mirror of
https://github.com/halpz/re3.git
synced 2025-07-03 20:10:43 +00:00
PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
This commit is contained in:
@ -244,7 +244,7 @@ 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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@ -234,8 +234,8 @@ 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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SetSeek((headPos + midPos) * 0.5f, 1.0f);
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SetObjective(OBJECTIVE_NONE);
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bIsRunning = true;
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@ -274,8 +274,8 @@ 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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SetSeek((headPos + midPos) * 0.5f, nearestAccident->m_nMedicsPerformingCPR * 0.5f + 1.0f);
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SetObjective(OBJECTIVE_NONE);
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bIsRunning = true;
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@ -329,8 +329,8 @@ 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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@ -351,8 +351,8 @@ 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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@ -960,7 +960,7 @@ CPed::MoveHeadToLook(void)
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}
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if (m_pLookTarget->IsPed()) {
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((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
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((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID);
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} else {
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lookPos = m_pLookTarget->GetPosition();
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}
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@ -898,13 +898,13 @@ 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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}else
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#endif
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{
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RwFrame *frame;
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for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
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RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
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}
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}
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@ -1141,7 +1141,7 @@ CPed::ProcessObjective(void)
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CVector target;
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CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
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if (m_pedInObjective->IsPed())
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m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
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m_pedInObjective->m_pedIK.GetComponentPosition(target, PED_MID);
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else
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target = m_pedInObjective->GetPosition();
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@ -1690,7 +1690,7 @@ CPed::FightStrike(CVector &touchedNodePos)
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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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@ -137,28 +137,28 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
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}
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void
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CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
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CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
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{
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RwFrame *f;
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RwMatrix *mat;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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pos->x = 0.0f;
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pos->y = 0.0f;
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pos->z = 0.0f;
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pos.x = 0.0f;
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pos.y = 0.0f;
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pos.z = 0.0f;
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mat = GetComponentMatrix(m_ped, node);
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// could just copy the position out of the matrix...
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RwV3dTransformPoints(pos, pos, 1, mat);
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RwV3dTransformPoints(&pos, &pos, 1, mat);
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}else
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#endif
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{
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f = m_ped->m_pFrames[node]->frame;
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mat = RwFrameGetMatrix(f);
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*pos = mat->pos;
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pos = mat->pos;
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for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
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RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(f));
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}
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}
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@ -51,7 +51,7 @@ public:
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bool PointGunInDirection(float targetYaw, float targetPitch);
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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(RwV3d &pos, uint32 node);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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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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@ -1146,7 +1146,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#else
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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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