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P.e.d.s. and fixes
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@ -96,6 +96,21 @@ public:
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}
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}
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// should return direction in 0-8 range. fits perfectly to peds' path directions.
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static int CGeneral::GetNodeHeadingFromVector(float x, float y)
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{
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float angle = CGeneral::GetRadianAngleBetweenPoints(x, y, 0.0f, 0.0f);
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if (angle < 0.0f)
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angle += TWOPI;
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angle = DEGTORAD(22.5f) + TWOPI - angle;
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if (angle >= TWOPI)
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angle -= TWOPI;
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return (int)floorf(angle / DEGTORAD(45.0f));
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}
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// not too sure about all these...
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static uint16 GetRandomNumber(void)
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{ return myrand() & MYRAND_MAX; }
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@ -139,6 +139,20 @@ SpawnCar(int id)
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}
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}
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static void
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LetThemFollowYou(void) {
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CPed* player = (CPed*) FindPlayerPed();
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for (int i = 0; i < player->m_numNearPeds; i++) {
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CPed* nearPed = player->m_nearPeds[i];
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if (nearPed && !nearPed->IsPlayer()) {
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nearPed->SetObjective(OBJECTIVE_FOLLOW_PED_IN_FORMATION, (void*)player);
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nearPed->m_pedFormation = rand() & 7;
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nearPed->bScriptObjectiveCompleted = false;
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}
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}
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}
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static void
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FixCar(void)
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{
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@ -335,6 +349,8 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Vehicles", (int8*)&gbDontRenderVehicles, nil);
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DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
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DebugMenuAddCmd("Debug", "Make peds around you follow you", LetThemFollowYou);
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#ifndef FINAL
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DebugMenuAddVarBool8("Debug", "Toggle unused fight feature", (int8*)&CPed::bUnusedFightThingOnPlayer, nil);
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#endif
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