Merge remote-tracking branch 'origin/miami' into lcs

# Conflicts:
#	src/animation/CutsceneMgr.cpp
#	src/control/CarCtrl.cpp
#	src/control/Script.cpp
#	src/control/Script2.cpp
#	src/core/Frontend.cpp
#	src/core/main.cpp
#	src/entities/Physical.cpp
#	src/peds/Ped.cpp
#	src/peds/PedAI.cpp
#	src/text/Messages.cpp
#	src/vehicles/Cranes.cpp
#	src/vehicles/Transmission.cpp
This commit is contained in:
Sergeanur
2021-01-22 15:04:09 +02:00
130 changed files with 92 additions and 669 deletions

View File

@ -18,8 +18,6 @@
#include <float.h>
#endif
// --MIAMI: file done
CCivilianPed::CCivilianPed(ePedType pedtype, uint32 mi) : CPed(pedtype)
{
SetModelIndex(mi);
@ -420,7 +418,6 @@ CCivilianPed::ProcessControl(void)
Avoid();
}
// --MIAMI: Done
bool
CPed::RunToReportCrime(eCrimeType crimeToReport)
{

View File

@ -20,8 +20,6 @@
#include "Ropes.h"
#include "Stinger.h"
// --MIAMI: file done except TODOs
CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
{
m_nCopType = copType;
@ -196,7 +194,7 @@ CCopPed::ClearPursuit(void)
m_bZoneDisabled = false;
ClearObjective();
if (IsPedInControl()) {
if (!m_pMyVehicle || wanted->m_nWantedLevel != 0) {
if (!m_pMyVehicle || wanted->GetWantedLevel() != 0) {
if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) {
m_nLastPedState = PED_IDLE;
SetSeek((CEntity*)m_pMyVehicle, 2.5f);
@ -295,7 +293,7 @@ CCopPed::ScanForCrimes(void)
if (!m_bIsInPursuit) {
CPlayerPed *player = FindPlayerPed();
if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
&& player->m_pWanted->m_nWantedLevel == 0) {
&& player->m_pWanted->GetWantedLevel() == 0) {
if (player->m_pMyVehicle
#ifdef FIX_BUGS
@ -311,7 +309,7 @@ void
CCopPed::CopAI(void)
{
CWanted *wanted = FindPlayerPed()->m_pWanted;
int wantedLevel = wanted->m_nWantedLevel;
int wantedLevel = wanted->GetWantedLevel();
CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) {

View File

@ -9,8 +9,6 @@
#include "CarCtrl.h"
#include "Accident.h"
// --MIAMI: file done
CEmergencyPed::CEmergencyPed(uint32 type) : CPed(type)
{
switch (type){

View File

@ -6,8 +6,6 @@
#include "Streaming.h"
#include "Weapon.h"
// --MIAMI: file done
CGangInfo CGangs::Gang[NUM_GANGS];
bool CGangs::GangAttackWithCops[NUM_GANGS];

