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CPed::Avoid and needed changes
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
@ -7,6 +7,8 @@
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#include "PedStat.h"
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#include "DMaudio.h"
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#include "Ped.h"
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#include "PedType.h"
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#include "General.h"
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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@ -229,8 +231,6 @@ CPed::AimGun()
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}
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}
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// After I finished this I realized it's only for SCM opcode...
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void
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CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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{
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@ -397,6 +397,65 @@ CPed::OurPedCanSeeThisOne(CEntity* who)
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return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
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}
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void
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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 sinValue;
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float cosValue;
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float someRate;
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float someY;
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float someX;
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float someDistance;
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float simplifiedAngle;
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temper = m_pedStats->m_temper;
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if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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moveState = m_nMoveState;
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if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
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nearestPed = m_nearPeds[0];
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if (nearestPed) {
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if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
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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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simplifiedAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
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sinValue = -sin(simplifiedAngle);
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cosValue = cos(simplifiedAngle);
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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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someRate = 1.0f / sqrt(cosValue * cosValue + sinValue * sinValue);
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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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someY = nearestPed->GetPosition().y
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- (1.25 * (cosValue * someRate)
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+ GetPosition().y);
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someX = nearestPed->GetPosition().x
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- (1.25 * (sinValue * someRate)
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+ GetPosition().x);
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someDistance = sqrt(someY * someY + someX * someX);
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if (someDistance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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% 1000 / 5;
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m_fRotationDest += DEGTORAD(45.0f);
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if (!m_ped_flagA10) {
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CPed::SetLookFlag(nearestPed, 0);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
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}
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}
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}
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}
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}
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}
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}
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STARTPATCHES
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InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
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InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
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@ -406,4 +465,5 @@ STARTPATCHES
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InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
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InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
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InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
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ENDPATCHES
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@ -97,7 +97,7 @@ public:
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1;
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA10 : 1;
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uint8 m_ped_flagA10 : 1; // set when A20 just changed?
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uint8 m_ped_flagA20_look : 1;
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uint8 m_ped_flagA40 : 1;
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uint8 m_ped_flagA80 : 1;
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@ -114,7 +114,7 @@ public:
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uint8 m_ped_flagC4 : 1;
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uint8 m_ped_flagC8 : 1;
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uint8 m_ped_flagC10 : 1;
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uint8 m_ped_flagC20 : 1;
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uint8 m_ped_flagC20 : 1; // just left some body part?
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uint8 m_ped_flagC40 : 1;
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uint8 m_ped_flagC80 : 1;
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uint8 m_ped_flagD1 : 1;
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@ -166,7 +166,7 @@ public:
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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uint8 stuff10[15];
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int32 m_field_16C;
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CPed *m_field_16C;
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uint8 stuff12[44];
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int32 m_pEventEntity;
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float m_fAngleToEvent;
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@ -198,7 +198,10 @@ public:
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CPathNode *m_pLastPathNode;
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float m_fHealth;
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float m_fArmour;
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uint8 stuff2[34];
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uint8 stuff2[20];
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float m_fRotationCur;
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float m_fRotationDest;
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uint8 stuff13[6];
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CEntity *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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@ -249,6 +252,7 @@ public:
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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bool OurPedCanSeeThisOne(CEntity* who);
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void Avoid(void);
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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