Merge pull request #43 from erorcun/erorcun
CPed, CVehicle, mostly entering/exiting car
This commit is contained in:
commit
f07f411629
@ -2,8 +2,7 @@
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#include "AnimBlendList.h"
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#include "AnimBlendNode.h"
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class CAnimBlendHierarchy;
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#include "AnimBlendHierarchy.h"
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enum {
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// TODO
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@ -78,6 +77,8 @@ public:
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void UpdateTime(float timeDelta, float relSpeed);
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bool UpdateBlend(float timeDelta);
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float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
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static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {
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return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link));
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}
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15
src/audio/AudioManager.cpp
Normal file
15
src/audio/AudioManager.cpp
Normal file
@ -0,0 +1,15 @@
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#include "common.h"
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#include "patcher.h"
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#include "AudioManager.h"
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cAudioManager &AudioManager = *(cAudioManager*)0x880FC0;
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void
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cAudioManager::PlayerJustLeftCar(void)
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{
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// UNUSED: This is a perfectly empty function.
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}
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STARTPATCHES
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InjectHook(0x56AD20, &cAudioManager::PlayerJustLeftCar, PATCH_JUMP);
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ENDPATCHES
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8
src/audio/AudioManager.h
Normal file
8
src/audio/AudioManager.h
Normal file
@ -0,0 +1,8 @@
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#pragma once
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class cAudioManager {
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public:
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void PlayerJustLeftCar(void);
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};
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extern cAudioManager &AudioManager;
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@ -2,5 +2,7 @@
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#include "patcher.h"
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#include "CarCtrl.h"
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
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WRAPPER void CCarCtrl::AddToCarArray(int id, int vehclass) { EAXJMP(0x4182F0); }
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@ -7,4 +7,6 @@ class CCarCtrl
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public:
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static void SwitchVehicleToRealPhysics(CVehicle*);
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static void AddToCarArray(int id, int vehclass);
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static int32 &NumLawEnforcerCars;
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};
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40
src/control/PedPlacement.cpp
Normal file
40
src/control/PedPlacement.cpp
Normal file
@ -0,0 +1,40 @@
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#include "common.h"
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#include "patcher.h"
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#include "PedPlacement.h"
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#include "World.h"
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void
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CPedPlacement::FindZCoorForPed(CVector* pos)
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{
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float zForPed;
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float startZ = pos->z - 100.0f;
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float foundColZ = -100.0f;
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float foundColZ2 = -100.0f;
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CColPoint foundCol;
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CEntity* foundEnt;
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CVector vec(
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pos->x,
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pos->y,
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pos->z + 1.0f
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);
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if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, false, false, true, false, false))
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foundColZ = foundCol.point.z;
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// Adjust coords and do a second test
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vec.x += 0.1f;
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vec.y += 0.1f;
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if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, false, false, true, false, false))
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foundColZ2 = foundCol.point.z;
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zForPed = max(foundColZ, foundColZ2);
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if (zForPed > -99.0f)
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pos->z = 1.04f + zForPed;
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}
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STARTPATCHES
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InjectHook(0x4EE340, &CPedPlacement::FindZCoorForPed, PATCH_JUMP);
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ENDPATCHES
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8
src/control/PedPlacement.h
Normal file
8
src/control/PedPlacement.h
Normal file
@ -0,0 +1,8 @@
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#pragma once
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class CVector;
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class CPedPlacement {
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public:
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static void FindZCoorForPed(CVector* pos);
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};
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@ -10,11 +10,19 @@
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#include "PlayerPed.h"
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#include "General.h"
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#include "VisibilityPlugins.h"
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#include "AudioManager.h"
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#include "HandlingMgr.h"
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#include "Replay.h"
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#include "PedPlacement.h"
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
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CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
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CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
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CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
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void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
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void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
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@ -24,6 +32,9 @@ WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
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WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
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WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
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WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
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WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
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static char ObjectiveText[34][28] = {
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"No Obj",
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@ -183,9 +194,8 @@ static char WaitStateText[21][16] = {
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static RwObject*
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RemoveAllModelCB(RwObject *object, void *data)
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{
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RpAtomic* atomic = (RpAtomic*)object;
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if (CVisibilityPlugins::GetAtomicModelInfo(atomic))
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{
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RpAtomic *atomic = (RpAtomic*)object;
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if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
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RpClumpRemoveAtomic(atomic->clump, atomic);
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RpAtomicDestroy(atomic);
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}
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@ -299,6 +309,14 @@ CPed::UseGroundColModel(void)
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m_nPedState == PED_DEAD;
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}
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bool
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CPed::CanSetPedState(void)
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{
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return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
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m_nPedState != PED_ENTER_CAR && m_nPedState != PED_CARJACK && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_STEAL_CAR;
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}
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void
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CPed::AddWeaponModel(int id)
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{
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@ -398,8 +416,9 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
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RecurseFrameChildrenVisibilityCB(frame, 0);
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pos.x = 0.0f;
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pos.z = 0.0f;
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pos.y = 0.0f;
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pos.z = 0.0f;
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for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
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@ -602,7 +621,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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if (attackAssoc) {
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switch (attackAssoc->animId) {
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case ANIM_WEAPON_START_THROW:
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer())
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
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{
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attackAssoc->blendDelta = -1000.0;
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newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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@ -658,7 +677,7 @@ CPed::Attack(void)
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ourWeaponFire = ourWeapon->m_eWeaponFire;
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
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lastReloadWasInFuture = m_ped_flagA4;
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reloadAnimAssoc = 0;
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reloadAnimAssoc = nil;
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reloadAnim = NUM_ANIMS;
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delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
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weaponAnim = ourWeapon->m_AnimToPlay;
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@ -676,7 +695,7 @@ CPed::Attack(void)
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if (reloadAnimAssoc) {
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if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
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CPed::ClearAttack();
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ClearAttack();
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return;
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}
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@ -686,12 +705,13 @@ CPed::Attack(void)
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lastReloadWasInFuture = true;
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if (!weaponAnimAssoc) {
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if (ourWeapon->m_bThrow) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_Anim2ToPlay);