File diff suppressed because it is too large Load Diff

View File

@ -30,8 +30,6 @@
#include "GameLogic.h"
#include "Streaming.h"
//--MIAMI: file done
CVector vecPedCarDoorAnimOffset;
CVector vecPedCarDoorLoAnimOffset;
CVector vecPedVanRearDoorAnimOffset;
@ -44,7 +42,6 @@ CVector vecPedHarleyBikeJumpRhsAnimOffset;
CVector vecPedDirtBikeJumpRhsAnimOffset;
CVector vecPedBikeKickAnimOffset;
// --MIAMI: Done
void
CPed::SetObjectiveTimer(int time)
{
@ -55,7 +52,6 @@ CPed::SetObjectiveTimer(int time)
}
}
// --MIAMI: Done
void
CPed::SetStoredObjective(void)
{
@ -90,7 +86,6 @@ CPed::SetStoredObjective(void)
}
}
// --MIAMI: Done
void
CPed::ForceStoredObjective(eObjective objective)
{
@ -124,7 +119,6 @@ CPed::ForceStoredObjective(eObjective objective)
}
}
// --MIAMI: Done
bool
CPed::IsTemporaryObjective(eObjective objective)
{
@ -133,7 +127,6 @@ CPed::IsTemporaryObjective(eObjective objective)
objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}
// --MIAMI: Done
void
CPed::SetObjective(eObjective newObj)
{
@ -180,7 +173,6 @@ CPed::SetObjective(eObjective newObj)
}
}
// --MIAMI: Done
void
CPed::SetObjective(eObjective newObj, void *entity)
{
@ -415,7 +407,6 @@ CPed::SetObjective(eObjective newObj, CVector dest, float safeDist)
}
}
// --MIAMI: Done
// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode
// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call...
void
@ -448,7 +439,6 @@ CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType)
}
}
// --MIAMI: Done
void
CPed::SetObjective(eObjective newObj, CVector dest)
{
@ -588,7 +578,6 @@ CPed::SetObjective(eObjective newObj, CVector dest)
}
}
// --MIAMI: Done
void
CPed::SetObjective(eObjective newObj, float heading, const CVector& pos)
{
@ -605,7 +594,6 @@ CPed::SetObjective(eObjective newObj, float heading, const CVector& pos)
}
}
// --MIAMI: Done
void
CPed::ClearObjective(void)
{
@ -631,7 +619,6 @@ CPed::ClearObjective(void)
}
}
// --MIAMI: Done
void
CPed::ClearLeader(void)
{
@ -651,7 +638,6 @@ CPed::ClearLeader(void)
}
}
// --MIAMI: Done
void
CPed::UpdateFromLeader(void)
{
@ -810,7 +796,6 @@ CPed::UpdateFromLeader(void)
}
}
// --MIAMI: Done
void
CPed::RestorePreviousObjective(void)
{
@ -833,7 +818,6 @@ CPed::RestorePreviousObjective(void)
bObjectiveCompleted = false;
}
// --MIAMI: Done
void
CPed::ProcessObjective(void)
{
@ -969,7 +953,7 @@ CPed::ProcessObjective(void)
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
if (m_nPedType == PEDTYPE_COP) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->GetWantedLevel() * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
} else {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
@ -2105,7 +2089,6 @@ CPed::ProcessObjective(void)
}
}
// --MIAMI: Done
void
CPed::SetFollowRoute(int16 currentPoint, int16 routeType)
{
@ -2118,7 +2101,6 @@ CPed::SetFollowRoute(int16 currentPoint, int16 routeType)
m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute());
}
// --MIAMI: Done
int
CPed::GetNextPointOnRoute(void)
{
@ -2146,7 +2128,6 @@ CPed::GetNextPointOnRoute(void)
return nextPoint;
}
// --MIAMI: Done
bool
CPed::HaveReachedNextPointOnRoute(float distToCountReached)
{
@ -2157,7 +2138,6 @@ CPed::HaveReachedNextPointOnRoute(float distToCountReached)
return false;
}
// --MIAMI: Done
bool
CPed::CanSeeEntity(CEntity *entity, float threshold)
{
@ -2183,7 +2163,6 @@ CPed::CanSeeEntity(CEntity *entity, float threshold)
return neededTurn < threshold || TWOPI - threshold < neededTurn;
}
// --MIAMI: Done
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
@ -2204,7 +2183,6 @@ CPed::SelectGunIfArmed(void)
SetCurrentWeapon(WEAPONTYPE_UNARMED);
return false;
}
// --MIAMI: Done
void
CPed::ReactToPointGun(CEntity *entWithGun)
{
@ -2289,7 +2267,6 @@ CPed::ReactToPointGun(CEntity *entWithGun)
}
}
// --MIAMI: Done
void
CPed::ReactToAttack(CEntity *attacker)
{
@ -2362,7 +2339,6 @@ CPed::ReactToAttack(CEntity *attacker)
}
}
// --MIAMI: Done
void
CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
{
@ -2607,7 +2583,6 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
// --MIAMI: Done
void
CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
{
@ -2827,7 +2802,6 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
return;
}
// --MIAMI: Done
void
CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
