mirror of
https://github.com/halpz/re3.git
synced 2025-07-03 20:00:49 +00:00
PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
This commit is contained in:
@ -264,7 +264,7 @@ CCopPed::ArrestPlayer(void)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
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CVector suspMidPos;
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suspect->m_pedIK.GetComponentPosition(*(RwV3d *)&suspMidPos, PED_MID);
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suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID);
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
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GetPosition().x, GetPosition().y);
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@ -230,8 +230,8 @@ CEmergencyPed::MedicAI(void)
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if (nearestAccident) {
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m_pRevivedPed = nearestAccident->m_pVictim;
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m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
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SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector((headPos + midPos) * 0.5f));
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bIsRunning = true;
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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@ -270,8 +270,8 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_STOP;
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break;
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}
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
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SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector((headPos + midPos) * 0.5f));
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bIsRunning = true;
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--m_pAttendedAccident->m_nMedicsAttending;
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@ -324,8 +324,8 @@ CEmergencyPed::MedicAI(void)
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if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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else {
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
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midPos = (headPos + midPos) * 0.5f;
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
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midPos.x, midPos.y,
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@ -346,8 +346,8 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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break;
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}
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
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midPos = (headPos + midPos) * 0.5f;
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
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midPos.x, midPos.y,
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@ -1119,7 +1119,7 @@ public:
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
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RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
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}
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// set by 0482:set_threat_reaction_range_multiplier opcode
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@ -2151,7 +2151,7 @@ CPed::FightStrike(CVector &touchedNodePos, bool fightWithWeapon)
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if (m_fightState == FIGHTSTATE_NO_MOVE)
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m_fightState = FIGHTSTATE_1;
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m_vecHitLastPos = *touchedNodePos;
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m_vecHitLastPos = touchedNodePos;
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return false;
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}
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@ -52,7 +52,6 @@ public:
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bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d &pos, uint32 node);
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void GetComponentPosition(CVector &pos, uint32 node) { GetComponentPosition(*(RwV3d*)pos, node); }
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
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void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
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@ -1436,7 +1436,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if (m_pPointGunAt) {
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CVector markPos;
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if (m_pPointGunAt->IsPed()) {
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((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(*(RwV3d *)&markPos, PED_MID);
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((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(markPos, PED_MID);
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} else {
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markPos = m_pPointGunAt->GetPosition();
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}
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