mirror of
https://github.com/halpz/re3.git
synced 2025-07-04 05:20:45 +00:00
CPlayerPed done
This commit is contained in:
@ -530,8 +530,8 @@ public:
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void AimGun(void);
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(uint16 audio);
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void SetLookFlag(CEntity *target, bool unknown);
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void SetLookFlag(float direction, bool unknown);
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void SetLookFlag(CEntity *target, bool keepTryingToLook);
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void SetLookFlag(float direction, bool keepTryingToLook);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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void SetDead(void);
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@ -11,13 +11,13 @@
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#include "Darkel.h"
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#include "CarCtrl.h"
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#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
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CPlayerPed::~CPlayerPed()
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{
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delete m_pWanted;
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}
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WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
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CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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{
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m_fMoveSpeed = 0.0f;
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@ -30,13 +30,13 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = 0;
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m_bSpeedTimerFlag = false;
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m_pPointGunAt = nil;
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m_nPedState = PED_IDLE;
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m_fMaxStamina = 150.0f;
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m_fCurrentStamina = m_fMaxStamina;
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m_fStaminaProgress = 0.0f;
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m_bShouldEvade = 0;
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m_bShouldEvade = false;
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field_1367 = 0;
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m_nShotDelay = 0;
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field_1376 = 0.0f;
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@ -651,12 +651,12 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
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{
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float leftRight = padUsed->GetPedWalkLeftRight();
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float upDown = padUsed->GetPedWalkUpDown();
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float padMove = Sqrt(upDown * upDown + leftRight * leftRight);
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float padMove = CVector2D(leftRight, upDown).Magnitude();
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if (padMove > 0.0f) {
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
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m_takeAStepAfterAttack = padMove > 120.0f;
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if (padUsed->GetSprint() && padMove > 60.0f)
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m_takeAStepAfterAttack = padMove > 2 * PAD_MOVE_TO_GAME_WORLD_MOVE;
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if (padUsed->GetSprint() && padMove > 1 * PAD_MOVE_TO_GAME_WORLD_MOVE)
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bIsAttacking = false;
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}
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@ -676,8 +676,8 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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{
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float leftRight = padUsed->GetPedWalkLeftRight();
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float upDown = padUsed->GetPedWalkUpDown();
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float padMove = Sqrt(upDown * upDown + leftRight * leftRight);
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float padMoveInGameUnit = padMove / 60.0f;
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float padMove = CVector2D(leftRight, upDown).Magnitude();
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float padMoveInGameUnit = padMove / PAD_MOVE_TO_GAME_WORLD_MOVE;
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if (padMoveInGameUnit > 0.0f) {
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m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
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m_fMoveSpeed = min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
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@ -1066,18 +1066,364 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_bHasLockOnTarget = m_pPointGunAt != nil;
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}
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void
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CPlayerPed::PlayerControlZelda(CPad *padUsed)
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{
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bool doSmoothSpray = DoWeaponSmoothSpray();
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float camOrientation = TheCamera.Orientation;
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float leftRight = padUsed->GetPedWalkLeftRight();
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float upDown = padUsed->GetPedWalkUpDown();
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float padMoveInGameUnit;
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bool smoothSprayWithoutMove = false;
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if (doSmoothSpray && upDown > 0.0f) {
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padMoveInGameUnit = 0.0f;
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smoothSprayWithoutMove = true;
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} else {
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padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE;
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}
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if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) {
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float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
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float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
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if (doSmoothSpray) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI)
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m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep();
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else
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m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * CTimer::GetTimeStep();
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} else {
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m_fRotationDest = neededTurn;
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}
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float maxAcc = 0.07f * CTimer::GetTimeStep();
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m_fMoveSpeed = min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
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} else {
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m_fMoveSpeed = 0.0f;
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}