{
@ -2913,7 +2887,6 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
}
}
// --MIAMI: Done
void
CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
{
@ -3063,7 +3036,6 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
// --MIAMI: Done
void
CPed::PedShuffle(void)
{
@ -3079,7 +3051,6 @@ CPed::PedShuffle(void)
}
}
// --MIAMI: Done
void
CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
{
@ -3146,7 +3117,6 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
// --MIAMI: Done
void
CPed::PedAnimShuffleCB(CAnimBlendAssociation* assoc, void* arg)
{
@ -3158,7 +3128,6 @@ CPed::PedAnimShuffleCB(CAnimBlendAssociation* assoc, void* arg)
}
}
// --MIAMI: Done
void
CPed::SetFormation(eFormation type)
{
@ -3182,7 +3151,6 @@ CPed::SetFormation(eFormation type)
m_pedFormation = type;
}
// --MIAMI: Done
CVector
CPed::GetFormationPosition(void)
{
@ -3231,7 +3199,6 @@ CPed::GetFormationPosition(void)
return m_pedInObjective->GetMatrix() * formationOffset;
}
// --MIAMI: Done
void
CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
{
@ -3371,7 +3338,6 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
return;
}
// --MIAMI: Done
void
CPed::LineUpPedWithCar(PedLineUpPhase phase)
{
@ -3708,7 +3674,6 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
}
// --MIAMI: Done
void
CPed::SetCarJack(CVehicle* car)
{
@ -3791,7 +3756,6 @@ CPed::SetCarJack(CVehicle* car)
SetCarJack_AllClear(car, m_vehDoor, doorFlag);
}
// --MIAMI: Done
void
CPed::SetCarJack_AllClear(CVehicle* car, uint32 doorNode, uint32 doorFlag)
{
@ -3834,7 +3798,6 @@ CPed::SetCarJack_AllClear(CVehicle* car, uint32 doorNode, uint32 doorFlag)
}
}
// --MIAMI: Done
void
CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
{
@ -3883,7 +3846,6 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehDoor);
}
// --MIAMI: Done
void
CPed::BeingDraggedFromCar(void)
{
@ -3949,7 +3911,6 @@ CPed::BeingDraggedFromCar(void)
}
}
// --MIAMI: Done
void
CPed::SetEnterCar(CVehicle *car, uint32 unused)
{
@ -4026,7 +3987,6 @@ CPed::SetEnterCar(CVehicle *car, uint32 unused)
}
}
// --MIAMI: Done
void
CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
{
@ -4079,7 +4039,6 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
}
}
// --MIAMI: Done
void
CPed::EnterCar(void)
{
@ -4123,7 +4082,6 @@ CPed::EnterCar(void)
}
}
// --MIAMI: Done
void
CPed::QuitEnteringCar(void)
{
@ -4172,7 +4130,6 @@ CPed::QuitEnteringCar(void)
}
}
// --MIAMI: Done
void
CPed::SetExitBoat(CVehicle *boat)
{
@ -4230,7 +4187,6 @@ CPed::SetExitBoat(CVehicle *boat)
m_vecMoveSpeed = boat->m_vecMoveSpeed;
}
// --MIAMI: Done
// wantedDoorNode = 0 means that func. will determine it
void
CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
@ -4615,7 +4571,6 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
}
}
// --MIAMI: Done
void
CPed::ExitCar(void)
{
@ -4687,7 +4642,6 @@ CPed::ExitCar(void)
}
}
// --MIAMI: Done
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
{
@ -4700,7 +4654,6 @@ CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
return vehDoorPos;
}
// --MIAMI: Done
void
CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
{
@ -4769,7 +4722,6 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
}
}
// --MIAMI: Done
bool
CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
{
@ -4853,7 +4805,6 @@ CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
return canEnter;
}
// --MIAMI: Done
void
CPed::GoToNearestDoor(CVehicle *veh)
{
@ -4863,7 +4814,6 @@ CPed::GoToNearestDoor(CVehicle *veh)
SetMoveState(PEDMOVE_RUN);
}
// --MIAMI: Done
// Unused
void CPed::PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg)
{
@ -4877,7 +4827,6 @@ void CPed::PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg)
pPed->SetPosition(position);
}
// --MIAMI: Done
void
CPed::SetAnimOffsetForEnterOrExitVehicle(void)
{
@ -5039,7 +4988,6 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void)
CAnimManager::RemoveAnimBlockRef(bikedBlock);
}
// --MIAMI: Done
void
CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
{
@ -5128,7 +5076,6 @@ CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void
ped->m_nLastPedState = PED_WANDER_PATH;
}
// --MIAMI: Done
void
CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
{
@ -5225,7 +5172,6 @@ CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
