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https://github.com/halpz/re3.git
synced 2025-07-03 20:00:49 +00:00
Fixes and style changes from miami
This commit is contained in:
@ -631,7 +631,7 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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// BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
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// if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
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CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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// }
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bBodyPartJustCameOff = true;
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@ -814,15 +814,15 @@ CPed::Avoid(void)
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// Get distance to ped we want to avoid
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CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
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if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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if (distToPed.Magnitude() <= 1.0f && OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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% 1000 / 5;
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m_fRotationDest += DEGTORAD(45.0f);
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if (!bIsLooking) {
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CPed::SetLookFlag(nearestPed, false);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
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SetLookFlag(nearestPed, false);
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SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
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}
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}
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}
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@ -861,8 +861,7 @@ CPed::ClearLookFlag(void) {
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m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
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if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
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RestorePreviousState();
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ClearLookFlag();
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ClearLook();
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}
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}
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}
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@ -985,7 +984,7 @@ CPed::Attack(void)
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
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}
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weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
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weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
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weaponAnimAssoc->SetRun();
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if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
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@ -2900,7 +2899,7 @@ CPed::ReactToAttack(CEntity *attacker)
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#ifdef VC_PED_PORTS
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if (m_nPedState == PED_DRIVING && InVehicle()
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&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) {
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&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING && m_pMyVehicle->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE)) {
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if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
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&& (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS)
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@ -4435,11 +4434,11 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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bool vehPressedHorn = false;
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if (neededTurn > PI)
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neededTurn = 2 * PI - neededTurn;
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neededTurn = TWOPI - neededTurn;
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CVehicle *veh = (CVehicle*)reason;
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if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
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if (veh->m_nCarHornTimer) {
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if (veh->m_nCarHornTimer != 0) {
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vehPressedHorn = true;
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if (!IsPlayer())
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animType = 1;
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@ -4459,7 +4458,7 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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angleToFace += PI;
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if (angleToFace > PI)
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angleToFace -= 2*PI;
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angleToFace -= TWOPI;
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// We don't want to run towards car's direction
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float dangerZone = angleToFace - vehDirection;
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@ -4467,16 +4466,15 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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// So, add or subtract 90deg (jump to left/right) according to that
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if (dangerZone <= 0.0f)
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angleToFace = 0.5f*PI + vehDirection;
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angleToFace = HALFPI + vehDirection;
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else
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angleToFace = vehDirection - 0.5f*PI;
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angleToFace = vehDirection - HALFPI;
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if (animType == 2)
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stepAnim = ANIM_HANDSCOWER;
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else if (animType < 2)
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stepAnim = NUM_ANIMS;
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if (animType == 0 || animType == 1)
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stepAnim = ANIM_EV_STEP;
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else
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stepAnim = NUM_ANIMS;
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else if (animType == 2)
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stepAnim = ANIM_HANDSCOWER;
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}
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if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
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CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
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@ -4506,7 +4504,7 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
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angleToFace = m_fRotationCur;
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CVehicle *veh = (CVehicle*) reason;
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if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer && !IsPlayer()) {
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if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer != 0 && !IsPlayer()) {
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onlyRandomJump = true;
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}
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@ -8341,7 +8339,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
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}
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bIsStanding = false;
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damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed);
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damageDir = GetLocalDirection(-m_vecMoveSpeed);
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vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
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vehColModel = vehModel->GetColModel();
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float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
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@ -8477,7 +8475,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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pieceToDamage = PEDPIECE_MID;
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break;
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}
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CPed::InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
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InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
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if (DyingOrDead()
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&& bIsPedDieAnimPlaying && !m_pCollidingEntity) {
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@ -8507,8 +8505,8 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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else
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damage = 30.0f;
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CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
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CPed::SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);
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InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
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SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);
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if (OnGround() && !m_pCollidingEntity &&
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(!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
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@ -9680,7 +9678,7 @@ CPed::ProcessControl(void)
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} else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
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|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
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CPed::SetDirectionToWalkAroundObject(collidingVeh);
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SetDirectionToWalkAroundObject(collidingVeh);
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CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
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} else if (m_fleeFrom != collidingVeh) {
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@ -9906,7 +9904,7 @@ CPed::ProcessControl(void)
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SetHeading(m_fRotationCur);
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if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) {
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CPed::SetFall(1000, ANIM_KO_SKID_BACK, true);
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SetFall(1000, ANIM_KO_SKID_BACK, true);
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}
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bIsInTheAir = false;
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} else if (m_vecDamageNormal.z > 0.4f) {
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@ -10217,19 +10215,19 @@ CPed::ProcessControl(void)
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Flee();
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break;
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case PED_FOLLOW_PATH:
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CPed::FollowPath();
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FollowPath();
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break;
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case PED_PAUSE:
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CPed::Pause();
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Pause();
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break;
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case PED_ATTACK:
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CPed::Attack();
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Attack();
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break;
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case PED_FIGHT:
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CPed::Fight();
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Fight();
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break;
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case PED_CHAT:
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CPed::Chat();
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Chat();
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break;
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case PED_AIM_GUN:
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if (m_pPointGunAt && m_pPointGunAt->IsPed()
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@ -15982,7 +15980,7 @@ CPed::SeekCar(void)
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if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
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if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
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if (IsPlayer())
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CPed::SetEnterCar(vehToSeek, m_vehEnterType);
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SetEnterCar(vehToSeek, m_vehEnterType);
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} else {
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SetCarJack(vehToSeek);
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}
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@ -16152,15 +16150,15 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
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case HITLEVEL_LOW:
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#ifndef VC_PED_PORTS
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if (direction == 2) {
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CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
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SetFall(1000, ANIM_KO_SKID_BACK, false);
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return;
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}
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#else
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if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
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CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
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SetFall(1000, ANIM_KO_SKID_BACK, false);
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return;
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} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
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CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false);
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SetFall(1000, ANIM_KO_SHOT_STOM, false);
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return;
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}
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#endif
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@ -17366,12 +17364,12 @@ CPed::SetExitBoat(CVehicle *boat)
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) {
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m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
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m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this);
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m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
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m_vehEnterType = CAR_DOOR_RF;
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m_nPedState = PED_EXIT_CAR;
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} else {
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m_vehEnterType = CAR_DOOR_RF;
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CPed::PedSetOutCarCB(nil, this);
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PedSetOutCarCB(nil, this);
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bIsStanding = true;
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m_pCurSurface = boat;
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m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
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