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https://github.com/halpz/re3.git
synced 2025-07-06 08:28:54 +00:00
sync with upstream
This commit is contained in:
@ -273,7 +273,6 @@ static char WaitStateText[][16] = {
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};
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#ifdef TOGGLEABLE_BETA_FEATURES
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bool CPed::bUnusedFightThingOnPlayer = false;
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bool CPed::bPopHeadsOnHeadshot = false;
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bool CPed::bMakePedsRunToPhonesToReportCrimes = false;
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#endif
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@ -719,7 +718,7 @@ CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
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}
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if (pedOnGround)
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* pedOnGround = currentPed;
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*pedOnGround = currentPed;
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return stateToReturn;
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}
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@ -1068,6 +1067,7 @@ 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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// what?!
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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@ -1929,13 +1929,13 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
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float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
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m_vecOffsetSeek.z = 0.0f;
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if (timeUntilStateChange <= 0.0f) {
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m_vecOffsetSeek.x = 0.0f;
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m_vecOffsetSeek.y = 0.0f;
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} else {
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neededPos -= timeUntilStateChange * m_vecOffsetSeek;
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}
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m_vecOffsetSeek.z = 0.0f;
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neededPos -= timeUntilStateChange * m_vecOffsetSeek;
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if (PI + m_fRotationCur < limitedDest) {
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limitedDest -= 2 * PI;
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@ -2120,18 +2120,16 @@ CPed::SortPeds(CPed **list, int min, int max)
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int left = max;
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int right;
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for(right = min; right <= left; ){
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// Those 1.0s are my addition to make sure loop always run for first time.
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for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
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float rightDist, leftDist;
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do {
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rightDiff = GetPosition() - list[right]->GetPosition();
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rightDist = rightDiff.Magnitude();
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}
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right--;
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} while (middleDist > rightDist && ++right);
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for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) {
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do {
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leftDiff = GetPosition() - list[left]->GetPosition();
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leftDist = leftDiff.Magnitude();
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}
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left++;
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} while (middleDist < leftDist && left--);
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if (right <= left) {
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CPed *ped = list[right];
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@ -4536,7 +4534,7 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
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}
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} else {
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if (IsPlayer()) {
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((CPlayerPed*)this)->m_bShouldEvade = 5;
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((CPlayerPed*)this)->m_nEvadeAmount = 5;
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((CPlayerPed*)this)->m_pEvadingFrom = reason;
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reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
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return;
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@ -4827,10 +4825,6 @@ CPed::StartFightAttack(uint8 buttonPressure)
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animAssoc->SetFinishCallback(FinishFightMoveCB, this);
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m_fightState = FIGHTSTATE_NO_MOVE;
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m_takeAStepAfterAttack = false;
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#ifdef TOGGLEABLE_BETA_FEATURES
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m_takeAStepAfterAttack = IsPlayer() && bUnusedFightThingOnPlayer;
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#endif
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bIsAttacking = true;
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if (IsPlayer())
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@ -11064,6 +11058,7 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
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int padNo;
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if (ped->IsPlayer()) {
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// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
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switch (ped->m_nPedType) {
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case PEDTYPE_PLAYER1:
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padNo = 0;
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@ -11077,9 +11072,6 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
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case PEDTYPE_PLAYER4:
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padNo = 3;
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break;
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default:
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// FIX: that was "break"
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return;
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}
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CPad *pad = CPad::GetPad(padNo);
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@ -11179,6 +11171,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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int padNo;
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if (ped->IsPlayer()) {
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// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
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switch (ped->m_nPedType) {
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case PEDTYPE_PLAYER1:
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padNo = 0;
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@ -11192,9 +11185,6 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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case PEDTYPE_PLAYER4:
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padNo = 3;
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break;
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default:
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// FIX: that was "break"
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return;
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}
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CPad* pad = CPad::GetPad(padNo);
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bool engineIsIntact = false;
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@ -11421,6 +11411,34 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (!veh)
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return;
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#ifdef VC_PED_PORTS
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// Situation of entering car as a driver while there is already a driver exiting atm.
