesn't this variable indicate upsidedownness?!
if (veh->GetUp().z <= -0.8f)
vehIsUpsideDown = true;
if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
if (vehIsUpsideDown) {
m_fRotationDest = -PI + atan2(-veh->GetForward().x, veh->GetForward().y);
} else if (veh->bIsBus) {
m_fRotationDest = 0.5 * PI + atan2(-veh->GetForward().x, veh->GetForward().y);
} else {
m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
}
} else if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
if (vehIsUpsideDown) {
m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
} else if (veh->bIsBus) {
m_fRotationDest = -0.5 * PI + atan2(-veh->GetForward().x, veh->GetForward().y);
} else {
m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
}
}
if (!bInVehicle)
seatPosMult = 1.0f;
if (m_pVehicleAnim) {
vehAnim = m_pVehicleAnim->animId;
switch (vehAnim) {
case ANIM_CAR_JACKED_RHS:
case ANIM_CAR_LJACKED_RHS:
case ANIM_CAR_JACKED_LHS:
case ANIM_CAR_LJACKED_LHS:
case ANIM_CAR_QJACKED:
case ANIM_CAR_GETOUT_LHS:
case ANIM_CAR_GETOUT_LOW_LHS:
case ANIM_CAR_GETOUT_RHS:
case ANIM_CAR_GETOUT_LOW_RHS:
case ANIM_CAR_CRAWLOUT_RHS:
case ANIM_CAR_CRAWLOUT_RHS2:
case ANIM_VAN_GETIN_L:
case ANIM_VAN_GETOUT_L:
case ANIM_VAN_GETIN:
case ANIM_VAN_GETOUT:
seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
break;
case ANIM_CAR_QJACK:
case ANIM_CAR_GETIN_LHS:
case ANIM_CAR_GETIN_LOW_LHS:
case ANIM_CAR_GETIN_RHS:
case ANIM_CAR_GETIN_LOW_RHS:
case ANIM_DRIVE_BOAT:
seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
break;
case ANIM_CAR_CLOSEDOOR_LHS:
case ANIM_CAR_CLOSEDOOR_LOW_LHS:
case ANIM_CAR_CLOSEDOOR_RHS:
case ANIM_CAR_CLOSEDOOR_LOW_RHS:
case ANIM_CAR_SHUFFLE_RHS:
case ANIM_CAR_LSHUFFLE_RHS:
seatPosMult = 0.0f;
break;
case ANIM_CAR_CLOSE_LHS:
case ANIM_CAR_CLOSE_RHS:
case ANIM_COACH_OPEN_L:
case ANIM_COACH_OPEN_R:
case ANIM_COACH_IN_L:
case ANIM_COACH_IN_R:
case ANIM_COACH_OUT_L:
seatPosMult = 1.0f;
break;
default:
break;
}
}
CVector neededPos;
if (phase == LINE_UP_TO_CAR_2) {
neededPos = GetPosition();
} else {
GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
}
CVector autoZPos = neededPos;
if (veh->bIsInWater) {
if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown())
autoZPos.z += 1.0f;
} else {
CPedPlacement::FindZCoorForPed(&autoZPos);
}
if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
neededPos.z = GetPosition().z;
if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
float vehNextZSpeed = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
if (neededPos.z + vehNextZSpeed > autoZPos.z) {
m_vecMoveSpeed.z = vehNextZSpeed;
veh->ApplyMoveSpeed();
} else {
neededPos.z = autoZPos.z;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
}
}
}
if (autoZPos.z > neededPos.z) {
currentZ = GetPosition().z;
if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
neededPos.z = autoZPos.z;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
} else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position
neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
}
} else {
// We may need to raise up the ped
if (phase == LINE_UP_TO_CAR_START) {
currentZ = GetPosition().z;
if (neededPos.z > currentZ) {
if (m_pVehicleAnim &&
(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim <= ANIM_CAR_GETIN_LOW_LHS
|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position
neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
} else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
neededPos.z = max(currentZ, autoZPos.z);
}
}
}
}
// I hope
bool notInWater = false;
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
notInWater = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
if (!notInWater) {
m_fRotationCur = m_fRotationDest;
} else {
float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) / 500.0f; // * 0.0016666667f;
m_vecOffsetSeek.z = 0.0;
if (timeUntilStateChange <= 0.0f) {
m_vecOffsetSeek.x = 0.0;
m_vecOffsetSeek.y = 0.0;
} else {
neededPos -= timeUntilStateChange * m_vecOffsetSeek;
}
if (limitedAngle >= PI + m_fRotationCur) {
limitedAngle -= 2 * PI;
} else if (limitedAngle <= m_fRotationCur - PI) {
limitedAngle += 2 * PI;
}
m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
}
if (seatPosMult > 0.2f || vehIsUpsideDown) {
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
// It will be all 0 after rotate.
GetPosition() = neededPos;
} else {
CVector output;
CMatrix vehDoorMat(veh->GetMatrix());
GetLocalPositionToOpenCarDoor(&output, veh, m_vehEnterType, 0.0f);
*vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
GetMatrix() = vehDoorMat;
}
}
STARTPATCHES STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -997,4 +1489,11 @@ STARTPATCHES
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP); InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP); InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP); InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
InjectHook(0x4E07D0, &CPed::BeingDraggedFromCar, PATCH_JUMP);
InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP);
InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP);
InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
ENDPATCHES ENDPATCHES

