CPed::Avoid and needed changes

Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
eray orçunus
2019-06-17 12:48:42 +03:00
parent fcc6a8bc55
commit e45689373d
4 changed files with 162 additions and 6 deletions

View File

@ -7,6 +7,8 @@
#include "PedStat.h"
#include "DMaudio.h"
#include "Ped.h"
#include "PedType.h"
#include "General.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
@ -229,8 +231,6 @@ CPed::AimGun()
}
}
// After I finished this I realized it's only for SCM opcode...
void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
{
@ -397,6 +397,65 @@ CPed::OurPedCanSeeThisOne(CEntity* who)
return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
}
void
CPed::Avoid(void) {
int8 temper;
int moveState;
CPed* nearestPed;
float sinValue;
float cosValue;
float someRate;
float someY;
float someX;
float someDistance;
float simplifiedAngle;
temper = m_pedStats->m_temper;
if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
moveState = m_nMoveState;
if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
nearestPed = m_nearPeds[0];
if (nearestPed) {
if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
simplifiedAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
sinValue = -sin(simplifiedAngle);
cosValue = cos(simplifiedAngle);
// sin^2 + cos^2 must always return 1, and it does return... so what's the point?
someRate = 1.0f / sqrt(cosValue * cosValue + sinValue * sinValue);
// 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.
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
someY = nearestPed->GetPosition().y
- (1.25 * (cosValue * someRate)
+ GetPosition().y);
someX = nearestPed->GetPosition().x
- (1.25 * (sinValue * someRate)
+ GetPosition().x);
someDistance = sqrt(someY * someY + someX * someX);
if (someDistance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
% 1000 / 5;
m_fRotationDest += DEGTORAD(45.0f);
if (!m_ped_flagA10) {
CPed::SetLookFlag(nearestPed, 0);
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
}
}
}
}
}
}
}
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -406,4 +465,5 @@ STARTPATCHES
InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
ENDPATCHES

View File

@ -97,7 +97,7 @@ public:
uint8 m_ped_flagA2 : 1;
uint8 m_ped_flagA4 : 1;
uint8 m_ped_flagA8 : 1;
uint8 m_ped_flagA10 : 1;
uint8 m_ped_flagA10 : 1; // set when A20 just changed?
uint8 m_ped_flagA20_look : 1;
uint8 m_ped_flagA40 : 1;
uint8 m_ped_flagA80 : 1;
@ -114,7 +114,7 @@ public:
uint8 m_ped_flagC4 : 1;
uint8 m_ped_flagC8 : 1;
uint8 m_ped_flagC10 : 1;
uint8 m_ped_flagC20 : 1;
uint8 m_ped_flagC20 : 1; // just left some body part?
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
uint8 m_ped_flagD1 : 1;
@ -166,7 +166,7 @@ public:
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
uint8 stuff10[15];
int32 m_field_16C;
CPed *m_field_16C;
uint8 stuff12[44];
int32 m_pEventEntity;
float m_fAngleToEvent;
@ -198,7 +198,10 @@ public:
CPathNode *m_pLastPathNode;
float m_fHealth;
float m_fArmour;
uint8 stuff2[34];
uint8 stuff2[20];
float m_fRotationCur;
float m_fRotationDest;
uint8 stuff13[6];
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
@ -249,6 +252,7 @@ public:
void RemoveBodyPart(PedNode nodeId, int8 unknown);
void SpawnFlyingComponent(int, int8 unknown);
bool OurPedCanSeeThisOne(CEntity* who);
void Avoid(void);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);