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CPed *driver = veh->pDriver;
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if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_VEHICLE
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&& (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
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if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
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ped->QuitEnteringCar();
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return;
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}
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if (driver->CharCreatedBy == MISSION_CHAR) {
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PedSetOutCarCB(nil, veh->pDriver);
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if (driver->m_pMyVehicle) {
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driver->PositionPedOutOfCollision();
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} else {
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driver->m_pMyVehicle = veh;
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driver->PositionPedOutOfCollision();
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driver->m_pMyVehicle = nil;
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}
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veh->pDriver = nil;
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} else {
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driver->SetDead();
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driver->FlagToDestroyWhenNextProcessed();
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veh->pDriver = nil;
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}
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}
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#endif
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if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
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return;
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@ -11450,7 +11468,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (veh->IsBoat()) {
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if (ped->IsPlayer()) {
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#ifdef VC_PED_PORTS
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#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
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CCarCtrl::RegisterVehicleOfInterest(veh);
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#endif
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if (veh->m_status == STATUS_SIMPLE) {
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@ -11503,7 +11521,10 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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#endif
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}
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}
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} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
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}
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// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
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#ifndef VC_PED_PORTS
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else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
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if (ped->m_nPedState == PED_CARJACK) {
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veh->AddPassenger(ped, 0);
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ped->m_nPedState = PED_DRIVING;
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@ -11513,6 +11534,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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veh->AutoPilot.m_nCruiseSpeed = 17;
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}
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}
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#endif
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if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) {
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veh->SetDriver(ped);
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@ -11576,6 +11598,10 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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ped->m_prevObjective = OBJECTIVE_NONE;
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ped->RestorePreviousObjective();
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#ifdef VC_PED_PORTS
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if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
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veh->AutoPilot.m_nCruiseSpeed = 17;
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#endif
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}
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veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
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@ -13102,13 +13128,21 @@ CPed::ProcessObjective(void)
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m_objectiveTimer = 0;
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}
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}
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// fall through
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}
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case OBJECTIVE_ENTER_CAR_AS_DRIVER:
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{
