VC fighting, Peds, many fixes including ghost bikes

This commit is contained in:
eray orçunus
2020-07-08 17:26:23 +03:00
parent 515559d00c
commit 67a3c7d2ee
22 changed files with 813 additions and 506 deletions

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@ -82,6 +82,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
m_bZoneDisabled = false;
field_628 = -1;
m_nRoadblockNode = -1; // TODO(Miami): this will be nil
m_bThrowsSpikeTrap = false;
field_5FF = 0;
m_fAbseilPos = 0.0f;
m_bBeatingSuspect = false;

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@ -25,6 +25,7 @@ public:
bool m_bZoneDisabled;
float m_fAbseilPos;
eCopType m_nCopType;
bool m_bThrowsSpikeTrap;
int32 field_624;
int8 field_628;

File diff suppressed because it is too large Load Diff

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@ -98,7 +98,6 @@ enum PedFightMoves
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCH,
FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
// Directionals
@ -457,7 +456,7 @@ public:
uint32 bIsDrowning : 1;
uint32 bDrownsInWater : 1;
//uint32 b156_4
uint32 b156_8 : 1;
uint32 bHeldHostageInCar : 1;
uint32 bIsPlayerFriend : 1;
uint32 bHeadStuckInCollision : 1;
uint32 bDeadPedInFrontOfCar : 1;
@ -467,7 +466,7 @@ public:
uint32 bDoomAim : 1;
uint32 bCanBeShotInVehicle : 1;
//uint32 b157_8
uint32 b157_10 : 1;
uint32 bMakeFleeScream : 1;
uint32 bPushedAlongByCar : 1;
uint32 b157_40 : 1;
uint32 bIgnoreThreatsBehindObjects : 1;
@ -482,7 +481,6 @@ public:
//uint32 b158_80
// our own flags
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 m_gangFlags;
@ -590,8 +588,8 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_curFightMove;
uint32 m_lastFightMove;
uint32 m_lastHitState; // TODO(Miami): What's this?
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
@ -757,6 +755,8 @@ public:
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&, bool);
void FightHitPed(CPed*, CVector&, CVector&, int16);
int32 ChooseAttackPlayer(uint8, bool);
int32 ChooseAttackAI(uint8, bool);
int GetLocalDirection(const CVector2D &);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
@ -960,6 +960,7 @@ public:
bool Dying(void) { return m_nPedState == PED_DIE; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; }
bool Driving(void) { return m_nPedState == PED_DRIVING; }
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
@ -1028,6 +1029,20 @@ public:
else
return (AnimationId)0;
}
static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bFinish3rd)
return ANIM_MELEE_ATTACK_FINISH;
else
return (AnimationId)0;
}
static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bUse2nd)
return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
else
return (AnimationId)0;
}
// --
// My additions, because there were many, many instances of that.

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@ -784,6 +784,7 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
// --MIAMI: Done
void
CPlayerPed::PlayerControlFighter(CPad *padUsed)
{
@ -809,6 +810,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
}
}
// --MIAMI: Done
void
CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
{