View File

@ -12,6 +12,19 @@
struct CPathNode; struct CPathNode;
enum {
VEHICLE_ENTER_FRONT_RIGHT = 11,
VEHICLE_ENTER_REAR_RIGHT = 12,
VEHICLE_ENTER_FRONT_LEFT = 15,
VEHICLE_ENTER_REAR_LEFT = 16,
};
enum PedLineUpPhase {
LINE_UP_TO_CAR_START,
LINE_UP_TO_CAR_END,
LINE_UP_TO_CAR_2
};
enum PedOnGroundState { enum PedOnGroundState {
NO_PED, NO_PED,
PED_BELOW_PLAYER, PED_BELOW_PLAYER,
@ -102,7 +115,7 @@ public:
uint8 m_ped_flagA1 : 1; uint8 m_ped_flagA1 : 1;
uint8 m_ped_flagA2 : 1; uint8 m_ped_flagA2 : 1;
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
uint8 m_ped_flagA8 : 1; uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1; uint8 bIsLooking : 1;
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
uint8 bIsRestoringLook : 1; uint8 bIsRestoringLook : 1;
@ -177,15 +190,15 @@ public:
int32 m_pEventEntity; int32 m_pEventEntity;
float m_fAngleToEvent; float m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_NODE_MAX]; AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
int32 m_animGroup; AssocGroupId m_animGroup;
int32 m_pVehicleAnim; CAnimBlendAssociation *m_pVehicleAnim;
CVector2D m_vecAnimMoveDelta; CVector2D m_vecAnimMoveDelta;
CVector m_vecOffsetSeek; CVector m_vecOffsetSeek;
CPedIK m_pedIK; CPedIK m_pedIK;
uint8 stuff1[8]; uint8 stuff1[8];
uint32 m_nPedStateTimer; uint32 m_nPedStateTimer;
PedState m_nPedState; PedState m_nPedState;
int32 m_nLastPedState; PedState m_nLastPedState;
int32 m_nMoveState; int32 m_nMoveState;
int32 m_nStoredActionState; int32 m_nStoredActionState;
int32 m_nPrevActionState; int32 m_nPrevActionState;
@ -207,7 +220,9 @@ public:
uint8 stuff2[20]; uint8 stuff2[20];
float m_fRotationCur; float m_fRotationCur;
float m_fRotationDest; float m_fRotationDest;
uint8 stuff13[6]; uint32 m_headingRate;
uint16 m_vehEnterType;
uint16 m_walkAroundType;
CEntity *m_pCurrentPhysSurface; CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface; CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface; CEntity *m_pCurSurface;
@ -222,7 +237,7 @@ public:
CEntity *m_pCollidingEntity; CEntity *m_pCollidingEntity;
uint8 stuff6[12]; uint8 stuff6[12];
CWeapon m_weapons[NUM_PED_WEAPONTYPES]; CWeapon m_weapons[NUM_PED_WEAPONTYPES];
int32 stuff7; eWeaponType m_storedWeapon;
uint8 m_currentWeapon; // eWeaponType uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 stuff[2]; uint8 stuff[2];
@ -253,6 +268,7 @@ public:
bool IsPlayer(void); bool IsPlayer(void);
bool UseGroundColModel(void); bool UseGroundColModel(void);
bool CanSetPedState(void);
void AddWeaponModel(int id); void AddWeaponModel(int id);
void AimGun(void); void AimGun(void);
void KillPedWithCar(CVehicle *veh, float impulse); void KillPedWithCar(CVehicle *veh, float impulse);
@ -278,14 +294,27 @@ public:
void Duck(void); void Duck(void);
void ClearDuck(void); void ClearDuck(void);
void ClearPointGunAt(void); void ClearPointGunAt(void);
void BeingDraggedFromCar(void);
void RestartNonPartialAnims(void);
void LineUpPedWithCar(PedLineUpPhase phase);
void SetPedPositionInCar(void);
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg); static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg);
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg);
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg);
bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
static CVector &offsetToOpenRegularCarDoor;
static CVector &offsetToOpenLowCarDoor;
static CVector &offsetToOpenVanDoor;
static bool &bNastyLimbsCheat; static bool &bNastyLimbsCheat;
static bool &bPedCheat2; static bool &bPedCheat2;
static bool &bPedCheat3; static bool &bPedCheat3;