ped->SetGetUp();
}
// --MIAMI: Done
uint8
CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
{
@ -5243,7 +5189,6 @@ CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
return 1;
}
// --MIAMI: Done
uint8
CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
{
@ -5302,7 +5247,6 @@ CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
return 1;
}
// --MIAMI: Done :D
void
CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
{
@ -5452,7 +5396,6 @@ CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
}
#endif
// --MIAMI: Done
void
CPed::RegisterThreatWithGangPeds(CEntity *attacker)
{
@ -5516,7 +5459,6 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
}
}
// --MIAMI: Done
// Some helper function which doesn't exist in og game.
inline void
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
@ -5546,7 +5488,6 @@ SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVecto
}
}
// --MIAMI: Done
bool
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
{
@ -5587,7 +5528,6 @@ CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
return false;
}
// --MIAMI: Done
bool
CPed::DuckAndCover(void)
{
@ -5776,7 +5716,6 @@ CPed::DuckAndCover(void)
return false;
}
// --MIAMI: Done
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
{
@ -5824,7 +5763,6 @@ CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
return veh->GetPosition() + doorPos;
}
// --MIAMI: Done
CVector
CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
{
@ -5910,7 +5848,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
}
}
// --MIAMI: Done, but what is this parameter for?
// TODO: what is this parameter for?
void
CPed::SetDuck(uint32 time, bool sth)
{
@ -5936,7 +5874,6 @@ CPed::SetDuck(uint32 time, bool sth)
}
}
// --MIAMI: Done
void
CPed::Duck(void)
{
@ -5963,7 +5900,6 @@ CPed::Duck(void)
}
}
// --MIAMI: Done
void
CPed::ClearDuck(bool clearTimer)
{
@ -5986,7 +5922,6 @@ CPed::ClearDuck(bool clearTimer)
}
}
// --MIAMI: Done
void
CPed::InformMyGangOfAttack(CEntity *attacker)
{
@ -6021,7 +5956,6 @@ CPed::InformMyGangOfAttack(CEntity *attacker)
}
}
// --MIAMI: Done
void
CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
{
@ -6044,7 +5978,6 @@ CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK);
}
// --MIAMI: Done
void
CPed::SetSeekBoatPosition(CVehicle *boat)
{
@ -6060,7 +5993,6 @@ CPed::SetSeekBoatPosition(CVehicle *boat)
SetPedState(PED_SEEK_IN_BOAT);
}
// --MIAMI: Done
void
CPed::SeekBoatPosition(void)
{
@ -6082,7 +6014,6 @@ CPed::SeekBoatPosition(void)
RestorePreviousState();
}
// --MIAMI: Done
bool
CPed::IsRoomToBeCarJacked(void)
{
@ -6106,7 +6037,6 @@ CPed::IsRoomToBeCarJacked(void)
return false;
}
// --MIAMI: Done
void
CPed::AddInCarAnims(CVehicle* car, bool isDriver)
{
@ -6141,7 +6071,6 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver)
StopNonPartialAnims();
}
// --MIAMI: Done
void
CPed::RemoveDrivebyAnims()
{
@ -6169,7 +6098,6 @@ CPed::RemoveDrivebyAnims()
animAssoc->blendDelta = -1000.0f;
}
// --MIAMI: Done
void
CPed::RemoveInCarAnims(void)
{
@ -6182,7 +6110,6 @@ CPed::RemoveInCarAnims(void)
}
}
// --MIAMI: Done
bool
CPed::PositionPedOutOfCollision(void)
{
@ -6321,7 +6248,6 @@ CPed::PositionPedOutOfCollision(void)
return true;
}
// --MIAMI: Done
// "Any" means he shouldn't have to be in vehicle.
bool
CPed::PositionAnyPedOutOfCollision(void)
@ -6377,7 +6303,6 @@ CPed::PositionAnyPedOutOfCollision(void)
return true;
}
// --MIAMI: Done
bool
CPed::WarpPedToNearLeaderOffScreen(void)
{
@ -6411,7 +6336,6 @@ CPed::WarpPedToNearLeaderOffScreen(void)
return teleported;
}
// --MIAMI: Done
bool
CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
{
@ -6445,7 +6369,6 @@ CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
return teleported;
}
// --MIAMI: Done
int32
CPed::KillCharOnFootArmed(CVector &ourPos, CVector &targetPos, CVector &distWithTarget)
{
@ -6720,7 +6643,6 @@ CPed::KillCharOnFootArmed(CVector &ourPos, CVector &targetPos, CVector &distWith
return ATTACK_IN_PROGRESS;
}
// --MIAMI: Done
int32
CPed::KillCharOnFootMelee(CVector &ourPos, CVector &targetPos, CVector &distWithTarget)
{
@ -6975,7 +6897,6 @@ CPed::KillCharOnFootMelee(CVector &ourPos, CVector &targetPos, CVector &distWith
}
}
// --MIAMI: Done
bool
CPed::CanBeDamagedByThisGangMember(CPed* who)
{