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if (m_nPedState == PED_JUMP) {
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if (bIsInTheAir) {
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if (bUsesCollision && !bHitSteepSlope &&
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(!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
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&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
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float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
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float angleCos = Cos(m_fRotationCur);
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ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f);
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}
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} else if (bIsLanding) {
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m_fMoveSpeed = 0.0f;
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}
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}
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
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&& padUsed->GetSprint()) {
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m_nMoveState = PEDMOVE_SPRINT;
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}
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if (m_nPedState != PED_FIGHT)
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SetRealMoveAnim();
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if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
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&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
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ClearAttack();
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ClearWeaponTarget();
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if (m_bShouldEvade && m_pEvadingFrom) {
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SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
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m_bShouldEvade = false;
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m_pEvadingFrom = nil;
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} else {
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SetJump();
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}
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}
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}
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void
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CPlayerPed::ProcessControl(void)
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{
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if (m_bShouldEvade)
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m_bShouldEvade = false; //--m_bShouldEvade;
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if (!m_bShouldEvade)
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m_pEvadingFrom = nil;
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if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
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bTryingToReachDryLand = true;
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} else if (!(((uint8)CTimer::GetFrameCounter() + m_randomSeed) & 0xF)) {
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CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(GetPosition(), 7.0f, nil,
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false, true, false, false, false, false);
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if (nearVeh && nearVeh->IsBoat())
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bTryingToReachDryLand = true;
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else
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bTryingToReachDryLand = false;
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}
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CPed::ProcessControl();
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if (bWasPostponed)
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return;
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CPad *padUsed = CPad::GetPad(0);
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m_pWanted->Update();
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CEntity::PruneReferences();
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if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)
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RestoreSprintEnergy(1.0f);
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else if (m_nMoveState == PEDMOVE_RUN)
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RestoreSprintEnergy(0.3f);
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if (m_nPedState == PED_DEAD) {
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ClearWeaponTarget();
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return;
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}
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if (m_nPedState == PED_DIE) {
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ClearWeaponTarget();
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if (CTimer::GetTimeInMilliseconds() > (uint32)m_bloodyFootprintCount + 4000)
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SetDead();
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return;
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}
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if (m_nPedState == PED_DRIVING && m_objective != OBJECTIVE_LEAVE_VEHICLE) {
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if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) {
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CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR);
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if (!rollDoorAssoc) {
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rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR_LOW);
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}
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// These comparisons are wrong, they return uint16
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if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || padUsed
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&& (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f
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|| padUsed->GetBrake() != 0.0f)) {
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if (rollDoorAssoc)
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m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
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} else {
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m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
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if (m_pMyVehicle->bLowVehicle)
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rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR_LOW);
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else
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rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR);
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rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this);
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}
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}
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return;
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}
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if (m_objective == OBJECTIVE_NONE)
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m_nMoveState = PEDMOVE_STILL;
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if (bIsLanding)
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RunningLand(padUsed);
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if (padUsed && padUsed->WeaponJustDown() && m_nPedState != PED_SNIPER_MODE) {
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// ...Really?