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if (!m_carInObjective || bInVehicle) {
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bObjectiveCompleted = true;
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bScriptObjectiveCompleted = true;
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RestorePreviousState();
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#ifdef VC_PED_PORTS
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if (bInVehicle && m_pMyVehicle != m_carInObjective) {
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SetExitCar(m_pMyVehicle, 0);
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} else
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#endif
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{
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bObjectiveCompleted = true;
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bScriptObjectiveCompleted = true;
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RestorePreviousState();
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}
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} else {
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if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) {
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SetMoveState(PEDMOVE_STILL);
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@ -530,8 +530,8 @@ public:
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void AimGun(void);
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(uint16 audio);
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void SetLookFlag(CEntity *target, bool unknown);
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void SetLookFlag(float direction, bool unknown);
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void SetLookFlag(CEntity *target, bool keepTryingToLook);
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void SetLookFlag(float direction, bool keepTryingToLook);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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void SetDead(void);
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@ -824,7 +824,6 @@ public:
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static CPedAudioData (&CommentWaitTime)[38];
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#ifdef TOGGLEABLE_BETA_FEATURES
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static bool bUnusedFightThingOnPlayer;
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static bool bPopHeadsOnHeadshot;
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static bool bMakePedsRunToPhonesToReportCrimes;
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#endif
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@ -11,13 +11,13 @@
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#include "Darkel.h"
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#include "CarCtrl.h"
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#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
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CPlayerPed::~CPlayerPed()
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{
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delete m_pWanted;
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}
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WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
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CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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{
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m_fMoveSpeed = 0.0f;
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@ -30,13 +30,13 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = 0;
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m_bSpeedTimerFlag = false;
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m_pPointGunAt = nil;
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m_nPedState = PED_IDLE;
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m_fMaxStamina = 150.0f;
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m_fCurrentStamina = m_fMaxStamina;
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m_fStaminaProgress = 0.0f;
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m_bShouldEvade = 0;
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m_nEvadeAmount = 0;
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field_1367 = 0;
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m_nShotDelay = 0;
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field_1376 = 0.0f;
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@ -230,7 +230,7 @@ CPlayerPed::SetInitialState(void)
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m_animGroup = ASSOCGRP_PLAYER;
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m_fMoveSpeed = 0.0f;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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bIsPedDieAnimPlaying = false;
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SetRealMoveAnim();
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@ -651,19 +651,19 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
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{
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float leftRight = padUsed->GetPedWalkLeftRight();
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float upDown = padUsed->GetPedWalkUpDown();
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float padMove = Sqrt(upDown * upDown + leftRight * leftRight);
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float padMove = CVector2D(leftRight, upDown).Magnitude();
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if (padMove > 0.0f) {
