CPlayerPed & CMenuManager (#286)

Make Frontend great again!
This commit is contained in:
erorcun
2020-01-07 17:23:09 +03:00
committed by GitHub
parent 18de44e038
commit f9316d9cc3
13 changed files with 1046 additions and 815 deletions

View File

@ -1,116 +1,117 @@
#include "common.h"
#include "patcher.h"
#include "PlayerPed.h"
#include "Camera.h"
#include "WeaponEffects.h"
#include "ModelIndices.h"
#include "World.h"
#include "RpAnimBlend.h"
#include "General.h"
#include "Pools.h"
CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
}
WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
SetModelIndex(MI_PLAYER);
SetInitialState();
m_pWanted = new CWanted();
m_pWanted->Initialise();
m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = 0;
m_pPointGunAt = nil;
m_nPedState = PED_IDLE;
m_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
m_bShouldEvade = 0;
field_1367 = 0;
m_nShotDelay = 0;
field_1376 = 0.0f;
field_1380 = 0;
m_bHasLockOnTarget = false;
m_bCanBeDamaged = true;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
field_1413 = 0;
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
m_pPedAtSafePos[i] = nil;
}
}
void CPlayerPed::ClearWeaponTarget()
{
if (m_nPedType == PEDTYPE_PLAYER1) {
m_pPointGunAt = nil;
TheCamera.ClearPlayerWeaponMode();
CWeaponEffects::ClearCrosshair();
}
ClearPointGunAt();
}
void
CPlayerPed::SetWantedLevel(int32 level)
{
m_pWanted->SetWantedLevel(level);
}
void
CPlayerPed::SetWantedLevelNoDrop(int32 level)
{
m_pWanted->SetWantedLevelNoDrop(level);
}
void
CPlayerPed::MakeObjectTargettable(int32 handle)
{
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
m_nTargettableObjects[i] = handle;
return;
}
}
}
// I don't know the actual purpose of parameter
void
CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
{
if (m_pedStats->m_temper < 52) {
m_pedStats->m_temper++;
} else {
if (annoyedByPassingEntity) {
if (m_pedStats->m_temper < 55) {
m_pedStats->m_temper++;
} else {
m_pedStats->m_temper = 46;
}
}
}
}
void
CPlayerPed::ClearAdrenaline(void)
{
if (m_bAdrenalineActive && m_nAdrenalineTime != 0) {
m_nAdrenalineTime = 0;
CTimer::SetTimeScale(1.0f);
}
}
#include "common.h"
#include "patcher.h"
#include "PlayerPed.h"
#include "Camera.h"
#include "WeaponEffects.h"
#include "ModelIndices.h"
#include "World.h"
#include "RpAnimBlend.h"
#include "General.h"
#include "Pools.h"
#include "Darkel.h"
CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
}
WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
SetModelIndex(MI_PLAYER);
SetInitialState();
m_pWanted = new CWanted();
m_pWanted->Initialise();
m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = 0;
m_pPointGunAt = nil;
m_nPedState = PED_IDLE;
m_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
m_bShouldEvade = 0;
field_1367 = 0;
m_nShotDelay = 0;
field_1376 = 0.0f;
field_1380 = 0;
m_bHasLockOnTarget = false;
m_bCanBeDamaged = true;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
field_1413 = 0;
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
m_pPedAtSafePos[i] = nil;
}
}
void CPlayerPed::ClearWeaponTarget()
{
if (m_nPedType == PEDTYPE_PLAYER1) {
m_pPointGunAt = nil;
TheCamera.ClearPlayerWeaponMode();
CWeaponEffects::ClearCrosshair();
}
ClearPointGunAt();
}
void
CPlayerPed::SetWantedLevel(int32 level)
{
m_pWanted->SetWantedLevel(level);
}
void
CPlayerPed::SetWantedLevelNoDrop(int32 level)
{
m_pWanted->SetWantedLevelNoDrop(level);
}
void
CPlayerPed::MakeObjectTargettable(int32 handle)
{
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
