1e09bf9c30
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
1500 lines
42 KiB
C++
1500 lines
42 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "Pools.h"
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#include "Particle.h"
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#include "Stats.h"
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#include "World.h"
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#include "DMaudio.h"
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#include "RpAnimBlend.h"
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#include "Ped.h"
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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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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
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WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
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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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"Wait on Foot",
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"Flee on Foot Till Safe",
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"Guard Spot",
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"Guard Area",
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"Wait in Car",
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"Wait in Car then Getout",
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"Kill Char on Foot",
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"Kill Char Any Means",
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"Flee Char on Foot Till Safe",
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"Flee Char on Foot Always",
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"GoTo Char on Foot",
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"Follow Char in Formation",
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"Leave Car",
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"Enter Car as Passenger",
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"Enter Car as Driver",
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"Follow Car in Car",
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"Fire at Obj from Vehicle",
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"Destroy Obj",
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"Destroy Car",
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"GoTo Area Any Means",
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"GoTo Area on Foot",
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"Run to Area",
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"GoTo Area in Car",
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"Follow Car on Foot Woffset",
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"Guard Attack",
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"Set Leader",
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"Follow Route",
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"Solicit",
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"Take Taxi",
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"Catch Train",
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"Buy IceCream",
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"Steal Any Car",
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"Mug Char",
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};
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static char StateText[56][18] = {
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"None", // 1
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"Idle",
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"Look Entity",
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"Look Heading",
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"Wander Range",
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"Wander Path",
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"Seek Pos",
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"Seek Entity",
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"Flee Pos",
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"Flee Entity",
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"Pursue",
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"Follow Path",
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"Sniper Mode",
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"Rocket Mode",
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"Dummy",
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"Pause",
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"Attack",
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"Fight",
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"Face Phone",
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"Make Call",
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"Chat",
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"Mug",
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"AimGun",
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"AI Control",
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"Seek Car",
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"Seek InBoat",
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"Follow Route",
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"C.P.R.",
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"Solicit",
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"Buy IceCream",
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"Investigate",
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"Step away",
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"STATES_NO_AI",
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"On Fire",
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"Jump",
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"Fall",
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"GetUp",
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"Stagger",
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"Dive away",
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"STATES_NO_ST",
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"Enter Train",
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"Exit Train",
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"Arrest Plyr",
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"Driving",
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"Passenger",
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"Taxi Passngr",
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"Open Door",
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"Die",
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"Dead",
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"CarJack",
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"Drag fm Car",
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"Enter Car",
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"Steal Car",
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"Exit Car",
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"Hands Up",
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"Arrested",
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};
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static char PersonalityTypeText[32][18] = {
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"Player",
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"Cop",
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"Medic",
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"Fireman",
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"Gang 1",
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"Gang 2",
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"Gang 3",
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"Gang 4",
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"Gang 5",
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"Gang 6",
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"Gang 7",
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"Street Guy",
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"Suit Guy",
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"Sensible Guy",
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"Geek Guy",
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"Old Guy",
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"Tough Guy",
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"Street Girl",
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"Suit Girl",
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"Sensible Girl",
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"Geek Girl",
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"Old Girl",
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"Tough Girl",
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"Tramp",
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"Tourist",
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"Prostitute",
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"Criminal",
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"Busker",
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"Taxi Driver",
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"Psycho",
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"Steward",
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"Sports Fan",
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};
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static char WaitStateText[21][16] = {
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"No Wait",
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"Traffic Lights",
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"Pause CrossRoad",
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"Look CrossRoad",
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"Look Ped",
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"Look Shop",
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"Look Accident",
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"FaceOff Gang",
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"Double Back",
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"Hit Wall",
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"Turn 180deg",
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"Surprised",
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"Ped Stuck",
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"Look About",
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"Play Duck",
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"Play Cower",
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"Play Taxi",
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"Play HandsUp",
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"Play HandsCower",
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"Play Chat",
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"Finish Flee",