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delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
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// Long throw granade, molotov
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if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU);
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delayBetweenAnimAndFire = 0.2f;
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} else {
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
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delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
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}
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}
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if (weaponAnimAssoc) {
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@ -742,7 +762,7 @@ CPed::Attack(void)
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CPed::ClearLookFlag();
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CPed::ClearAimFlag();
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m_ped_flagA4 = false;
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m_ped_flagA8 = false;
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bIsPointingGunAt = false;
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m_lastHitTime = CTimer::GetTimeInMilliseconds();
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return;
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}
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@ -885,7 +905,7 @@ CPed::RemoveWeaponModel(int modelId)
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void
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CPed::SetCurrentWeapon(eWeaponType weaponType)
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{
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CWeaponInfo* weaponInfo;
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CWeaponInfo *weaponInfo;
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if (HasWeapon(weaponType)) {
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weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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@ -909,8 +929,8 @@ CPed::SelectGunIfArmed(void)
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if (m_weapons[i].m_nAmmoTotal > 0) {
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weaponType = m_weapons[i].m_eWeaponType;
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// Original condition was ridiculous
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// if (weaponType == WEAPONTYPE_COLT45 || weaponType < WEAPONTYPE_M16 || weaponType < WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_FLAMETHROWER)
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// I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
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// if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
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if (weaponType < WEAPONTYPE_MOLOTOV) {
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SetCurrentWeapon(weaponType);
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return true;
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@ -960,7 +980,7 @@ CPed::ClearPointGunAt(void)
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ClearLookFlag();
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ClearAimFlag();
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m_ped_flagA8 = false;
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bIsPointingGunAt = false;
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if (m_nPedState == PED_AIM_GUN) {
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RestorePreviousState();
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weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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@ -975,6 +995,478 @@ CPed::ClearPointGunAt(void)
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}
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}
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void
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CPed::BeingDraggedFromCar(void)
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{
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CAnimBlendAssociation *animAssoc;
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AnimationId enterAnim;
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bool dontRunAnim = false;
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PedLineUpPhase lineUpType;
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if (!m_pVehicleAnim) {
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CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SIT);
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_LSIT);
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITP);
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if (!animAssoc)
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animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITPLO);
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}
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}
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if (animAssoc)
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animAssoc->blendDelta = -1000.0f;
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if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
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if (m_ped_flagF10) {
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enterAnim = ANIM_CAR_QJACKED;
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} else if (m_pMyVehicle->bIsLow) {
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enterAnim = ANIM_CAR_LJACKED_LHS;
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} else {
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enterAnim = ANIM_CAR_JACKED_LHS;
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}
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} else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
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if (m_pMyVehicle->bIsLow)
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enterAnim = ANIM_CAR_LJACKED_RHS;
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else
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enterAnim = ANIM_CAR_JACKED_RHS;
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} else
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dontRunAnim = true;
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if (!dontRunAnim)
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m_pVehicleAnim = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, enterAnim);
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m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
