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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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@ -490,11 +509,11 @@ CPed::OurPedCanSeeThisOne(CEntity *target)
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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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return false;
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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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if (dist.Magnitude() >= 40.0f)
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return false;
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// Check line of sight from head
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CVector headPos = this->GetPosition();
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@ -589,7 +608,7 @@ CPed::IsPedHeadAbovePos(float zOffset)
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RwMatrix mat;
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CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
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return zOffset + GetPosition().z >= mat.pos.z;
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return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z;
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}
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void
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@ -602,22 +621,24 @@ 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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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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} else {
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attackAssoc->blendDelta = -1000.0;
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
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}
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newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
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break;
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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return;
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case ANIM_FIGHT_PPUNCH:
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attackAssoc->blendDelta = -8.0;
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attackAssoc->blendDelta = -8.0f;
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attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
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ped->ClearAttack();
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break;
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return;
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case ANIM_WEAPON_THROW:
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case ANIM_WEAPON_THROWU:
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if (ped->GetWeapon()->m_nAmmoTotal > 0) {
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@ -626,12 +647,11 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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}
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break;
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default:
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if (!ped->m_ped_flagA4)
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ped->ClearAttack();
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break;
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}
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} else if (!ped->m_ped_flagA4)
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}
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if (!ped->m_ped_flagA4)
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ped->ClearAttack();
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}
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@ -658,7 +678,7 @@ 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 +696,7 @@ 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 +706,13 @@ 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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@ -739,15 +760,15 @@ CPed::Attack(void)
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// If reloading just began, start the animation
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
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CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
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CPed::ClearLookFlag();
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CPed::ClearAimFlag();
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ClearLookFlag();
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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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} else {
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if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
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if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
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} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
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@ -814,24 +835,22 @@ CPed::Attack(void)
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CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
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}
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} else {
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CPed::ClearAimFlag();
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ClearAimFlag();
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// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
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if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
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switch (ourWeaponType) {
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case WEAPONTYPE_UZI:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_AK47:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_M16:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
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break;
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default:
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break;
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}
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
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switch (ourWeaponType) {
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case WEAPONTYPE_UZI:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_AK47:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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break;
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case WEAPONTYPE_M16:
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
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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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@ -885,7 +904,7 @@ 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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@ -909,9 +928,7 @@ 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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if (weaponType < WEAPONTYPE_MOLOTOV) {
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if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
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SetCurrentWeapon(weaponType);
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return true;
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}
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@ -960,7 +977,7 @@ 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 +992,477 @@ 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)
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 = *veh->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 = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
// Getting out
|
|
|
|
|
if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
|
|
|
|
|
float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
|
|
|
|
|
|
|
|
|
|
// If we're not in ground at next step, apply animation
|
|
|
|
|
if (neededPos.z + pedZSpeedOnExit > autoZPos.z) {
|
|
|
|
|
m_vecMoveSpeed.z = pedZSpeedOnExit;
|
|
|
|
|
ApplyMoveSpeed();
|
|
|
|
|
// Removing below line breaks the animation
|
|
|
|
|
neededPos.z = GetPosition().z;
|
|
|
|
|
} 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_LHS || 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 stillGettingInOut = false;
|
|
|
|
|
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
|
|
|
|
|
stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
|
|
|
|
|
|
|
|
|
|
if (!stillGettingInOut) {
|
|
|
|
|
m_fRotationCur = m_fRotationDest;
|
|
|
|
|
} else {
|
|
|
|
|
float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
|
|
|
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
GetPosition() = neededPos;
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
|
|
|
|
|
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
|
|
|
|
|
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
|
|
|
|
@ -989,7 +1477,6 @@ WRAPPER void CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg) {
|
|
|
|
|
WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CF220); }
|
|
|
|
|
WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); }
|
|
|
|
|
WRAPPER void CPed::PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE130); }
|
|
|
|
|
WRAPPER void CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CF000); }
|
|
|
|
|
WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); }
|
|
|
|
|
WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); }
|
|
|
|
|
WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); }
|
|
|
|
@ -999,8 +1486,6 @@ WRAPPER void CPed::FinishJumpCB(CAnimBlendAssociation *assoc, void *arg) { EAXJM
|
|
|
|
|
WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); }
|
|
|
|
|
WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4C6620); }
|
|
|
|
|
WRAPPER void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6550); }
|
|
|
|
|
WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E2480); }
|
|
|
|
|
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E2920); }
|
|
|
|
|
|
|
|
|
|
STARTPATCHES
|
|
|
|
|
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
|
|
|
|
@ -1024,4 +1509,11 @@ 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
|
|
|
|
|