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
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m_takeAStepAfterAttack = padMove > 120.0f;
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if (padUsed->GetSprint() && padMove > 60.0f)
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m_takeAStepAfterAttack = padMove > 2 * PAD_MOVE_TO_GAME_WORLD_MOVE;
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if (padUsed->GetSprint() && padMove > 1 * PAD_MOVE_TO_GAME_WORLD_MOVE)
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bIsAttacking = false;
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}
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if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
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if (m_bShouldEvade && m_pEvadingFrom) {
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if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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} else {
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SetJump();
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@ -676,8 +676,8 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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{
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float leftRight = padUsed->GetPedWalkLeftRight();
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float upDown = padUsed->GetPedWalkUpDown();
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float padMove = Sqrt(upDown * upDown + leftRight * leftRight);
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float padMoveInGameUnit = padMove / 60.0f;
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float padMove = CVector2D(leftRight, upDown).Magnitude();
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float padMoveInGameUnit = padMove / PAD_MOVE_TO_GAME_WORLD_MOVE;
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if (padMoveInGameUnit > 0.0f) {
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m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
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m_fMoveSpeed = min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
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@ -710,9 +710,9 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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ClearAttack();
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ClearWeaponTarget();
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if (m_bShouldEvade && m_pEvadingFrom) {
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if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_bShouldEvade = false;
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m_nEvadeAmount = 0;
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m_pEvadingFrom = nil;
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} else {
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SetJump();
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@ -1066,18 +1066,364 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_bHasLockOnTarget = m_pPointGunAt != nil;
|
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}
|
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|
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void
|
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CPlayerPed::PlayerControlZelda(CPad *padUsed)
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{
|
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bool doSmoothSpray = DoWeaponSmoothSpray();
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float camOrientation = TheCamera.Orientation;
|
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float leftRight = padUsed->GetPedWalkLeftRight();
|
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float upDown = padUsed->GetPedWalkUpDown();
|
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float padMoveInGameUnit;
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bool smoothSprayWithoutMove = false;
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||||
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if (doSmoothSpray && upDown > 0.0f) {
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||||
padMoveInGameUnit = 0.0f;
|
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smoothSprayWithoutMove = true;
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||||
} else {
|
||||
padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE;
|
||||
}
|
||||
|
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if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) {
|
||||
float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
|
||||
float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
|
||||
if (doSmoothSpray) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45
|
||||
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI)
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||||
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep();
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else
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m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * CTimer::GetTimeStep();
|
||||
} else {
|
||||
m_fRotationDest = neededTurn;
|
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}
|
||||
|
||||
float maxAcc = 0.07f * CTimer::GetTimeStep();
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||||
m_fMoveSpeed = min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
|
||||
|
||||
} else {
|
||||
m_fMoveSpeed = 0.0f;
|
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}
|
||||
|
||||
if (m_nPedState == PED_JUMP) {
|
||||