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eWeaponType playerWeapon = FindPlayerPed()->GetWeapon()->m_eWeaponType;
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if (playerWeapon == WEAPONTYPE_SNIPERRIFLE) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0);
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} else if (playerWeapon == WEAPONTYPE_ROCKETLAUNCHER) {
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DMAudio.PlayFrontEndSound(SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM, 0);
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}
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}
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switch (m_nPedState) {
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case PED_NONE:
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case PED_IDLE:
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case PED_FLEE_POS:
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case PED_FLEE_ENTITY:
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case PED_ATTACK:
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case PED_FIGHT:
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case PED_AIM_GUN:
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if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG400)) {
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if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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if (padUsed)
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PlayerControl1stPersonRunAround(padUsed);
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} else if (m_nPedState == PED_FIGHT) {
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if (padUsed)
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PlayerControlFighter(padUsed);
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} else if (padUsed) {
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PlayerControlZelda(padUsed);
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}
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}
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if (IsPedInControl() && padUsed)
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ProcessPlayerWeapon(padUsed);
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break;
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case PED_LOOK_ENTITY:
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case PED_LOOK_HEADING:
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case PED_WANDER_RANGE:
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case PED_WANDER_PATH:
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case PED_PURSUE:
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case PED_FOLLOW_PATH:
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case PED_ROCKET_ODE:
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case PED_DUMMY:
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case PED_PAUSE:
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case PED_FACE_PHONE:
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case PED_MAKE_CALL:
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case PED_CHAT:
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case PED_MUG:
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case PED_AI_CONTROL:
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case PED_FOLLOW_ROUTE:
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case PED_CPR:
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case PED_SOLICIT:
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case PED_BUY_ICECREAM:
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case PED_INVESTIGATE:
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case PED_STEP_AWAY:
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case PED_ON_FIRE:
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case PED_UNKNOWN:
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case PED_STATES_NO_AI:
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case PED_STAGGER:
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case PED_DIVE_AWAY:
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case PED_STATES_NO_ST:
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case PED_ARREST_PLAYER:
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case PED_DRIVING:
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case PED_PASSENGER:
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case PED_TAXI_PASSENGER:
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case PED_OPEN_DOOR:
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case PED_DIE:
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case PED_DEAD:
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case PED_HANDS_UP:
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break;
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case PED_SEEK_ENTITY:
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m_vecSeekPos = m_pSeekTarget->GetPosition();
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// fall through
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case PED_SEEK_POS:
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switch (m_nMoveState) {
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case PEDMOVE_STILL:
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m_fMoveSpeed = 1.0f;
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break;
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case PEDMOVE_RUN:
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m_fMoveSpeed = 1.8f;
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break;
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case PEDMOVE_SPRINT:
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m_fMoveSpeed = 2.5f;
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break;
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default:
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m_fMoveSpeed = 0.0f;
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break;
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}
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SetRealMoveAnim();
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if (Seek()) {
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RestorePreviousState();
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SetMoveState(PEDMOVE_STILL);
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}
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break;
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case PED_SNIPER_MODE:
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if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
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if (padUsed)
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PlayerControlM16(padUsed);
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} else if (padUsed) {
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PlayerControlSniper(padUsed);
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}
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break;
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case PED_SEEK_CAR:
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case PED_SEEK_IN_BOAT:
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if (bVehEnterDoorIsBlocked || bKindaStayInSamePlace) {
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m_fMoveSpeed = 0.0f;
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} else {
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m_fMoveSpeed = min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
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}
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if (padUsed && !padUsed->ArePlayerControlsDisabled()) {
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if (padUsed->GetTarget() || padUsed->GetLeftStickXJustDown() || padUsed->GetLeftStickYJustDown() ||