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};
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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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RpClumpRemoveAtomic(atomic->clump, atomic);
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RpAtomicDestroy(atomic);
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}
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return object;
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}
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static PedOnGroundState
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CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
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{
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PedOnGroundState stateToReturn;
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float angleToFace;
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CPed *currentPed = nil;
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PedState currentPedState;
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CPed *pedOnTheFloor = nil;
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CPed *deadPed = nil;
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CPed *pedBelow = nil;
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bool foundDead = false;
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bool foundOnTheFloor = false;
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bool foundBelow = false;
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float angleDiff;
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float distance;
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if (!CGame::nastyGame)
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return NO_PED;
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for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) {
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currentPed = player->m_nearPeds[currentPedId];
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CVector posDifference = currentPed->GetPosition() - player->GetPosition();
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distance = posDifference.Magnitude();
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if (distance < 2.0f) {
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angleToFace = CGeneral::GetRadianAngleBetweenPoints(
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currentPed->GetPosition().x, currentPed->GetPosition().y,
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player->GetPosition().x, player->GetPosition().y);
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angleToFace = CGeneral::LimitRadianAngle(angleToFace);
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player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
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angleDiff = fabs(angleToFace - player->m_fRotationCur);
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if (angleDiff > PI)
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angleDiff = 2 * PI - angleDiff;
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currentPedState = currentPed->m_nPedState;
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if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
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if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
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if (currentPedState == PED_DEAD) {
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foundDead = 1;
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if (!deadPed)
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deadPed = (CPed*)currentPed;
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} else if (currentPed->IsPedHeadAbovePos(-0.6f)) {
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foundOnTheFloor = 1;
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if (!pedOnTheFloor)
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pedOnTheFloor = (CPed*)currentPed;
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}
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}
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} else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f))
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&& (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f))
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&& (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f))
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&& (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) {
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if (angleDiff < DEGTORAD(75.0f)) {
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foundBelow = 1;
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if (!pedBelow)
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pedBelow = (CPed*)currentPed;
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}
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} else {
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foundBelow = 1;
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pedBelow = (CPed*)currentPed;
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break;
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}
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}
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}
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if (foundOnTheFloor) {
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currentPed = pedOnTheFloor;
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stateToReturn = PED_ON_THE_FLOOR;
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} else if (foundDead) {
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currentPed = deadPed;
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stateToReturn = PED_DEAD_ON_THE_FLOOR;
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} else if (foundBelow) {
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currentPed = pedBelow;
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stateToReturn = PED_BELOW_PLAYER;
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} else {
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currentPed = nil;
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stateToReturn = NO_PED;
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}
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if (pedOnGround)
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* pedOnGround = (CPed*)currentPed;
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return stateToReturn;
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}
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bool
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CPed::IsPlayer(void)
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{
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return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
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m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
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}
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bool
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CPed::UseGroundColModel(void)
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{
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return m_nPedState == PED_FALL ||
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m_nPedState == PED_DIVE_AWAY ||
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m_nPedState == PED_DIE ||
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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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RpAtomic *atm;
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if (id != -1) {
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atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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RwFrameDestroy(RpAtomicGetFrame(atm));
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RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
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RpClumpAddAtomic((RpClump*)m_rwObject, atm);
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m_wepModelID = id;
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}
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}
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void
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CPed::AimGun(void)
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{
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RwV3d pos;
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CVector vector;
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if (m_pSeekTarget) {
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if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
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m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
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vector.x = pos.x;
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vector.y = pos.y;
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vector.z = pos.z;
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} else {
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vector = *(m_pSeekTarget->GetPosition());
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}
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CPed::Say(SOUND_PED_ATTACK);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
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if (m_pLookTarget != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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} else {
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if (CPed::IsPlayer()) {
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
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} else {
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
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}
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}
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}
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void
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CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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{
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CVector pos2 = CVector(
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pos.x,
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pos.y,
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pos.z + 0.1f
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);
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if (!CPed::IsPlayer() || evenOnPlayer) {
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++CStats::HeadShots;
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// BUG: This condition will always return true.
