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@ -202,8 +202,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_pedFormation = FORMATION_UNDEFINED;
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m_collidingThingTimer = 0;
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m_nPedStateTimer = 0;
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m_actionX = 0;
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m_actionY = 0;
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m_actionX = 0.0f;
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m_actionY = 0.0f;
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m_phoneTalkTimer = 0;
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m_stateUnused = 0;
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m_leaveCarTimer = 0;
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@ -295,7 +295,6 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bIsShooting = false;
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bFindNewNodeAfterStateRestore = false;
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bHasACamera = false;
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bGonnaInvestigateEvent = false;
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bPedIsBleeding = false;
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bStopAndShoot = false;
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@ -352,7 +351,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bSomeVCflag1 = false;
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#endif
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if ((CGeneral::GetRandomNumber() & 3) == 0)
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if (CGeneral::GetRandomNumber() & 3)
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bHasACamera = false;
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else
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bHasACamera = true;
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m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
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@ -766,10 +767,10 @@ CPed::OurPedCanSeeThisOne(CEntity *target)
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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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CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(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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if (DotProduct2D(dist, CVector2D(GetForward())) < 0.0f)
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return false;
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// Check if target is too far away
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@ -798,7 +799,7 @@ CPed::Avoid(void)
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if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
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// Check if this ped wants to avoid the nearest one
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if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
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if (CPedType::GetAvoid(m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
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// 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.
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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@ -1761,7 +1762,6 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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if (seatPosMult > 0.2f || vehIsUpsideDown) {
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SetPosition(neededPos);
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SetHeading(m_fRotationCur);
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} else {
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CMatrix vehDoorMat(veh->GetMatrix());
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@ -8130,7 +8130,7 @@ CPed::InvestigateEvent(void)
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
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if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) {
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 14.0f);
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
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SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
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} else if (CGeneral::GetRandomNumber() & 3) {
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@ -8157,7 +8157,7 @@ CPed::InvestigateEvent(void)
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animToPlay = ANIM_XPRESS_SCRATCH;
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
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SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
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SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
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} else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) {
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animAssoc->blendDelta = -8.0f;
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@ -8247,7 +8247,7 @@ CPed::InvestigateEvent(void)
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SetMoveState(PEDMOVE_WALK);
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return;
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}
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if (distSqr > 1.44f) {
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if (distSqr > sq(1.2f)) {
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SetMoveState(PEDMOVE_WALK);
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return;
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}
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@ -8555,7 +8555,6 @@ CPed::LookForInterestingNodes(void)
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{
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CBaseModelInfo *model;
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CPtrNode *ptrNode;
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CVector effectPos;
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CVector effectDist;
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C2dEffect *effect;
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CMatrix *objMat;
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@ -8596,7 +8595,7 @@ CPed::LookForInterestingNodes(void)
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &veh->GetMatrix();
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effectPos = veh->GetMatrix() * effect->pos;
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CVector effectPos = veh->GetMatrix() * effect->pos;
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effectDist = effectPos - GetPosition();
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if (effectDist.MagnitudeSqr() < sq(8.0f)) {
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found = true;
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@ -8614,7 +8613,7 @@ CPed::LookForInterestingNodes(void)
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &obj->GetMatrix();
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effectPos = obj->GetMatrix() * effect->pos;
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CVector effectPos = obj->GetMatrix() * effect->pos;
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effectDist = effectPos - GetPosition();
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if (effectDist.MagnitudeSqr() < sq(8.0f)) {
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found = true;
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@ -8632,7 +8631,7 @@ CPed::LookForInterestingNodes(void)
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &building->GetMatrix();
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effectPos = building->GetMatrix() * effect->pos;
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CVector effectPos = building->GetMatrix() * effect->pos;
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effectDist = effectPos - GetPosition();
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if (effectDist.MagnitudeSqr() < sq(8.0f)) {
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found = true;
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@ -8650,7 +8649,7 @@ CPed::LookForInterestingNodes(void)
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &building->GetMatrix();
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effectPos = building->GetMatrix() * effect->pos;
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CVector effectPos = building->GetMatrix() * effect->pos;
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effectDist = effectPos - GetPosition();
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if (effectDist.MagnitudeSqr() < sq(8.0f)) {
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found = true;
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@ -8676,12 +8675,13 @@ CPed::LookForInterestingNodes(void)
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return false;
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}
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CVector2D effectPos = *objMat * effect->pos;
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switch (effect->attractor.type) {
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case ATTRACTORTYPE_ICECREAM:
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SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace);
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SetInvestigateEvent(EVENT_ICECREAM, effectPos, 0.1f, 15000, angleToFace);
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break;
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case ATTRACTORTYPE_STARE:
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SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(effectPos), 1.0f,
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SetInvestigateEvent(EVENT_SHOPSTALL, effectPos, 1.0f,
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CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
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angleToFace);
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break;
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@ -11732,7 +11732,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
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if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOYZ) {
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int16 lastVehicle;
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CEntity *vehicles[8];
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CWorld::FindObjectsInRange(GetPosition(), 30.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
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CWorld::FindObjectsInRange(GetPosition(), ENTER_CAR_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
