Merge branch 'miami' into lcs

# Conflicts:
#	premake5.lua
This commit is contained in:
Sergeanur
2021-07-03 16:39:22 +03:00
18 changed files with 152 additions and 103 deletions

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@ -644,9 +644,6 @@ CCopPed::ProcessControl(void)
int numCopsNear = 0;
for (int i = 0; i < player->m_numNearPeds; ++i) {
CPed *nearPed = player->m_nearPeds[i];
#ifdef FIX_BUGS
if (nearPed)
#endif
if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
++numCopsNear;
}

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@ -403,6 +403,30 @@ CPed::~CPed(void)
CPopulation::NumMiamiViceCops--;
CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
DMAudio.DestroyEntity(m_audioEntityId);
// Because of the nature of ped lists in GTA, it can sometimes be outdated.
// Remove ourself from nearPeds list of the Peds in our nearPeds list.
#ifdef FIX_BUGS
for(int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
assert(nearPed != nil);
if (!nearPed->IsPointerValid())
continue;
for(int j = 0; j < nearPed->m_numNearPeds;) {
assert(j == ARRAY_SIZE(m_nearPeds) - 1 || nearPed->m_nearPeds[j] || !nearPed->m_nearPeds[j+1]); // ensure nil comes after nil
if (nearPed->m_nearPeds[j] == this) {
for (int k = j; k < ARRAY_SIZE(m_nearPeds) - 1; k++) {
nearPed->m_nearPeds[k] = nearPed->m_nearPeds[k + 1];
nearPed->m_nearPeds[k + 1] = nil;
}
nearPed->m_numNearPeds--;
} else
j++;
}
}
#endif
}
void
@ -519,13 +543,15 @@ CPed::BuildPedLists(void)
removePed = true;
}
}
assert(i == ARRAY_SIZE(m_nearPeds) - 1 || m_nearPeds[i] || !m_nearPeds[i+1]); // ensure nil comes after nil
if (removePed) {
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
m_nearPeds[j] = m_nearPeds[j + 1];
m_nearPeds[j + 1] = nil;
}
// Above loop won't work on last slot, so we need to empty it.
m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
m_numNearPeds--;
} else
@ -2861,7 +2887,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
if (!bUsesCollision && !bJustCheckCollision)
return false;
return 0;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
collidedWithBoat = true;
@ -6749,7 +6775,7 @@ CPed::FollowPath(void)
}
void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
CPed::SetEvasiveStep(CPhysical *reason, uint8 animType)
{
AnimationId stepAnim;
@ -6767,22 +6793,23 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->IsCar()) {
if (reason->IsVehicle() && ((CVehicle*)reason)->IsCar()) {
CVehicle *veh = (CVehicle*)reason;
if (veh->m_nCarHornTimer != 0) {
vehPressedHorn = true;
if (!IsPlayer())
animType = 1;
}
}
if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, true);
if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
if (neededTurn <= DEGTORAD(90.0f) || reason->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(reason, true);
if ((CGeneral::GetRandomNumber() & 1) && reason->GetModelIndex() != MI_RCBANDIT && animType == 0) {
stepAnim = ANIM_STD_HAILTAXI;
} else {
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
float dangerDirection = CGeneral::GetRadianAngleBetweenPoints(
reason->m_vecMoveSpeed.x, reason->m_vecMoveSpeed.y,
0.0f, 0.0f);
// Let's turn our back to the "reason"
@ -6792,14 +6819,14 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
angleToFace -= TWOPI;
// We don't want to run towards car's direction
float dangerZone = angleToFace - vehDirection;
float dangerZone = angleToFace - dangerDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone > 0.0f)
angleToFace = vehDirection - HALFPI;
angleToFace = dangerDirection - HALFPI;
else
angleToFace = vehDirection + HALFPI;
angleToFace = dangerDirection + HALFPI;
stepAnim = ANIM_STD_NUM;
if (animType == 0 || animType == 1)

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@ -871,7 +871,7 @@ public:
void SetAimFlag(CEntity* to);
void SetAimFlag(float angle);
void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8);
void SetEvasiveStep(CPhysical*, uint8);
void GrantAmmo(eWeaponType, uint32);
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);

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@ -17,9 +17,9 @@ const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
CPedIK::CPedIK(CPed *ped)
CPedIK::CPedIK(CPed *ped) : m_ped(ped)
{
m_ped = ped;
assert(ped != nil);
m_flags = 0;
m_headOrient.yaw = 0.0f;
m_headOrient.pitch = 0.0f;

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@ -34,7 +34,7 @@ public:
AIMS_WITH_ARM = 4,
};
CPed *m_ped;
CPed *Const m_ped;
LimbOrientation m_headOrient;
LimbOrientation m_torsoOrient;
LimbOrientation m_upperArmOrient;