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if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
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CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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}
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m_ped_flagC20 = true;
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
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CParticle::AddParticle(PARTICLE_TEST, pos2,
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CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);
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if (CEntity::GetIsOnScreen()) {
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for(int i=0; i < 32; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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pos2, CVector(0.0f, 0.0f, 0.03f),
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nil, 0.0f, 0, 0, 0, 0);
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}
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for (int i = 0; i < 16; i++) {
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CParticle::AddParticle(PARTICLE_DEBRIS2,
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pos2,
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CVector(0.0f, 0.0f, 0.01f),
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nil, 0.0f, 0, 0, 0, 0);
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}
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}
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}
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}
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void
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CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
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{
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RwFrame *frame;
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RwV3d pos;
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frame = GetNodeFrame(nodeId);
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if (frame) {
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if (CGame::nastyGame) {
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if (nodeId != PED_HEAD)
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CPed::SpawnFlyingComponent(nodeId, unk);
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RecurseFrameChildrenVisibilityCB(frame, 0);
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pos.x = 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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if (CEntity::GetIsOnScreen()) {
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CParticle::AddParticle(PARTICLE_TEST, pos,
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CVector(0.0f, 0.0f, 0.0f),
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nil, 0.2f, 0, 0, 0, 0);
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for (int i = 0; i < 16; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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pos,
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CVector(0.0f, 0.0f, 0.03f),
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nil, 0.0f, 0, 0, 0, 0);
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}
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}
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m_ped_flagC20 = true;
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m_bodyPartBleeding = nodeId;
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}
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} else {
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printf("Trying to remove ped component");
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}
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}
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RwObject*
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CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
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{
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if (data == 0)
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RpAtomicSetFlags(object, 0);
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return object;
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}
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RwFrame*
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CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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{
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RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
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RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
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return frame;
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}
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void
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CPed::SetLookFlag(CPed *target, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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bIsLooking = true;
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bIsRestoringLook = false;
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m_pLookTarget = target;
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m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
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m_fLookDirection = 999999.0f;
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m_lookTimer = 0;
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m_ped_flagA20 = unknown;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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}
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void
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CPed::SetLookFlag(float direction, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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bIsLooking = true;
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bIsRestoringLook = false;
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m_pLookTarget = nil;
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m_fLookDirection = direction;
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m_lookTimer = 0;
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m_ped_flagA20 = unknown;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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}
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void
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CPed::SetLookTimer(int time)
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{
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if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
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m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
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}
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}
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bool
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CPed::OurPedCanSeeThisOne(CEntity *target)