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if (lastVehicle > 8)
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lastVehicle = 8;
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@ -12539,7 +12539,8 @@ CPed::ProcessObjective(void)
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SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
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bFleeAfterExitingCar = true;
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} else if (m_nPedState != PED_FLEE_POS) {
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SetFlee(GetPosition(), 10000);
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CVector2D fleePos = GetPosition();
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SetFlee(fleePos, 10000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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}
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@ -12585,7 +12586,7 @@ CPed::ProcessObjective(void)
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{
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if (m_pedInObjective) {
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if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
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&& m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops
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&& m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops != 0
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&& !bKindaStayInSamePlace) {
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SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
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@ -12693,7 +12694,6 @@ CPed::ProcessObjective(void)
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SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
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break;
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}
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if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
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ClearLookFlag();
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bObjectiveCompleted = true;
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@ -13249,7 +13249,7 @@ CPed::ProcessObjective(void)
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if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
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distWithTarget = m_carInObjective->GetPosition() - GetPosition();
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if (!bInVehicle) {
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if (nEnterCarRangeMultiplier * 30.0f < distWithTarget.Magnitude()) {
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if (nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST < distWithTarget.Magnitude()) {
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if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
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WarpPedToNearEntityOffScreen(m_carInObjective);
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@ -13534,11 +13534,12 @@ CPed::ProcessObjective(void)
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RestorePreviousObjective();
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} else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
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CVehicle *carToSteal = nil;
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float closestCarDist = 30.0f;
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float closestCarDist = ENTER_CAR_MAX_DIST;
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CVector pos = GetPosition();
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int16 lastVehicle;
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CEntity *vehicles[8];
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// NB: This should've been ENTER_CAR_MAX_DIST actually, and is fixed in VC.
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CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
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for(int i = 0; i < lastVehicle; i++) {
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CVehicle *nearVeh = (CVehicle*)vehicles[i];
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@ -14545,14 +14546,10 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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upperSpeedLimit *= 2.0f;
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lowerSpeedLimit *= 1.5f;
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}
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if (!bWasStanding) {
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if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
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|| m_pCollidingEntity == collidingEnt) {
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CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
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if (!bWasStanding && speed > upperSpeedLimit && (/*!bPushedAlongByCar ||*/ m_vecMoveSpeed.z < lowerSpeedLimit)
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&& m_pCollidingEntity != collidingEnt) {
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
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InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
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}
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} else {
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float damage = 100.0f * Max(speed - 0.25f, 0.0f);
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float damage2 = damage;
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if (m_vecMoveSpeed.z < -0.25f)
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@ -14563,20 +14560,18 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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CVector2D offset = -m_vecMoveSpeed;
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dir = GetLocalDirection(offset);
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}
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InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
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if (IsPlayer() && damage2 > 5.0f)
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Say(SOUND_PED_LAND);
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}
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} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
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InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
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}
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#else
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float speedSqr = 0.0f;
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if (!bWasStanding) {
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if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
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InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
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}
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} else {
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CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
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if (!bWasStanding && (m_vecMoveSpeed.z < -0.25f || (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) > sq(0.5f))) {
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if (speedSqr == 0.0f)
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speedSqr = sq(m_vecMoveSpeed.z);
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@ -14586,7 +14581,9 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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dir = GetLocalDirection(offset);
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}
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InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
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}
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} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
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InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
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}
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#endif
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m_vecMoveSpeed.z = 0.0f;
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@ -15008,7 +15005,7 @@ CPed::ProcessBuoyancy(void)
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ApplyMoveForce(buoyancyImpulse);
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if (!DyingOrDead()) {
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if (bTryingToReachDryLand) {
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if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
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if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.4f * CTimer::GetTimeStep()) {
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bTryingToReachDryLand = false;
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CVector pos = GetPosition();
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if (PlacePedOnDryLand()) {
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@ -15032,7 +15029,7 @@ CPed::ProcessBuoyancy(void)
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}
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}
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float speedMult = 0.0f;
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if (buoyancyImpulse.z / m_fMass > 0.006f * CTimer::GetTimeStep()
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if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.75f * CTimer::GetTimeStep()
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|| mod_Buoyancy.m_waterlevel > GetPosition().z) {
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speedMult = pow(0.9f, CTimer::GetTimeStep());
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m_vecMoveSpeed.x *= speedMult;
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@ -15041,7 +15038,7 @@ CPed::ProcessBuoyancy(void)
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bIsStanding = false;
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InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) {
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if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.25f * CTimer::GetTimeStep()) {
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if (speedMult == 0.0f) {
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speedMult = pow(0.9f, CTimer::GetTimeStep());
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}
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