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padUsed->GetDPadUpJustDown() || padUsed->GetDPadDownJustDown() || padUsed->GetDPadLeftJustDown() ||
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padUsed->GetDPadRightJustDown()) {
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RestorePreviousState();
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if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
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RestorePreviousObjective();
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}
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}
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}
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if (padUsed && padUsed->GetSprint())
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m_nMoveState = PEDMOVE_SPRINT;
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SetRealMoveAnim();
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break;
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case PED_JUMP:
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if (padUsed)
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PlayerControlZelda(padUsed);
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if (bIsLanding)
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break;
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// This has been added later it seems
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return;
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case PED_FALL:
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case PED_GETUP:
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case PED_ENTER_TRAIN:
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case PED_EXIT_TRAIN:
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case PED_CARJACK:
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case PED_DRAG_FROM_CAR:
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case PED_ENTER_CAR:
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case PED_STEAL_CAR:
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case PED_EXIT_CAR:
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ClearWeaponTarget();
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break;
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case PED_ARRESTED:
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if (m_nLastPedState == PED_DRAG_FROM_CAR && m_pVehicleAnim)
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BeingDraggedFromCar();
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break;
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}
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if (padUsed && IsPedShootable()) {
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ProcessWeaponSwitch(padUsed);
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GetWeapon()->Update(m_audioEntityId);
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}
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ProcessAnimGroups();
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if (padUsed) {
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FOLLOWPED
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&& TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_BEHIND) {
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m_lookTimer = 0;
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float camAngle = CGeneral::LimitRadianAngle(TheCamera.Cams[TheCamera.ActiveCam].Front.Heading());
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float angleBetweenPlayerAndCam = Abs(camAngle - m_fRotationCur);
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if (m_nPedState != PED_ATTACK
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&& angleBetweenPlayerAndCam > DEGTORAD(30.0f) && angleBetweenPlayerAndCam < DEGTORAD(330.0f)) {
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if (angleBetweenPlayerAndCam > DEGTORAD(150.0f) && angleBetweenPlayerAndCam < DEGTORAD(210.0f)) {
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float rightTurnAngle = CGeneral::LimitRadianAngle(m_fRotationCur - DEGTORAD(150.0f));
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float leftTurnAngle = CGeneral::LimitRadianAngle(DEGTORAD(150.0f) + m_fRotationCur);
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if (m_fLookDirection != 999999.0f) {
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if (Abs(rightTurnAngle - m_fLookDirection) < Abs(leftTurnAngle - m_fLookDirection))
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camAngle = rightTurnAngle;
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else
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camAngle = leftTurnAngle;
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} else {
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camAngle = rightTurnAngle;
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}
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}
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SetLookFlag(camAngle, true);
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SetLookTimer(CTimer::GetTimeStepInMilliseconds() * 5.0f);
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} else {
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ClearLookFlag();
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}
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}
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}
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if (m_nMoveState == PEDMOVE_SPRINT && bIsLooking) {
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ClearLookFlag();
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SetLookTimer(250);
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}
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|
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if (m_vecMoveSpeed.Magnitude2D() < 0.1f) {
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||||
if (m_nSpeedTimer) {
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if (CTimer::GetTimeInMilliseconds() > m_nSpeedTimer)
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m_bSpeedTimerFlag = true;
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||||
} else {
|
||||
m_nSpeedTimer = CTimer::GetTimeInMilliseconds() + 500;
|
||||
}
|
||||
} else {
|
||||
m_nSpeedTimer = 0;
|
||||
m_bSpeedTimerFlag = false;
|
||||
}
|
||||
}
|
||||
|
||||
class CPlayerPed_ : public CPlayerPed
|
||||
{
|
||||
public:
|
||||
CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
|
||||
void dtor(void) { CPlayerPed::~CPlayerPed(); }
|
||||
void SetMoveAnim_(void) { CPlayerPed::SetMoveAnim(); }
|
||||
void ProcessControl_(void) { CPlayerPed::ProcessControl(); }
|
||||
};
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
|
||||
InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
|
||||
InjectHook(0x4F3760, &CPlayerPed_::SetMoveAnim_, PATCH_JUMP);
|
||||
InjectHook(0x4EFD90, &CPlayerPed_::ProcessControl_, PATCH_JUMP);
|
||||
InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
|
||||
InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
|
||||
InjectHook(0x4F36C0, &CPlayerPed::GetPlayerInfoForThisPlayerPed, PATCH_JUMP);
|
||||
|
@ -17,7 +17,7 @@ public:
|
||||
bool m_bSpeedTimerFlag;
|
||||
bool m_bShouldEvade;
|
||||
int8 field_1367;
|
||||
int32 m_nSpeedTimer;
|
||||
uint32 m_nSpeedTimer;
|
||||
int32 m_nShotDelay;
|
||||
float field_1376; // m_fAttackButtonCounter?
|
||||
bool m_bHaveTargetSelected; // may have better name
|
||||
@ -75,6 +75,7 @@ public:
|
||||
bool FindWeaponLockOnTarget(void);
|
||||
void ProcessAnimGroups(void);
|
||||
void ProcessPlayerWeapon(CPad*);
|
||||
void PlayerControlZelda(CPad*);
|
||||
|
||||
static void SetupPlayerPed(int32);
|
||||
static void DeactivatePlayerPed(int32);
|
||||
|
Reference in New Issue
Block a user