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@ -10,6 +10,7 @@
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#include "Ped.h"
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#include "PlayerPed.h"
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#include "General.h"
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#include "SurfaceTable.h"
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#include "VisibilityPlugins.h"
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#include "AudioManager.h"
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#include "HandlingMgr.h"
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@ -27,6 +28,7 @@
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
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WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
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WRAPPER void CPed::SetDead(void) { EAXJMP(0x4D3970); }
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
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WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
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@ -430,7 +432,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagI1 = false;
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m_ped_flagI2 = false;
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m_ped_flagI4 = false;
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bRecordedForReplay = false;
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bHasAlreadyBeenRecorded = false;
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m_ped_flagI10 = false;
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#ifdef KANGAROO_CHEAT
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m_ped_flagI80 = false;
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@ -669,7 +671,7 @@ CPed::AimGun(void)
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vector.y = pos.y;
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vector.z = pos.z;
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} else {
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vector = *(m_pSeekTarget->GetPosition());
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vector = m_pSeekTarget->GetPosition();
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}
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Say(SOUND_PED_ATTACK);
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@ -1540,7 +1542,7 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType,
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GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
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doorPos = Multiply3x3(vehMat, *output);
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*output = *veh->GetPosition() + doorPos;
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*output = veh->GetPosition() + doorPos;
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}
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void
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@ -1659,7 +1661,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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CVector neededPos;
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if (phase == LINE_UP_TO_CAR_2) {
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neededPos = *GetPosition();
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neededPos = GetPosition();
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} else {
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GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
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}
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@ -1772,12 +1774,12 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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static void
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particleProduceFootDust(CPed *ped, CVector *pos, float size, int times)
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{
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switch (ped->m_nLastCollType)
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switch (ped->m_nSurfaceTouched)
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{
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case 1: // somewhere hard
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case 3: // soft dirt
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case 5: // pavement
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case 18:// sand
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case SURFACE_TARMAC:
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case SURFACE_DIRT:
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case SURFACE_PAVEMENT:
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case SURFACE_SAND:
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for (int i = 0; i < times; ++i) {
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CVector adjustedPos = *pos;
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adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
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@ -1879,7 +1881,7 @@ CPed::PlayFootSteps(void)
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}
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}
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if (m_nLastCollType == 19) { // Water
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if (m_nSurfaceTouched == SURFACE_PUDDLE) {
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float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
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if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
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float particleSize = pedSpeed * 2.0f;
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@ -2087,7 +2089,7 @@ CPed::CalculateNewOrientation(void)
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if (CReplay::IsPlayingBack() || !IsPedInControl())
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return;
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CVector pos = *GetPosition();
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CVector pos = GetPosition();
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GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
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@ -251,7 +251,7 @@ public:
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uint8 m_ped_flagI1 : 1;
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uint8 m_ped_flagI2 : 1;
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uint8 m_ped_flagI4 : 1;
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uint8 bRecordedForReplay : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 m_ped_flagI10 : 1;
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uint8 m_ped_flagI20 : 1;
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uint8 m_ped_flagI40 : 1;
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@ -414,6 +414,7 @@ public:
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void SetLookFlag(float direction, bool unknown);
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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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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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@ -24,6 +24,19 @@ void CPlayerPed::ClearWeaponTarget()
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ClearPointGunAt();
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}
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void
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CPlayerPed::SetWantedLevel(int32 level)
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{
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m_pWanted->SetWantedLevel(level);
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}
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void
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CPlayerPed::SetWantedLevelNoDrop(int32 level)
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{
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m_pWanted->SetWantedLevelNoDrop(level);
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}
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class CPlayerPed_ : public CPlayerPed
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{
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public:
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@ -43,6 +43,8 @@ public:
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void ReApplyMoveAnims(void);
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void ClearWeaponTarget();
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void SetWantedLevel(int32 level);
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void SetWantedLevelNoDrop(int32 level);
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static void SetupPlayerPed(int32);
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static void DeactivatePlayerPed(int32);
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