View File

@ -2,6 +2,8 @@
#include "patcher.h" #include "patcher.h"
#include "Vehicle.h" #include "Vehicle.h"
#include "Pools.h" #include "Pools.h"
#include "CarCtrl.h"
#include "ModelIndices.h"
bool &CVehicle::bWheelsOnlyCheat = *(bool *)0x95CD78; bool &CVehicle::bWheelsOnlyCheat = *(bool *)0x95CD78;
bool &CVehicle::bAllDodosCheat = *(bool *)0x95CD75; bool &CVehicle::bAllDodosCheat = *(bool *)0x95CD75;
@ -11,3 +13,53 @@ bool &CVehicle::bCheat5 = *(bool *)0x95CD64;
void *CVehicle::operator new(size_t sz) { return CPools::GetVehiclePool()->New(); } void *CVehicle::operator new(size_t sz) { return CPools::GetVehiclePool()->New(); }
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); } void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
bool
CVehicle::IsLawEnforcementVehicle(void)
{
switch (m_modelIndex) {
case MI_FBICAR:
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
case MI_RHINO:
case MI_BARRACKS:
return true;
default:
return false;
}
}
void
CVehicle::ChangeLawEnforcerState(bool enable)
{
if (enable) {
if (!bIsLawEnforcer) {
bIsLawEnforcer = true;
CCarCtrl::NumLawEnforcerCars++;
}
} else {
if (bIsLawEnforcer) {
bIsLawEnforcer = false;
CCarCtrl::NumLawEnforcerCars--;
}
}
}
void
CVehicle::RemoveDriver(void)
{
m_status = STATUS_ABANDONED;
pDriver = nil;
}
bool
CVehicle::IsUpsideDown(void)
{
return GetUp().z <= -0.9f;
}
STARTPATCHES
InjectHook(0x552820, &CVehicle::ChangeLawEnforcerState, PATCH_JUMP);
InjectHook(0x5520A0, &CVehicle::RemoveDriver, PATCH_JUMP);
ENDPATCHES