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{
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CColPoint colpoint;
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CEntity *ent;
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CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
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// Check if target is behind ped
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if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
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return 0;
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// Check if target is too far away
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if (dist.Magnitude() < 40.0f)
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return 0;
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// Check line of sight from head
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CVector headPos = this->GetPosition();
|
|
headPos.z += 1.0f;
|
|
return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
|
|
}
|
|
|
|
void
|
|
CPed::Avoid(void)
|
|
{
|
|
CPed *nearestPed;
|
|
|
|
if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
|
|
return;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
|
|
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
|
|
nearestPed = m_nearPeds[0];
|
|
|
|
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
|
|
|
|
// Check if this ped wants to avoid the nearest one
|
|
if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
|
|
|
|
// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
|
|
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
|
|
|
|
// Game converts from radians to degress and back again here, doesn't make much sense
|
|
CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
|
|
forward.Normalise(); // this is kinda pointless
|
|
|
|
// Move forward 1.25 meters
|
|
CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
|
|
|
|
// Get distance to ped we want to avoid
|
|
CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
|
|
|
|
if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
|
|
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
|
|
% 1000 / 5;
|
|
|
|
m_fRotationDest += DEGTORAD(45.0f);
|
|
if (!bIsLooking) {
|
|
CPed::SetLookFlag(nearestPed, 0);
|
|
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearAimFlag(void)
|
|
{
|
|
if (bIsAimingGun) {
|
|
bIsAimingGun = false;
|
|
bIsRestoringGun = true;
|
|
m_pedIK.m_flags &= ~CPedIK:: FLAG_4;
|
|
}
|
|
|
|
if (CPed::IsPlayer())
|
|
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0;
|
|
}
|
|
|
|
void
|
|
CPed::ClearLookFlag(void) {
|
|
if (bIsLooking) {
|
|
bIsLooking = false;
|
|
bIsRestoringLook = true;
|
|
m_ped_flagI1 = false;
|
|
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
|
if (CPed::IsPlayer())
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
else
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
|
|
|
|
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
|
|
CPed::RestorePreviousState();
|
|
CPed::ClearLookFlag();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::IsPedHeadAbovePos(float zOffset)
|
|
{
|
|
RwMatrix mat;
|
|
|
|
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
|
|
return zOffset + GetPosition().z >= mat.pos.z;
|
|
}
|
|
|
|
void
|
|
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
|
|
{
|
|
CWeaponInfo *currentWeapon;
|
|
CAnimBlendAssociation *newAnim;
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (attackAssoc) {
|
|
switch (attackAssoc->animId) {
|
|
case ANIM_WEAPON_START_THROW:
|
|
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
|
|
{
|
|
attackAssoc->blendDelta = -1000.0;
|
|
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
|
|
} else {
|
|
attackAssoc->blendDelta = -1000.0;
|
|
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
|
|
}
|
|
|
|
newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
|
|
break;
|
|
case ANIM_FIGHT_PPUNCH:
|
|
attackAssoc->blendDelta = -8.0;
|
|
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
ped->ClearAttack();
|
|
break;
|
|
case ANIM_WEAPON_THROW:
|
|
case ANIM_WEAPON_THROWU:
|
|
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
|
|
currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
|
|
ped->AddWeaponModel(currentWeapon->m_nModelId);
|
|
}
|
|
break;
|
|
default:
|
|
if (!ped->m_ped_flagA4)
|
|
ped->ClearAttack();
|
|
|
|
break;
|
|
}
|
|
} else if (!ped->m_ped_flagA4)
|
|
ped->ClearAttack();
|
|
}
|
|
|
|
void
|
|
CPed::Attack(void)
|
|
{
|
|
CAnimBlendAssociation *weaponAnimAssoc;
|
|
int32 weaponAnim;
|
|
float animStart;
|
|
RwFrame *frame;
|
|
eWeaponType ourWeaponType;
|
|
float weaponAnimTime;
|
|
eWeaponFire ourWeaponFire;
|
|
float animEnd;
|
|
CWeaponInfo *ourWeapon;
|
|
bool lastReloadWasInFuture;
|
|
AnimationId reloadAnim;
|
|
CAnimBlendAssociation *reloadAnimAssoc;
|
|
float delayBetweenAnimAndFire;
|
|
CVector firePos;
|
|
|
|
ourWeaponType = GetWeapon()->m_eWeaponType;
|
|
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
|
|
ourWeaponFire = ourWeapon->m_eWeaponFire;
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
|
|
lastReloadWasInFuture = m_ped_flagA4;
|
|
reloadAnimAssoc = nil;
|
|
reloadAnim = NUM_ANIMS;
|
|
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
|
|
weaponAnim = ourWeapon->m_AnimToPlay;
|
|
|
|
if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
|
|
reloadAnim = ANIM_HGUN_RELOAD;
|
|
else if (weaponAnim == ANIM_WEAPON_AK_BODY)
|
|
reloadAnim = ANIM_AK_RELOAD;
|
|
|
|
if (reloadAnim != NUM_ANIMS)
|
|
reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
|
|
|
|
if (m_ped_flagE10)
|
|
return;
|
|
|
|
if (reloadAnimAssoc) {
|
|
if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
|
|
ClearAttack();
|
|
|
|
return;
|
|
}
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
if (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
|
lastReloadWasInFuture = true;
|
|
|
|
if (!weaponAnimAssoc) {
|
|
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);
|
|
delayBetweenAnimAndFire = 0.2f;
|
|
}
|
|
}
|
|
if (weaponAnimAssoc) {
|
|
animStart = ourWeapon->m_fAnimLoopStart;
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
|
|
if (ourWeapon->m_bCanAimWithArm)
|
|
m_pedIK.m_flags |= CPedIK::FLAG_4;
|
|
else
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_4;
|
|
}
|
|
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
|
|
if (weaponAnimAssoc->speed < 1.0f)
|
|
weaponAnimAssoc->speed = 1.0;
|
|
|
|
} else {
|
|
firePos = ourWeapon->m_vecFireOffset;
|
|
if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
|
|
if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
|
|
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
|
|
|
|
firePos = GetMatrix() * firePos;
|
|
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
|
|
if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
|
|
frame = GetNodeFrame(PED_FOOTR);
|
|
else
|
|
frame = GetNodeFrame(PED_HANDR);
|
|
|
|
for (; frame; frame = RwFrameGetParent(frame))
|
|
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
|
|
} else {
|
|
firePos = GetMatrix() * firePos;
|
|
}
|
|
|
|
GetWeapon()->Fire(this, &firePos);
|
|
|
|
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
|
|
RemoveWeaponModel(ourWeapon->m_nModelId);