View File

@ -13,8 +13,6 @@ const int gcMaxSizeOfPizzaQueue = 5;
const int gcMaxSizeOfShelterQueue = 5;
const int gcMaxSizeOfIceCreamQueue = 1;
//--MIAMI: file done
std::vector<CVector> CPedShelterAttractor::ms_displacements;
CPedAttractorManager* GetPedAttractorManager()

View File

@ -4,8 +4,6 @@
#include "General.h"
#include "Ped.h"
// --MIAMI: file done
// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
PedAudioData CommentWaitTime[56] = {
{ 500, 800, 500, 2 },

View File

@ -26,8 +26,6 @@
#include "Glass.h"
#include "SpecialFX.h"
//--MIAMI: file done
uint16 nPlayerInComboMove;
RpClump* flyingClumpTemp;
@ -161,7 +159,6 @@ CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
return stateToReturn;
}
// --MIAMI: Done
void
CPed::SetPointGunAt(CEntity *to)
{
@ -204,7 +201,6 @@ CPed::SetPointGunAt(CEntity *to)
Say(SOUND_PED_ATTACK);
}
// --MIAMI: Done
void
CPed::PointGunAt(void)
{
@ -232,7 +228,6 @@ CPed::PointGunAt(void)
}
}
// --MIAMI: Done
void
CPed::ClearPointGunAt(void)
{
@ -259,7 +254,6 @@ CPed::ClearPointGunAt(void)
}
}
// --MIAMI: Done
void
CPed::SetAttack(CEntity *victim)
{
@ -442,7 +436,6 @@ CPed::SetAttack(CEntity *victim)
SetLookTimer(100);
}
// --MIAMI: Done
void
CPed::ClearAttack(void)
{
@ -463,7 +456,6 @@ CPed::ClearAttack(void)
}
}
// --MIAMI: Done
void
CPed::ClearAttackByRemovingAnim(void)
{
@ -499,7 +491,6 @@ CPed::ClearAttackByRemovingAnim(void)
}
}
// --MIAMI: Done
void
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
{
@ -579,7 +570,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
}
}
// --MIAMI: Done
void
CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
{
@ -613,7 +603,6 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
}
}
// --MIAMI: Done
uint8
CPed::CheckForPointBlankPeds(CPed *pedToVerify)
{
@ -657,7 +646,6 @@ CPed::CheckForPointBlankPeds(CPed *pedToVerify)
return NO_POINT_BLANK_PED;
}
// --MIAMI: Done except commented things
void
CPed::Attack(void)
{
@ -1045,7 +1033,6 @@ CPed::Attack(void)
bIsAttacking = attackShouldContinue;
}
// --MIAMI: Done
void
CPed::StartFightAttack(uint8 buttonPressure)
{
@ -1135,7 +1122,6 @@ CPed::StartFightAttack(uint8 buttonPressure)
nPlayerInComboMove = 0;
}
// --MIAMI: Done
void
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
{
@ -1385,7 +1371,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
}
}
// --MIAMI: Done
void
CPed::Fight(void)
{
@ -1610,7 +1595,6 @@ CPed::Fight(void)
}
}
// --MIAMI: Done
int32
CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
{
@ -1698,7 +1682,6 @@ CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
return FIGHTMOVE_SHUFFLE_F;
}
// --MIAMI: Done
int32
CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
{
@ -1947,7 +1930,6 @@ CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
return choosenMove;
}
// --MIAMI: Done
void
CPed::EndFight(uint8 endType)
{
@ -1982,7 +1964,6 @@ CPed::EndFight(uint8 endType)
m_nWaitTimer = 0;
}
// --MIAMI: Done
void
CPed::PlayHitSound(CPed *hitTo)
{
@ -2060,7 +2041,6 @@ CPed::PlayHitSound(CPed *hitTo)
#endif
}
// --MIAMI: Done
bool