View File

@ -3,23 +3,53 @@
#include "Physical.h" #include "Physical.h"
class CPed; class CPed;
class CFire;
struct tHandlingData;
enum {
GETTING_IN_OUT_FL = 1,
GETTING_IN_OUT_RL = 2,
GETTING_IN_OUT_FR = 4,
GETTING_IN_OUT_RR = 8
};
enum eCarLock : uint8 {
CARLOCK_NOT_USED,
CARLOCK_UNLOCKED,
CARLOCK_LOCKED,
CARLOCK_LOCKOUT_PLAYER_ONLY,
CARLOCK_LOCKED_PLAYER_INSIDE,
CARLOCK_COP_CAR,
CARLOCK_FORCE_SHUT_DOORS,
CARLOCK_SKIP_SHUT_DOORS
};
class CVehicle : public CPhysical class CVehicle : public CPhysical
{ {
public: public:
// 0x128 // 0x128
uint8 stuff1[116]; tHandlingData *m_handling;
uint8 stuff1[112];
uint8 m_currentColour1; uint8 m_currentColour1;
uint8 m_currentColour2; uint8 m_currentColour2;
uint8 m_extra1; uint8 m_anExtras[2];
uint8 m_extra2; int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
int16 m_nAlarmState; int16 m_nMissionValue;
CPed *pDriver; CPed *pDriver;
CPed *pPassengers[8]; CPed *pPassengers[8];
uint8 stuff2[24]; uint8 m_nNumPassengers;
int8 m_nNumGettingIn;
int8 m_nGettingInFlags;
int8 m_nGettingOutFlags;
uint8 m_nNumMaxPassengers;
char field_1CD[19];
CEntity *m_pCurSurface; CEntity *m_pCurSurface;
uint8 stuff3[17]; CFire *m_pCarFire;
uint8 m_veh_flagA1 : 1; float m_fSteerAngle;
float m_fGasPedal;
float m_fBreakPedal;
uint8 m_nCreatedBy; // eVehicleCreatedBy
uint8 bIsLawEnforcer : 1;
uint8 m_veh_flagA2 : 1; uint8 m_veh_flagA2 : 1;
uint8 m_veh_flagA4 : 1; uint8 m_veh_flagA4 : 1;
uint8 m_veh_flagA8 : 1; uint8 m_veh_flagA8 : 1;
@ -27,10 +57,10 @@ uint8 m_extra2;
uint8 m_veh_flagA20 : 1; uint8 m_veh_flagA20 : 1;
uint8 m_veh_flagA40 : 1; uint8 m_veh_flagA40 : 1;
uint8 m_veh_flagA80 : 1; uint8 m_veh_flagA80 : 1;
uint8 m_veh_flagB1 : 1; uint8 bIsVan : 1;
uint8 m_veh_flagB2 : 1; uint8 bIsBus : 1;
uint8 m_veh_flagB4 : 1; uint8 bIsBig : 1;
uint8 m_veh_flagB8 : 1; uint8 bIsLow : 1;
uint8 m_veh_flagB10 : 1; uint8 m_veh_flagB10 : 1;
uint8 m_veh_flagB20 : 1; uint8 m_veh_flagB20 : 1;
uint8 m_veh_flagB40 : 1; uint8 m_veh_flagB40 : 1;
@ -51,8 +81,34 @@ uint8 m_extra2;
uint8 m_veh_flagD20 : 1; uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1; uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1; uint8 m_veh_flagD80 : 1;
uint8 stuff4[139]; int8 field_1F9;
int32 m_vehType; uint8 m_nAmmoInClip[1]; // Used to make the guns on boat do a reload (20 by default)
int8 field_1FB;
int8 field_1FC[4];
float m_fHealth; // 1000.0f = full health. 0 -> explode
uint8 m_nCurrentGear;
int8 field_205[3];
int field_208;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nTimeOfDeath;
int16 field_214;
int16 m_nBombTimer; // goes down with each frame
CPed *m_pWhoDetonatedMe;
float field_21C;
float field_220;
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
int8 m_nRadioStation;
int8 field_22A;
int8 field_22B;
uint8 m_nCarHornTimer;
int8 field_22D;
uint8 m_nSirenOrAlarm;
int8 field_22F;
CStoredCollPoly m_frontCollPoly; // poly which is under front part of car
CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car
float m_fSteerRatio;
eVehicleType m_vehType;
static void *operator new(size_t); static void *operator new(size_t);
static void operator delete(void*, size_t); static void operator delete(void*, size_t);
@ -62,6 +118,10 @@ uint8 m_extra2;
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; } bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; } bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; } bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
bool IsLawEnforcementVehicle(void);
void ChangeLawEnforcerState(bool enable);
void RemoveDriver(void);
bool IsUpsideDown(void);
static bool &bWheelsOnlyCheat; static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat; static bool &bAllDodosCheat;
@ -69,5 +129,7 @@ uint8 m_extra2;
static bool &bCheat4; static bool &bCheat4;
static bool &bCheat5; static bool &bCheat5;
}; };
static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error"); static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error"); static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");