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@ -559,16 +559,23 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
CZoneInfo zoneInfo;
CPed *gangLeader = nil;
bool addCop = false;
bool forceAddingCop = false;
CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus];
CVector playerCentreOfWorld = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CTheZones::GetZoneInfoForTimeOfDay(&playerCentreOfWorld, &zoneInfo);
CWanted *wantedInfo = playerInfo->m_pPed->m_pWanted;
if (wantedInfo->m_nWantedLevel > 2) {
if (ms_nNumCop < wantedInfo->m_MaxCops && !playerInfo->m_pPed->bInVehicle
&& (CCarCtrl::NumLawEnforcerCars >= wantedInfo->m_MaximumLawEnforcerVehicles
if (!CGame::IsInInterior() && (CGeneral::GetRandomNumber() % 32 == 0) && FindPlayerVehicle())
forceAddingCop = true;
uint32 maxCops = CGame::IsInInterior() ? wantedInfo->m_MaxCops * 1.6f : wantedInfo->m_MaxCops;
if ((ms_nNumCop < maxCops || forceAddingCop) &&
(!playerInfo->m_pPed->bInVehicle &&
(CCarCtrl::NumLawEnforcerCars >= wantedInfo->m_MaximumLawEnforcerVehicles
|| CCarCtrl::NumRandomCars >= playerInfo->m_nTrafficMultiplier * CCarCtrl::CarDensityMultiplier
|| CCarCtrl::NumFiretrucksOnDuty + CCarCtrl::NumAmbulancesOnDuty + CCarCtrl::NumParkedCars
+ CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse)) {
+ CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse) || forceAddingCop)) {
addCop = true;
minDist = PedCreationDistMultiplier() * MIN_CREATION_DIST;
maxDist = PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE);
@ -693,6 +700,9 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
if (!farEnoughToAdd)
break;
CPed *newPed = AddPed((ePedType)pedTypeToAdd, modelToAdd, generatedCoors);
if (forceAddingCop && newPed->m_nPedType == PEDTYPE_COP)
((CCopPed*)newPed)->m_bThrowsSpikeTrap = true;
newPed->SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
if (i != 0) {
@ -721,10 +731,11 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
}
}
// TODO(Miami)
CPed*
CPopulation::AddPedInCar(CVehicle* car, bool isDriver)
{
int defaultModel = MI_MALE01;
const int defaultModel = MI_MALE01;
int miamiViceIndex = 0;
bool imSureThatModelIsLoaded = true;
CVector coors = FindPlayerCoors();
@ -744,10 +755,6 @@ CPopulation::AddPedInCar(CVehicle* car, bool isDriver)
preferredModel = 0;
pedType = PEDTYPE_EMERGENCY;
break;
case MI_FBICAR:
preferredModel = COP_FBI;
pedType = PEDTYPE_COP;
break;
case MI_POLICE:
case MI_PREDATOR:
preferredModel = COP_STREET;
@ -762,24 +769,24 @@ CPopulation::AddPedInCar(CVehicle* car, bool isDriver)
preferredModel = COP_ARMY;
pedType = PEDTYPE_COP;
break;
case MI_VICECHEE: // TODO(MIAMI): figure out new structure of the function
preferredModel = COP_MIAMIVICE;
case MI_FBIRANCH:
preferredModel = COP_FBI;
pedType = PEDTYPE_COP;
miamiViceIndex = (isDriver ? 2 * CCarCtrl::MiamiViceCycle : 2 * CCarCtrl::MiamiViceCycle + 1);
break;
case MI_TAXI:
case MI_CABBIE:
case MI_ZEBRA:
case MI_KAUFMAN:
if (CGeneral::GetRandomTrueFalse()) {
pedType = PEDTYPE_CIVMALE;
preferredModel = MI_TAXI_D;
default:
if (car->GetModelIndex() == MI_TAXI || car->GetModelIndex() == MI_CABBIE || car->GetModelIndex() == MI_ZEBRA || car->GetModelIndex() == MI_KAUFMAN) {
if (isDriver) {
pedType = PEDTYPE_CIVMALE;
preferredModel = MI_TAXI_D;
break;
}
} else if (car->GetModelIndex() == MI_VICECHEE && car->bIsLawEnforcer) {
preferredModel = COP_MIAMIVICE;
pedType = PEDTYPE_COP;
miamiViceIndex = (isDriver ? 2 * CCarCtrl::MiamiViceCycle : 2 * CCarCtrl::MiamiViceCycle + 1);
break;
}
defaultModel = MI_TAXI_D;
// fall through
default:
int gangOfPed = 0;
imSureThatModelIsLoaded = false;
@ -798,8 +805,12 @@ CPopulation::AddPedInCar(CVehicle* car, bool isDriver)
if (preferredModel == -1)
preferredModel = defaultModel;
if (((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_carsCanDrive & (1 << carModelInfo->m_vehicleClass))
break;
if (((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->GetRwObject()) {
if (!car->IsPassenger(preferredModel) && !car->IsDriver(preferredModel)) {
if (((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_carsCanDrive & (1 << carModelInfo->m_vehicleClass))
break;
}
}
}
if (i == -1)
preferredModel = defaultModel;