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@ -401,7 +401,7 @@ CPed::Avoid(void) {
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int8 temper;
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int moveState;
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CPed* nearestPed;
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float rate;
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float walkAngle;
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float distance;
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temper = m_pedStats->m_temper;
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@ -416,19 +416,17 @@ CPed::Avoid(void) {
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&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
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& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
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CVector2D pedAngleRatio(
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cos(RADTODEG(m_fRotationCur) / RADTODEG(1)),
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-sin(RADTODEG(m_fRotationCur) / RADTODEG(1))
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);
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// sin^2 + cos^2 must always return 1, and it does return... so what's the point?
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rate = 1.0f / pedAngleRatio.Magnitude();
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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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walkAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
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// Original code was multiplying sin/cos with the number below, which is pointless because it's always 1.
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// ratio = 1.0f / sqrt(sin*sin + cos*cos);
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CVector2D walkedUpToPed(
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nearestPed->GetPosition().x - (1.25 * (pedAngleRatio.y * rate) + GetPosition().x),
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nearestPed->GetPosition().y - (1.25 * (pedAngleRatio.x * rate) + GetPosition().y)
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nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x),
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nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y)
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);
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distance = walkedUpToPed.Magnitude();
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@ -3,10 +3,10 @@
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#include "Physical.h"
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#include "Weapon.h"
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#include "PedIK.h"
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#include "PedStats.h"
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#include "AnimManager.h"
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#include "AnimBlendClumpData.h"
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struct PedStat;
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struct CPathNode;
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enum {
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