if (bIsInTheAir) {
|
||||
if (bUsesCollision && !bHitSteepSlope &&
|
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(!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
|
||||
&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
|
||||
|
||||
float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
|
||||
float angleCos = Cos(m_fRotationCur);
|
||||
ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f);
|
||||
}
|
||||
} else if (bIsLanding) {
|
||||
m_fMoveSpeed = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
|
||||
&& padUsed->GetSprint()) {
|
||||
m_nMoveState = PEDMOVE_SPRINT;
|
||||
}
|
||||
if (m_nPedState != PED_FIGHT)
|
||||
SetRealMoveAnim();
|
||||
|
||||
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
|
||||
&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
|
||||
ClearAttack();
|
||||
ClearWeaponTarget();
|
||||
if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
|
||||
SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
|
||||
m_nEvadeAmount = 0;
|
||||
m_pEvadingFrom = nil;
|
||||
} else {
|
||||
SetJump();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::ProcessControl(void)
|
||||
{
|
||||
if (m_nEvadeAmount != 0)
|
||||
--m_nEvadeAmount;
|
||||
|
||||
if (m_nEvadeAmount == 0)
|
||||
m_pEvadingFrom = nil;
|
||||
|
||||
if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
|
||||
bTryingToReachDryLand = true;
|
||||
} else if (!(((uint8)CTimer::GetFrameCounter() + m_randomSeed) & 0xF)) {
|
||||
CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(GetPosition(), 7.0f, nil,
|
||||
false, true, false, false, false, false);
|
||||
if (nearVeh && nearVeh->IsBoat())
|
||||
bTryingToReachDryLand = true;
|
||||
else
|
||||
bTryingToReachDryLand = false;
|
||||
}
|
||||
CPed::ProcessControl();
|
||||
if (bWasPostponed)
|
||||
return;
|
||||
|
||||
CPad *padUsed = CPad::GetPad(0);
|
||||
m_pWanted->Update();
|
||||
CEntity::PruneReferences();
|
||||
|
||||
if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)
|
||||
RestoreSprintEnergy(1.0f);
|
||||
else if (m_nMoveState == PEDMOVE_RUN)
|
||||
RestoreSprintEnergy(0.3f);
|
||||
|
||||
if (m_nPedState == PED_DEAD) {
|
||||
ClearWeaponTarget();
|
||||
return;
|
||||
}
|
||||
if (m_nPedState == PED_DIE) {
|
||||
ClearWeaponTarget();
|
||||
if (CTimer::GetTimeInMilliseconds() > (uint32)m_bloodyFootprintCount + 4000)
|
||||
SetDead();
|
||||
return;
|
||||
}
|
||||
if (m_nPedState == PED_DRIVING && m_objective != OBJECTIVE_LEAVE_VEHICLE) {
|
||||
if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) {
|
||||
CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR);
|
||||
if (!rollDoorAssoc) {
|
||||
rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR_LOW);
|
||||
}
|
||||
|
||||
// These comparisons are wrong, they return uint16
|
||||
if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || padUsed
|
||||
&& (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f
|
||||
|| padUsed->GetBrake() != 0.0f)) {
|
||||
|
||||
if (rollDoorAssoc)
|
||||
m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
|
||||
} else {
|
||||
m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
|
||||
if (m_pMyVehicle->bLowVehicle)
|
||||
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR_LOW);
|
||||
else
|
||||
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR);
|
||||
|
||||
rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (m_objective == OBJECTIVE_NONE)
|
||||
m_nMoveState = PEDMOVE_STILL;
|
||||
if (bIsLanding)
|
||||
RunningLand(padUsed);
|
||||
if (padUsed && padUsed->WeaponJustDown() && m_nPedState != PED_SNIPER_MODE) {
|
||||
|
||||
// ...Really?
|
||||
eWeaponType playerWeapon = FindPlayerPed()->GetWeapon()->m_eWeaponType;
|
||||
if (playerWeapon == WEAPONTYPE_SNIPERRIFLE) {
|
||||
DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0);
|
||||
} else if (playerWeapon == WEAPONTYPE_ROCKETLAUNCHER) {
|
||||
DMAudio.PlayFrontEndSound(SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM, 0);
|
||||
}
|
||||
}
|
||||
|
||||
switch (m_nPedState) {
|
||||
case PED_NONE:
|
||||
case PED_IDLE:
|
||||
case PED_FLEE_POS:
|
||||
case PED_FLEE_ENTITY:
|
||||
case PED_ATTACK:
|
||||
case PED_FIGHT:
|
||||
case PED_AIM_GUN:
|
||||
if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG400)) {
|
||||
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
|
||||
if (padUsed)
|
||||
PlayerControl1stPersonRunAround(padUsed);
|
||||
} else if (m_nPedState == PED_FIGHT) {
|
||||
if (padUsed)
|
||||
PlayerControlFighter(padUsed);
|
||||
} else if (padUsed) {
|
||||
PlayerControlZelda(padUsed);
|
||||
}
|
||||
}
|
||||
if (IsPedInControl() && padUsed)
|
||||
ProcessPlayerWeapon(padUsed);
|
||||
break;
|
||||
case PED_LOOK_ENTITY:
|
||||
case PED_LOOK_HEADING:
|
||||
case PED_WANDER_RANGE:
|
||||
case PED_WANDER_PATH:
|
||||
case PED_PURSUE:
|
||||
case PED_FOLLOW_PATH:
|
||||
case PED_ROCKET_ODE:
|
||||
case PED_DUMMY:
|
||||
case PED_PAUSE:
|
||||
case PED_FACE_PHONE:
|
||||
case PED_MAKE_CALL:
|
||||
case PED_CHAT:
|
||||
case PED_MUG:
|
||||
case PED_AI_CONTROL:
|
||||
case PED_FOLLOW_ROUTE:
|
||||
case PED_CPR:
|
||||
case PED_SOLICIT:
|
||||
case PED_BUY_ICECREAM:
|
||||
case PED_INVESTIGATE:
|
||||
case PED_STEP_AWAY:
|
||||
case PED_ON_FIRE:
|
||||
case PED_UNKNOWN:
|
||||
case PED_STATES_NO_AI:
|
||||
case PED_STAGGER:
|
||||
case PED_DIVE_AWAY:
|
||||
case PED_STATES_NO_ST:
|
||||
case PED_ARREST_PLAYER:
|
||||
case PED_DRIVING:
|
||||
case PED_PASSENGER:
|
||||
case PED_TAXI_PASSENGER:
|
||||
case PED_OPEN_DOOR:
|
||||
case PED_DIE:
|
||||
case PED_DEAD:
|
||||
case PED_HANDS_UP:
|
||||
break;
|
||||
case PED_SEEK_ENTITY:
|
||||
m_vecSeekPos = m_pSeekTarget->GetPosition();