CPed::FightStrike(CVector &touchedNodePos, bool fightWithWeapon)
{
@ -2157,7 +2137,6 @@ CPed::FightStrike(CVector &touchedNodePos, bool fightWithWeapon)
return false;
}
// --MIAMI: Done
void
CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
{
@ -2308,7 +2287,6 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
}
}
// --MIAMI: Done
void
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
{
@ -2320,7 +2298,6 @@ CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
// --MIAMI: Done
void
CPed::LoadFightData(void)
{
@ -2408,7 +2385,6 @@ CPed::LoadFightData(void)
}
}
// --MIAMI: Done
void
CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
{
@ -2431,7 +2407,6 @@ CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCount
}
// --MIAMI: Done
void
CPed::InvestigateEvent(void)
{
@ -2637,7 +2612,6 @@ CPed::InvestigateEvent(void)
}
}
// --MIAMI: Done
void
CPed::ClearInvestigateEvent(void)
{
@ -2663,7 +2637,6 @@ CPed::ClearInvestigateEvent(void)
SetMoveState(PEDMOVE_WALK);
}
// --MIAMI: Done
bool
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
{
@ -3235,7 +3208,6 @@ RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data)
return newFrame;
}
// --MIAMI: Done
void
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
{
@ -3266,7 +3238,6 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
}
}
// --MIAMI: Done
CObject*
CPed::SpawnFlyingComponent(int pedNode, int8 direction)
{
@ -3274,7 +3245,6 @@ CPed::SpawnFlyingComponent(int pedNode, int8 direction)
return nil;
}
// --MIAMI: Done
// III leftover and unused
void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
@ -3317,14 +3287,12 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
}
}
// --MIAMI: Done
bool
CPed::IsPedHeadAbovePos(float zOffset)
{
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
}
// --MIAMI: Done
bool
CPed::PlacePedOnDryLand(void)
{
@ -3376,7 +3344,6 @@ CPed::PlacePedOnDryLand(void)
return true;
}
// --MIAMI: Done
void
CPed::CollideWithPed(CPed *collideWith)
{
@ -3643,7 +3610,6 @@ CPed::CollideWithPed(CPed *collideWith)
}
}
// --MIAMI: Done
void
CPed::KillPedWithCar(CVehicle *car, float impulse)
{
@ -3881,7 +3847,6 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
}
}
// --MIAMI: Done
void
CPed::DriveVehicle(void)
{
@ -4189,7 +4154,6 @@ CPed::DriveVehicle(void)
}
}
// --MIAMI: Done
void
CPed::RemoveWeaponAnims(int unused, float animDelta)
{

View File

@ -7,8 +7,6 @@
#include "General.h"
#include "RwHelper.h"
//--MIAMI: file done
LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) };
LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };

View File

@ -4,7 +4,6 @@
#include "PedPlacement.h"
#include "World.h"
// --MIAMI: Done
bool
CPedPlacement::FindZCoorForPed(CVector* pos)
{

View File

@ -3,8 +3,6 @@
#include "main.h"
#include "PedRoutes.h"
// --MIAMI: file done
CRouteNode gaRoutes[NUMPEDROUTES];
void

View File

@ -4,8 +4,6 @@
#include "FileMgr.h"
#include "PedType.h"
// --MIAMI: file done
CPedType *CPedType::ms_apPedType[NUM_PEDTYPES];
CPedStats *CPedStats::ms_apPedStats[NUM_PEDSTATS];