View File

@ -145,6 +145,30 @@ public:
m_matrix.pos.y = 0.0f; m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f; m_matrix.pos.z = 0.0f;
} }
void SetRotate(float xAngle, float yAngle, float zAngle) {
float cX = cos(xAngle);
float sX = sin(xAngle);
float cY = cos(yAngle);
float sY = sin(yAngle);
float cZ = cos(zAngle);
float sZ = sin(zAngle);
m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
m_matrix.right.z = -cX * sY;
m_matrix.up.x = -sZ * cX;
m_matrix.up.y = cZ * cX;
m_matrix.up.z = sX;
m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
m_matrix.at.z = cX * cY;
m_matrix.pos.x = 0.0f;
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void Reorthogonalise(void){ void Reorthogonalise(void){
CVector &r = *GetRight(); CVector &r = *GetRight();
CVector &f = *GetForward(); CVector &f = *GetForward();

View File

@ -3,7 +3,6 @@
#include "ClumpModelInfo.h" #include "ClumpModelInfo.h"
enum { enum {
NUM_VEHICLE_POSITIONS = 10,
NUM_FIRST_MATERIALS = 26, NUM_FIRST_MATERIALS = 26,
NUM_SECOND_MATERIALS = 26, NUM_SECOND_MATERIALS = 26,
NUM_VEHICLE_COLOURS = 8, NUM_VEHICLE_COLOURS = 8,
@ -25,7 +24,7 @@ enum {
ATOMIC_FLAG_NOCULL = 0x800, ATOMIC_FLAG_NOCULL = 0x800,
}; };
enum { enum eVehicleType {
VEHICLE_TYPE_CAR, VEHICLE_TYPE_CAR,
VEHICLE_TYPE_BOAT, VEHICLE_TYPE_BOAT,
VEHICLE_TYPE_TRAIN, VEHICLE_TYPE_TRAIN,
@ -46,6 +45,13 @@ enum {
NUM_VEHICLE_CLASSES NUM_VEHICLE_CLASSES
}; };
enum {
VEHICLE_DUMMY_BOAT_RUDDER = 0,
VEHICLE_DUMMY_FRONT_SEATS = 2,
VEHICLE_DUMMY_REAR_SEATS = 3,
NUM_VEHICLE_POSITIONS = 10
};
class CVehicleModelInfo : public CClumpModelInfo class CVehicleModelInfo : public CClumpModelInfo
{ {
public: public:

View File

@ -18,7 +18,8 @@ enum eWeaponType
WEAPONTYPE_DETONATOR, WEAPONTYPE_DETONATOR,
NUM_PED_WEAPONTYPES = 13, NUM_PED_WEAPONTYPES = 13,
WEAPONTYPE_HELICANNON = 13, WEAPONTYPE_HELICANNON = 13,
NUM_WEAPONTYPES NUM_WEAPONTYPES,
NO_STORED_WEAPON = 22
}; };
enum eWeaponFire { enum eWeaponFire {