|
||||
|
||||
// fall through
|
||||
case PED_SEEK_POS:
|
||||
switch (m_nMoveState) {
|
||||
case PEDMOVE_STILL:
|
||||
m_fMoveSpeed = 1.0f;
|
||||
break;
|
||||
case PEDMOVE_RUN:
|
||||
m_fMoveSpeed = 1.8f;
|
||||
break;
|
||||
case PEDMOVE_SPRINT:
|
||||
m_fMoveSpeed = 2.5f;
|
||||
break;
|
||||
default:
|
||||
m_fMoveSpeed = 0.0f;
|
||||
break;
|
||||
}
|
||||
SetRealMoveAnim();
|
||||
if (Seek()) {
|
||||
RestorePreviousState();
|
||||
SetMoveState(PEDMOVE_STILL);
|
||||
}
|
||||
break;
|
||||
case PED_SNIPER_MODE:
|
||||
if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
|
||||
if (padUsed)
|
||||
PlayerControlM16(padUsed);
|
||||
} else if (padUsed) {
|
||||
PlayerControlSniper(padUsed);
|
||||
}
|
||||
break;
|
||||
case PED_SEEK_CAR:
|
||||
case PED_SEEK_IN_BOAT:
|
||||
if (bVehEnterDoorIsBlocked || bKindaStayInSamePlace) {
|
||||
m_fMoveSpeed = 0.0f;
|
||||
} else {
|
||||
m_fMoveSpeed = min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
|
||||
}
|
||||
if (padUsed && !padUsed->ArePlayerControlsDisabled()) {
|
||||
if (padUsed->GetTarget() || padUsed->GetLeftStickXJustDown() || padUsed->GetLeftStickYJustDown() ||
|
||||
padUsed->GetDPadUpJustDown() || padUsed->GetDPadDownJustDown() || padUsed->GetDPadLeftJustDown() ||
|
||||
padUsed->GetDPadRightJustDown()) {
|
||||
|
||||
RestorePreviousState();
|
||||
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
||||
RestorePreviousObjective();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (padUsed && padUsed->GetSprint())
|
||||
m_nMoveState = PEDMOVE_SPRINT;
|
||||
SetRealMoveAnim();
|
||||
break;
|
||||
case PED_JUMP:
|
||||
if (padUsed)
|
||||
PlayerControlZelda(padUsed);
|
||||
if (bIsLanding)
|
||||
break;
|
||||
|
||||
// This has been added later it seems
|
||||
return;
|
||||
case PED_FALL:
|
||||
case PED_GETUP:
|
||||
case PED_ENTER_TRAIN:
|
||||
case PED_EXIT_TRAIN:
|
||||
case PED_CARJACK:
|
||||
case PED_DRAG_FROM_CAR:
|
||||
case PED_ENTER_CAR:
|
||||
case PED_STEAL_CAR:
|
||||
case PED_EXIT_CAR:
|
||||
ClearWeaponTarget();
|
||||
break;
|
||||
case PED_ARRESTED:
|
||||
if (m_nLastPedState == PED_DRAG_FROM_CAR && m_pVehicleAnim)
|
||||
BeingDraggedFromCar();
|
||||
break;
|
||||
}
|
||||
if (padUsed && IsPedShootable()) {
|
||||
ProcessWeaponSwitch(padUsed);
|
||||
GetWeapon()->Update(m_audioEntityId);
|
||||
}
|
||||
ProcessAnimGroups();
|
||||
if (padUsed) {
|
||||
if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FOLLOWPED
|
||||
&& TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_BEHIND) {
|
||||
|
||||
m_lookTimer = 0;
|
||||
float camAngle = CGeneral::LimitRadianAngle(TheCamera.Cams[TheCamera.ActiveCam].Front.Heading());
|
||||
float angleBetweenPlayerAndCam = Abs(camAngle - m_fRotationCur);
|
||||
if (m_nPedState != PED_ATTACK
|
||||
&& angleBetweenPlayerAndCam > DEGTORAD(30.0f) && angleBetweenPlayerAndCam < DEGTORAD(330.0f)) {
|
||||
|
||||
if (angleBetweenPlayerAndCam > DEGTORAD(150.0f) && angleBetweenPlayerAndCam < DEGTORAD(210.0f)) {
|
||||
float rightTurnAngle = CGeneral::LimitRadianAngle(m_fRotationCur - DEGTORAD(150.0f));
|
||||
float leftTurnAngle = CGeneral::LimitRadianAngle(DEGTORAD(150.0f) + m_fRotationCur);
|
||||
if (m_fLookDirection != 999999.0f) {
|
||||
if (Abs(rightTurnAngle - m_fLookDirection) < Abs(leftTurnAngle - m_fLookDirection))
|
||||
camAngle = rightTurnAngle;
|
||||
else
|
||||
camAngle = leftTurnAngle;
|
||||
} else {
|
||||
camAngle = rightTurnAngle;
|
||||
}
|
||||
}
|
||||
SetLookFlag(camAngle, true);
|
||||
SetLookTimer(CTimer::GetTimeStepInMilliseconds() * 5.0f);
|
||||
} else {
|
||||
ClearLookFlag();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m_nMoveState == PEDMOVE_SPRINT && bIsLooking) {
|
||||
ClearLookFlag();
|
||||
SetLookTimer(250);
|
||||
}
|
||||
|
||||
if (m_vecMoveSpeed.Magnitude2D() < 0.1f) {
|
||||
if (m_nSpeedTimer) {
|
||||
if (CTimer::GetTimeInMilliseconds() > m_nSpeedTimer)
|
||||
m_bSpeedTimerFlag = true;
|
||||
} else {
|
||||
m_nSpeedTimer = CTimer::GetTimeInMilliseconds() + 500;
|
||||
}
|
||||
} else {
|
||||
m_nSpeedTimer = 0;
|
||||
m_bSpeedTimerFlag = false;
|
||||
}
|
||||
}
|
||||
|
||||
class CPlayerPed_ : public CPlayerPed
|
||||
{
|
||||
public:
|
||||
CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
|
||||
void dtor(void) { CPlayerPed::~CPlayerPed(); }
|
||||
void SetMoveAnim_(void) { CPlayerPed::SetMoveAnim(); }
|
||||
void ProcessControl_(void) { CPlayerPed::ProcessControl(); }
|
||||
};
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
|
||||
InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
|
||||
InjectHook(0x4F3760, &CPlayerPed_::SetMoveAnim_, PATCH_JUMP);
|
||||
InjectHook(0x4EFD90, &CPlayerPed_::ProcessControl_, PATCH_JUMP);
|
||||
InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
|
||||
InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
|
||||
InjectHook(0x4F36C0, &CPlayerPed::GetPlayerInfoForThisPlayerPed, PATCH_JUMP);
|
||||
|
@ -15,9 +15,9 @@ public:
|
||||
float m_fStaminaProgress;
|
||||
int8 m_nSelectedWepSlot; // eWeaponType
|
||||
bool m_bSpeedTimerFlag;
|
||||
bool m_bShouldEvade;
|
||||
uint8 m_nEvadeAmount;
|
||||
int8 field_1367;
|
||||
int32 m_nSpeedTimer;
|
||||
uint32 m_nSpeedTimer;
|
||||
int32 m_nShotDelay;
|
||||
float field_1376; // m_fAttackButtonCounter?
|
||||
bool m_bHaveTargetSelected; // may have better name
|
||||
@ -75,6 +75,7 @@ public:
|
||||
bool FindWeaponLockOnTarget(void);
|
||||
void ProcessAnimGroups(void);
|
||||
void ProcessPlayerWeapon(CPad*);
|
||||
void PlayerControlZelda(CPad*);
|
||||
|
||||
static void SetupPlayerPed(int32);
|
||||
static void DeactivatePlayerPed(int32);
|
||||
|
Reference in New Issue
Block a user