View File

@ -51,7 +51,6 @@ CPlayerPed::~CPlayerPed()
delete m_pWanted;
}
// --MIAMI: Done
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
@ -100,7 +99,6 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
}
// --MIAMI: Done
void
CPlayerPed::ClearWeaponTarget()
{
@ -112,21 +110,18 @@ CPlayerPed::ClearWeaponTarget()
ClearPointGunAt();
}
// --MIAMI: Done
void
CPlayerPed::SetWantedLevel(int32 level)
{
m_pWanted->SetWantedLevel(level);
}
// --MIAMI: Done
void
CPlayerPed::SetWantedLevelNoDrop(int32 level)
{
m_pWanted->SetWantedLevelNoDrop(level);
}
// --MIAMI: Done
void
CPlayerPed::MakeObjectTargettable(int32 handle)
{
@ -138,7 +133,6 @@ CPlayerPed::MakeObjectTargettable(int32 handle)
}
}
// --MIAMI: Done
// I don't know the actual purpose of parameter
void
CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
@ -152,7 +146,6 @@ CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
}
}
// --MIAMI: Done
void
CPlayerPed::ClearAdrenaline(void)
{
@ -162,7 +155,6 @@ CPlayerPed::ClearAdrenaline(void)
}
}
// --MIAMI: Done
CPlayerInfo *
CPlayerPed::GetPlayerInfoForThisPlayerPed()
{
@ -172,7 +164,6 @@ CPlayerPed::GetPlayerInfoForThisPlayerPed()
return nil;
}
// --MIAMI: Done
void
CPlayerPed::SetupPlayerPed(int32 index)
{
@ -193,21 +184,18 @@ CPlayerPed::SetupPlayerPed(int32 index)
#endif
}
// --MIAMI: Done
void
CPlayerPed::DeactivatePlayerPed(int32 index)
{
CWorld::Remove(CWorld::Players[index].m_pPed);
}
// --MIAMI: Done
void
CPlayerPed::ReactivatePlayerPed(int32 index)
{
CWorld::Add(CWorld::Players[index].m_pPed);
}
// --MIAMI: Done
void
CPlayerPed::UseSprintEnergy(void)
{
@ -224,7 +212,6 @@ CPlayerPed::UseSprintEnergy(void)
}
}
// --MIAMI: Done
void
CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
{
@ -249,7 +236,6 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
TheCamera.ClearPlayerWeaponMode();
}
// --MIAMI: Done
void
CPlayerPed::MakeChangesForNewWeapon(int32 slot)
{
@ -257,7 +243,6 @@ CPlayerPed::MakeChangesForNewWeapon(int32 slot)
MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
}
// --MIAMI: Done
void
CPlayerPed::ReApplyMoveAnims(void)
{
@ -277,7 +262,6 @@ CPlayerPed::ReApplyMoveAnims(void)
}
}
// --MIAMI: Done
void
CPlayerPed::SetInitialState(void)
{
@ -324,7 +308,6 @@ CPlayerPed::SetInitialState(void)
m_attachWepAmmo = 0;
}
// --MIAMI: Done
void
CPlayerPed::SetRealMoveAnim(void)
{
@ -568,7 +551,6 @@ CPlayerPed::SetRealMoveAnim(void)
}
}
// --MIAMI: Done
void
CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
{
@ -576,7 +558,6 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
}
// --MIAMI: Done
float
CPlayerPed::DoWeaponSmoothSpray(void)
{
@ -626,7 +607,6 @@ CPlayerPed::DoWeaponSmoothSpray(void)
return -1.0f;
}
// --MIAMI: Done
void
CPlayerPed::DoStuffToGoOnFire(void)
{
@ -634,7 +614,6 @@ CPlayerPed::DoStuffToGoOnFire(void)
TheCamera.ClearPlayerWeaponMode();
}
// --MIAMI: Done
bool
CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
{
@ -646,7 +625,6 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
return false;
}
// --MIAMI: Done
// Cancels landing anim while running & jumping? I think
void
CPlayerPed::RunningLand(CPad *padUsed)
@ -665,7 +643,6 @@ CPlayerPed::RunningLand(CPad *padUsed)
}
}
// --MIAMI: Done
bool
CPlayerPed::IsThisPedAnAimingPriority(CPed *suspect)
{
@ -688,7 +665,6 @@ CPlayerPed::IsThisPedAnAimingPriority(CPed *suspect)
return suspect->m_nPedState == PED_ABSEIL;
}
// --MIAMI: Done
void
CPlayerPed::PlayerControlSniper(CPad *padUsed)
{
@ -725,7 +701,6 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
// --MIAMI: Done