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lineUpType = LINE_UP_TO_CAR_START;
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} else if (m_pVehicleAnim->currentTime <= 1.4f) {
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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lineUpType = LINE_UP_TO_CAR_START;
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} else {
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lineUpType = LINE_UP_TO_CAR_2;
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}
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LineUpPedWithCar(lineUpType);
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}
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void
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CPed::RestartNonPartialAnims(void)
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{
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CAnimBlendAssociation* assoc;
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for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); !assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
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if (!assoc->IsPartial())
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assoc->flags |= ASSOC_RUNNING;
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}
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}
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void
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CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
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{
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CAnimBlendAssociation *quickJackedAssoc;
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CVehicle *vehicle;
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CPed *ped = (CPed*)arg;
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eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType;
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|
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quickJackedAssoc = RpAnimBlendClumpGetAssociation((RpClump*) ped->m_rwObject, ANIM_CAR_QJACKED);
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if (ped->m_nPedState != PED_ARRESTED) {
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ped->m_nLastPedState = PED_NONE;
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if (dragAssoc)
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dragAssoc->blendDelta = -1000.0;
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}
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ped->RestartNonPartialAnims();
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ped->m_pVehicleAnim = nil;
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ped->m_pSeekTarget = nil;
|
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vehicle = ped->m_pMyVehicle;
|
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|
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if (ped->m_vehEnterType <= VEHICLE_ENTER_REAR_LEFT) {
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switch (ped->m_vehEnterType) {
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case VEHICLE_ENTER_FRONT_RIGHT:
|
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vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_FR;
|
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break;
|
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case VEHICLE_ENTER_REAR_RIGHT:
|
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vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_RR;
|
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break;
|
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case VEHICLE_ENTER_FRONT_LEFT:
|
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vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_FL;
|
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break;
|
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case VEHICLE_ENTER_REAR_LEFT:
|
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vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_RL;
|
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break;
|
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default:
|
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break;
|
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}
|
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}
|
||||
|
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if (vehicle->pDriver == ped) {
|
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vehicle->RemoveDriver();
|
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if (vehicle->m_nDoorLock == CARLOCK_COP_CAR)
|
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vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
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|
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if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
|
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vehicle->ChangeLawEnforcerState(false);
|
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} else {
|
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for (int i = 0; i < vehicle->m_nNumMaxPassengers; i++) {
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if (vehicle->pPassengers[i] == ped) {
|
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vehicle->pPassengers[i] = nil;
|
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vehicle->m_nNumPassengers--;
|
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}
|
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}
|
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}
|
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|
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ped->bInVehicle = false;
|
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if (ped->IsPlayer())
|
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AudioManager.PlayerJustLeftCar();
|
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|
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if (quickJackedAssoc) {
|
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dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
|
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} else {
|
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dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
|
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if (ped->CanSetPedState())
|
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CAnimManager::BlendAnimation((RpClump*) ped->m_rwObject, ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
|
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}
|
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|
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// Only uzi can be used on cars, so previous weapon was stored
|
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if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) {