|
|
}
|
|
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
|
|
SelectGunIfArmed();
|
|
}
|
|
|
|
if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
|
|
// If reloading just began, start the animation
|
|
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
|
|
CPed::ClearLookFlag();
|
|
CPed::ClearAimFlag();
|
|
m_ped_flagA4 = false;
|
|
bIsPointingGunAt = false;
|
|
m_lastHitTime = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
} else {
|
|
if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
|
|
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
|
|
}
|
|
|
|
weaponAnimAssoc->speed = 0.5;
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
|
|
weaponAnimAssoc->callbackType = 0;
|
|
}
|
|
}
|
|
|
|
lastReloadWasInFuture = false;
|
|
}
|
|
|
|
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
firePos = ourWeapon->m_vecFireOffset;
|
|
|
|
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
|
|
for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
|
|
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
|
|
|
|
CVector gunshellPos(
|
|
firePos.x - 0.6f * GetForward().x,
|
|
firePos.y - 0.6f * GetForward().y,
|
|
firePos.z - 0.15f * GetUp().z
|
|
);
|
|
|
|
CVector2D gunshellRot(
|
|
GetRight().x,
|
|
GetRight().y
|
|
);
|
|
|
|
gunshellRot.Normalise();
|
|
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
|
|
}
|
|
}
|
|
animEnd = ourWeapon->m_fAnimLoopEnd;
|
|
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
|
|
animEnd = 0.56f;
|
|
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
|
|
// End of the attack
|
|
if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
|
|
|
|
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
|
|
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
|
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
|
|
|
|
weaponAnim = weaponAnimAssoc->animId;
|
|
if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
|
|
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
|
|
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
|
|
} else {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
}
|
|
} else {
|
|
if (weaponAnim == ourWeapon->m_Anim2ToPlay)
|
|
weaponAnimAssoc->SetCurrentTime(0.1f);
|
|
else
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
}
|
|
} else {
|
|
CPed::ClearAimFlag();
|
|
|
|
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
|
|
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
|
|
if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
|
|
switch (ourWeaponType) {
|
|
case WEAPONTYPE_UZI:
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
|
|
break;
|
|
case WEAPONTYPE_AK47:
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
|
|
break;
|
|
case WEAPONTYPE_M16:
|
|
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fun fact: removing this part leds to reloading flamethrower
|
|
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
|
|
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
|
|
weaponAnimAssoc->blendDelta = -4.0f;
|
|
}
|
|
}
|
|
}
|
|
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
|
|
lastReloadWasInFuture = false;
|
|
|
|
m_ped_flagA4 = lastReloadWasInFuture;
|
|
return;
|
|
}
|
|
|
|
if (lastReloadWasInFuture) {
|
|
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
|
|
if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
} else {
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
}
|
|
|
|
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
|
|
weaponAnimAssoc->flags |= ASSOC_RUNNING;
|
|
|
|
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
|
|
weaponAnimAssoc->SetCurrentTime(0.0f);
|
|
|
|
if (CPed::IsPlayer()) {
|
|
((CPlayerPed*)this)->field_1376 = 0.0f;
|
|
((CPlayerPed*)this)->field_1380 = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
CPed::FinishedAttackCB(0, this);
|
|
}
|
|
|
|
void
|
|
CPed::RemoveWeaponModel(int modelId)
|
|
{
|
|
// modelId is not used!! This function just removes the current weapon.
|
|
RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0);
|
|
m_wepModelID = -1;
|
|
}
|
|
|
|
void
|
|
CPed::SetCurrentWeapon(eWeaponType weaponType)
|
|
{
|
|
CWeaponInfo *weaponInfo;
|
|
|
|
if (HasWeapon(weaponType)) {
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
RemoveWeaponModel(weaponInfo->m_nModelId);
|
|
|
|
m_currentWeapon = weaponType;
|
|
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
AddWeaponModel(weaponInfo->m_nModelId);
|
|
}
|
|
}
|
|
|
|
// Only used while deciding which gun ped should switch to, if no ammo left.
|
|
bool
|
|
CPed::SelectGunIfArmed(void)
|
|
{
|
|
eWeaponType weaponType;
|
|
|
|
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
|
|
|
|
if (m_weapons[i].m_nAmmoTotal > 0) {
|
|
weaponType = m_weapons[i].m_eWeaponType;
|
|
|
|
// I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
|
|
// if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
|
|
if (weaponType < WEAPONTYPE_MOLOTOV) {
|
|
SetCurrentWeapon(weaponType);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
SetCurrentWeapon(WEAPONTYPE_UNARMED);
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::Duck(void)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
|
|
ClearDuck();
|
|
}
|
|
|
|
void
|
|
CPed::ClearDuck(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_DOWN);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_LOW);
|
|
|
|
if (animAssoc) {
|
|
|
|
if (m_ped_flagE8) {
|
|
|
|
if (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RBLOCK_CSHOOT);
|
|
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
|
|
}
|
|
}
|
|
}
|
|
} else
|
|
m_ped_flagE10 = false;
|
|
}
|
|
|
|
void
|
|
CPed::ClearPointGunAt(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
CWeaponInfo *weaponInfo;
|
|
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
bIsPointingGunAt = false;
|
|
if (m_nPedState == PED_AIM_GUN) {
|
|
RestorePreviousState();
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_AnimToPlay);
|
|
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_Anim2ToPlay);
|
|
}
|
|
if (animAssoc) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->blendDelta = -4.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
|
|
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
|
|
InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
|
|
InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
|
|
InjectHook(0x4C6460, (void (CPed::*)(CPed*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
|
|
InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
|
|
InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
|
|
InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
|
|
InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
|
|
InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP);
|
|
InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP);
|
|
InjectHook(0x4E5BD0, &CPed::IsPedHeadAbovePos, PATCH_JUMP);
|
|
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
|
|
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
|
|
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
|
|
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
|
|
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
|
|
InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
|
|
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
|