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
@ -816,7 +791,6 @@ switchDetectDone:
}
}
// --MIAMI: Done
void
CPlayerPed::PlayerControlM16(CPad *padUsed)
{
@ -853,7 +827,6 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
// --MIAMI: Done
void
CPlayerPed::PlayerControlFighter(CPad *padUsed)
{
@ -879,7 +852,6 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
}
}
// --MIAMI: Done
void
CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
{
@ -940,7 +912,6 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
#endif
}
// --MIAMI: Done
void
CPlayerPed::KeepAreaAroundPlayerClear(void)
{
@ -990,7 +961,6 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
}
}
// --MIAMI: Done
void
CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool lookToLeft, bool priority)
{
@ -1017,7 +987,6 @@ CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr,
}
}
// --MIAMI: Done
void
CPlayerPed::EvaluateTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool priority)
{
@ -1072,7 +1041,6 @@ CPlayerPed::RotatePlayerToTrackTarget(void)
}
}
// --MIAMI: Done
bool
CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
{
@ -1115,7 +1083,6 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
return true;
}
// --MIAMI: Done
bool
CPlayerPed::FindWeaponLockOnTarget(void)
{
@ -1167,7 +1134,6 @@ CPlayerPed::FindWeaponLockOnTarget(void)
return true;
}
// --MIAMI: Done
void
CPlayerPed::ProcessAnimGroups(void)
{
@ -1477,7 +1443,6 @@ CPlayerPed::MovementDisabledBecauseOfTargeting(void)
return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
}
// --MIAMI: Done
void
CPlayerPed::PlayerControlZelda(CPad *padUsed)
{
@ -1655,7 +1620,7 @@ CPlayerPed::ProcessControl(void)
if (m_nEvadeAmount == 0)
m_pEvadingFrom = nil;
if (m_pWanted->m_nWantedLevel > 0)
if (m_pWanted->GetWantedLevel() > 0)
FindNewAttackPoints();
UpdateMeleeAttackers();
@ -1953,7 +1918,6 @@ CPlayerPed::ProcessControl(void)
UpdateRpHAnim();
}
// --MIAMI: Done
bool
CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
{
@ -2037,7 +2001,6 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
}
}
// --MIAMI: Done
void
CPlayerPed::SetNearbyPedsToInteractWithPlayer(void)
{
@ -2072,7 +2035,6 @@ CPlayerPed::SetNearbyPedsToInteractWithPlayer(void)
}
}
// --MIAMI: Done
void
CPlayerPed::UpdateMeleeAttackers(void)
{
@ -2115,7 +2077,6 @@ CPlayerPed::UpdateMeleeAttackers(void)
&& m_pMeleeList[4] == this && m_pMeleeList[5] == this;
}
// --MIAMI: Done
void
CPlayerPed::RemovePedFromMeleeList(CPed *ped)
{
@ -2128,7 +2089,6 @@ CPlayerPed::RemovePedFromMeleeList(CPed *ped)
ped->m_attackTimer = 0;
}
// --MIAMI: Done
void
CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist)
{
@ -2161,7 +2121,6 @@ CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist)
}
}
// --MIAMI: Done
int32
CPlayerPed::FindMeleeAttackPoint(CPed *victim, CVector &dist, uint32 &endOfAttackOut)
{

View File

@ -29,8 +29,6 @@
#include "Clock.h"
#include "WaterLevel.h"
// --MIAMI: File done
#define MIN_CREATION_DIST 40.0f // not for start of the game (look at the GeneratePedsAtStartOfGame)
#define CREATION_RANGE 10.0f // added over the MIN_CREATION_DIST.
#define OFFSCREEN_CREATION_MULT 0.5f
@ -537,7 +535,7 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
CTheZones::GetZoneInfoForTimeOfDay(&playerCentreOfWorld, &zoneInfo);
CWanted *wantedInfo = playerInfo->m_pPed->m_pWanted;
if (wantedInfo->m_nWantedLevel > 2) {
if (wantedInfo->GetWantedLevel() > 2) {
if (!CGame::IsInInterior() && (CGeneral::GetRandomNumber() % 32 == 0) && FindPlayerVehicle())
forceAddingCop = true;