|
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if (ped->m_storedWeapon != NO_STORED_WEAPON) {
|
||||
ped->SetCurrentWeapon(ped->m_storedWeapon);
|
||||
ped->m_storedWeapon = NO_STORED_WEAPON;
|
||||
}
|
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} else {
|
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ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
|
||||
}
|
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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
|
||||
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
|
||||
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
|
||||
@ -997,4 +1489,11 @@ STARTPATCHES
|
||||
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
|
||||
InjectHook(0x4E4A30, &CPed::ClearDuck, 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
|
||||
|
@ -12,6 +12,19 @@
|
||||
|
||||
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 {
|
||||
NO_PED,
|
||||
PED_BELOW_PLAYER,
|
||||
@ -102,7 +115,7 @@ public:
|
||||
uint8 m_ped_flagA1 : 1;
|
||||
uint8 m_ped_flagA2 : 1;
|
||||
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
||||
uint8 m_ped_flagA8 : 1;
|
||||
uint8 bIsPointingGunAt : 1;
|
||||
uint8 bIsLooking : 1;
|
||||
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
|
||||
uint8 bIsRestoringLook : 1;
|
||||
@ -177,15 +190,15 @@ public:
|
||||
int32 m_pEventEntity;
|
||||
float m_fAngleToEvent;
|
||||
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
|
||||
int32 m_animGroup;
|
||||
int32 m_pVehicleAnim;
|
||||
AssocGroupId m_animGroup;
|
||||
CAnimBlendAssociation *m_pVehicleAnim;
|
||||
CVector2D m_vecAnimMoveDelta;
|
||||
CVector m_vecOffsetSeek;
|
||||
CPedIK m_pedIK;
|
||||
uint8 stuff1[8];
|
||||
uint32 m_nPedStateTimer;
|
||||
PedState m_nPedState;
|
||||
int32 m_nLastPedState;
|
||||
PedState m_nLastPedState;
|
||||
int32 m_nMoveState;
|
||||
int32 m_nStoredActionState;
|
||||
int32 m_nPrevActionState;
|
||||
@ -207,7 +220,9 @@ public:
|
||||
uint8 stuff2[20];
|
||||
float m_fRotationCur;
|
||||
float m_fRotationDest;
|
||||
uint8 stuff13[6];
|
||||
uint32 m_headingRate;
|
||||
uint16 m_vehEnterType;
|
||||
uint16 m_walkAroundType;
|
||||
CEntity *m_pCurrentPhysSurface;
|
||||
CVector m_vecOffsetFromPhysSurface;
|
||||
CEntity *m_pCurSurface;
|
||||
@ -222,7 +237,7 @@ public:
|
||||
CEntity *m_pCollidingEntity;
|
||||
uint8 stuff6[12];
|
||||
CWeapon m_weapons[NUM_PED_WEAPONTYPES];
|
||||
int32 stuff7;
|
||||
eWeaponType m_storedWeapon;
|
||||
uint8 m_currentWeapon; // eWeaponType
|
||||
uint8 m_maxWeaponTypeAllowed; // eWeaponType
|
||||
uint8 stuff[2];
|
||||
@ -253,6 +268,7 @@ public:
|
||||
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
void AddWeaponModel(int id);
|
||||
void AimGun(void);
|
||||
void KillPedWithCar(CVehicle *veh, float impulse);
|
||||
@ -278,14 +294,27 @@ public:
|
||||
void Duck(void);
|
||||
void ClearDuck(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 RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
||||
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; }
|
||||
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
|
||||
static CVector &offsetToOpenRegularCarDoor;
|
||||
static CVector &offsetToOpenLowCarDoor;
|
||||
static CVector &offsetToOpenVanDoor;
|
||||
static bool &bNastyLimbsCheat;
|
||||
static bool &bPedCheat2;
|
||||
static bool &bPedCheat3;
|
||||
|
@ -2,6 +2,8 @@
|
||||
#include "patcher.h"
|
||||
#include "Vehicle.h"
|
||||
#include "Pools.h"
|
||||
#include "CarCtrl.h"
|
||||
#include "ModelIndices.h"
|
||||
|
||||
bool &CVehicle::bWheelsOnlyCheat = *(bool *)0x95CD78;
|
||||
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 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
|
@ -3,23 +3,53 @@
|
||||
#include "Physical.h"
|
||||
|
||||
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
|
||||
{
|
||||
public:
|
||||
// 0x128
|
||||
uint8 stuff1[116];
|
||||
tHandlingData *m_handling;
|
||||
uint8 stuff1[112];
|
||||
uint8 m_currentColour1;
|
||||
uint8 m_currentColour2;
|
||||
uint8 m_extra1;
|
||||
uint8 m_extra2;
|
||||
int16 m_nAlarmState;
|
||||
uint8 m_anExtras[2];
|
||||
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
|
||||
int16 m_nMissionValue;
|
||||
CPed *pDriver;
|
||||
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;
|
||||
uint8 stuff3[17];
|
||||
uint8 m_veh_flagA1 : 1;
|
||||
CFire *m_pCarFire;
|
||||
float m_fSteerAngle;
|
||||
float m_fGasPedal;
|
||||
float m_fBreakPedal;
|
||||
uint8 m_nCreatedBy; // eVehicleCreatedBy
|
||||
uint8 bIsLawEnforcer : 1;
|
||||
uint8 m_veh_flagA2 : 1;
|
||||
uint8 m_veh_flagA4 : 1;
|
||||
uint8 m_veh_flagA8 : 1;
|
||||
@ -27,10 +57,10 @@ uint8 m_extra2;
|
||||
uint8 m_veh_flagA20 : 1;
|
||||
uint8 m_veh_flagA40 : 1;
|
||||
uint8 m_veh_flagA80 : 1;
|
||||
uint8 m_veh_flagB1 : 1;
|
||||
uint8 m_veh_flagB2 : 1;
|
||||
uint8 m_veh_flagB4 : 1;
|
||||
uint8 m_veh_flagB8 : 1;
|
||||
uint8 bIsVan : 1;
|
||||
uint8 bIsBus : 1;
|
||||
uint8 bIsBig : 1;
|
||||
uint8 bIsLow : 1;
|
||||
uint8 m_veh_flagB10 : 1;
|
||||
uint8 m_veh_flagB20 : 1;
|
||||
uint8 m_veh_flagB40 : 1;
|
||||
@ -51,8 +81,34 @@ uint8 m_extra2;
|
||||
uint8 m_veh_flagD20 : 1;
|
||||
uint8 m_veh_flagD40 : 1;
|
||||
uint8 m_veh_flagD80 : 1;
|
||||
uint8 stuff4[139];
|
||||
int32 m_vehType;
|
||||
int8 field_1F9;
|
||||
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 delete(void*, size_t);
|
||||
@ -62,6 +118,10 @@ uint8 m_extra2;
|
||||
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
|
||||
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
|
||||
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 &bAllDodosCheat;
|
||||
@ -69,5 +129,7 @@ uint8 m_extra2;
|
||||
static bool &bCheat4;
|
||||
static bool &bCheat5;
|
||||
};
|
||||
|
||||
static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
|
||||
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
|
||||
static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");
|
||||
|
@ -145,6 +145,30 @@ public:
|
||||
m_matrix.pos.y = 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){
|
||||
CVector &r = *GetRight();
|
||||
CVector &f = *GetForward();
|
||||
|
@ -3,7 +3,6 @@
|
||||
#include "ClumpModelInfo.h"
|
||||
|
||||
enum {
|
||||
NUM_VEHICLE_POSITIONS = 10,
|
||||
NUM_FIRST_MATERIALS = 26,
|
||||
NUM_SECOND_MATERIALS = 26,
|
||||
NUM_VEHICLE_COLOURS = 8,
|
||||
@ -25,7 +24,7 @@ enum {
|
||||
ATOMIC_FLAG_NOCULL = 0x800,
|
||||
};
|
||||
|
||||
enum {
|
||||
enum eVehicleType {
|
||||
VEHICLE_TYPE_CAR,
|
||||
VEHICLE_TYPE_BOAT,
|
||||
VEHICLE_TYPE_TRAIN,
|
||||
@ -46,6 +45,13 @@ enum {
|
||||
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
|
||||
{
|
||||
public:
|
||||
|
@ -18,7 +18,8 @@ enum eWeaponType
|
||||
WEAPONTYPE_DETONATOR,
|
||||
NUM_PED_WEAPONTYPES = 13,
|
||||
WEAPONTYPE_HELICANNON = 13,
|
||||
NUM_WEAPONTYPES
|
||||
NUM_WEAPONTYPES,
|
||||
NO_STORED_WEAPON = 22
|
||||
};
|
||||
|
||||
enum eWeaponFire {
|
||||
|
Loading…
Reference in New Issue
Block a user