m_nTargettableObjects[i] = handle;
return;
}
}
}
// I don't know the actual purpose of parameter
void
CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
{
if (m_pedStats->m_temper < 52) {
m_pedStats->m_temper++;
} else {
if (annoyedByPassingEntity) {
if (m_pedStats->m_temper < 55) {
m_pedStats->m_temper++;
} else {
m_pedStats->m_temper = 46;
}
}
}
}
void
CPlayerPed::ClearAdrenaline(void)
{
if (m_bAdrenalineActive && m_nAdrenalineTime != 0) {
m_nAdrenalineTime = 0;
CTimer::SetTimeScale(1.0f);
}
}
CPlayerInfo *
CPlayerPed::GetPlayerInfoForThisPlayerPed()
{
@ -118,8 +119,8 @@ CPlayerPed::GetPlayerInfoForThisPlayerPed()
return &CWorld::Players[0];
return nil;
}
}
void
CPlayerPed::SetupPlayerPed(int32 index)
{
@ -129,21 +130,21 @@ CPlayerPed::SetupPlayerPed(int32 index)
player->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(player);
player->m_wepAccuracy = 100;
}
player->m_wepAccuracy = 100;
}
void
CPlayerPed::DeactivatePlayerPed(int32 index)
{
CWorld::Remove(CWorld::Players[index].m_pPed);
}
CWorld::Remove(CWorld::Players[index].m_pPed);
}
void
CPlayerPed::ReactivatePlayerPed(int32 index)
{
CWorld::Add(CWorld::Players[index].m_pPed);
}
CWorld::Add(CWorld::Players[index].m_pPed);
}
void
CPlayerPed::UseSprintEnergy(void)
{
@ -158,8 +159,8 @@ CPlayerPed::UseSprintEnergy(void)
if (m_fMaxStamina < 1000.0f)
m_fMaxStamina += 10.0f;
}
}
}
void
CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
{
@ -179,9 +180,9 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
weaponAnim->SetRun();
weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
}
TheCamera.ClearPlayerWeaponMode();
}
TheCamera.ClearPlayerWeaponMode();
}
void
CPlayerPed::ReApplyMoveAnims(void)
{
@ -199,8 +200,8 @@ CPlayerPed::ReApplyMoveAnims(void)
}
}
}
}
}
void
CPlayerPed::SetInitialState(void)
{
@ -236,8 +237,8 @@ CPlayerPed::SetInitialState(void)
m_bCanBeDamaged = true;
m_pedStats->m_temper = 50;
m_fWalkAngle = 0.0f;
}
}
void
CPlayerPed::SetRealMoveAnim(void)
{
@ -392,7 +393,9 @@ CPlayerPed::SetRealMoveAnim(void)
curRunAssoc->flags &= ~ASSOC_RUNNING;
curRunAssoc->blendAmount = 0.0f;
curRunAssoc->blendDelta = 0.0f;
} else if (curSprintAssoc->blendDelta < 0.0f) {
} else if (curSprintAssoc->blendDelta >= 0.0f) {
// Stop sprinting when tired
curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
curSprintAssoc->blendDelta = -1.0f;
curRunAssoc->blendDelta = 1.0f;
@ -460,24 +463,240 @@ CPlayerPed::SetRealMoveAnim(void)
curSprintAssoc->speed = 2.0f;
}
}
}
class CPlayerPed_ : public CPlayerPed
{
public:
CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
void dtor(void) { CPlayerPed::~CPlayerPed(); }
void SetMoveAnim_(void) { CPlayerPed::SetMoveAnim(); }
};
STARTPATCHES
InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
InjectHook(0x4F3760, &CPlayerPed_::SetMoveAnim_, PATCH_JUMP);
InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
InjectHook(0x4F36C0, &CPlayerPed::GetPlayerInfoForThisPlayerPed, PATCH_JUMP);
InjectHook(0x4F2560, &CPlayerPed::MakeChangesForNewWeapon, PATCH_JUMP);
InjectHook(0x4F07C0, &CPlayerPed::ReApplyMoveAnims, PATCH_JUMP);
InjectHook(0x4F0880, &CPlayerPed::SetRealMoveAnim, PATCH_JUMP);
ENDPATCHES
}
void
CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
{
if (m_fCurrentStamina < m_fMaxStamina)
m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
}
bool
CPlayerPed::DoWeaponSmoothSpray(void)
{
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
eWeaponType weapon = GetWeapon()->m_eWeaponType;
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN ||
weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
return true;
}
return false;
}
void
CPlayerPed::DoStuffToGoOnFire(void)
{
if (m_nPedState == PED_SNIPER_MODE)
TheCamera.ClearPlayerWeaponMode();
}
bool
CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
{
CVector distVec = target - GetPosition();
if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
return true;
if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_AK47)
return false;
distVec.Normalise();
if (DotProduct(distVec,GetForward()) < 0.4f)
return true;
return false;
}
// Cancels landing anim while running & jumping? I think
void
CPlayerPed::RunningLand(CPad *padUsed)
{
CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_LAND);
if (landAssoc && landAssoc->currentTime == 0.0f && m_fMoveSpeed > 1.5f
&& padUsed && (padUsed->GetPedWalkLeftRight() != 0.0f || padUsed->GetPedWalkUpDown() != 0.0f)) {
landAssoc->blendDelta = -1000.0f;
landAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
if (m_nPedState == PED_JUMP)
RestorePreviousState();
}
}
bool
CPlayerPed::IsThisPedAttackingPlayer(CPed *suspect)
{
if (suspect->m_pPointGunAt == this)
return true;
switch (suspect->m_objective) {
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
if (suspect->m_pedInObjective == this)
return true;
break;
default:
break;
}
return false;
}
void
CPlayerPed::PlayerControlSniper(CPad *padUsed)
{
ProcessWeaponSwitch(padUsed);
TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
if (!padUsed->GetTarget()) {
RestorePreviousState();
TheCamera.ClearPlayerWeaponMode();
}
if (padUsed->WeaponJustDown()) {
CVector firePos(0.0f, 0.0f, 0.6f);
firePos = GetMatrix() * firePos;
GetWeapon()->Fire(this, &firePos);
}
GetWeapon()->Update(m_audioEntityId);
}
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
{
if (CDarkel::FrenzyOnGoing())
goto switchDetectDone;
// The fact that m_nSelectedWepSlot is int8 makes below loops circular loop.
if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; ++m_nSelectedWepSlot) {
if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
goto switchDetectDone;
}
}
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
}
} else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
goto switchDetectDone;
}
}
m_nSelectedWepSlot = WEAPONTYPE_DETONATOR;
}
} else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) {
if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT)
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) {
goto switchDetectDone;
}
}
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
}
}
}
switchDetectDone:
if (m_nSelectedWepSlot != m_currentWeapon) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT)
MakeChangesForNewWeapon(m_nSelectedWepSlot);
}
}
void
CPlayerPed::PlayerControlM16(CPad *padUsed)
{
ProcessWeaponSwitch(padUsed);
TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
if (!padUsed->GetTarget()) {
RestorePreviousState();
TheCamera.ClearPlayerWeaponMode();
}
if (padUsed->GetWeapon()) {
CVector firePos(0.0f, 0.0f, 0.6f);
firePos = GetMatrix() * firePos;
GetWeapon()->Fire(this, &firePos);
}
GetWeapon()->Update(m_audioEntityId);
}
void
CPlayerPed::PlayerControlFighter(CPad *padUsed)
{
float leftRight = padUsed->GetPedWalkLeftRight();
float upDown = padUsed->GetPedWalkUpDown();
float displacement = sqrt(upDown * upDown + leftRight * leftRight);
if (displacement > 0.0f) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
m_takeAStepAfterAttack = displacement > 120.0f;
if (padUsed->GetSprint() && displacement > 60.0f)
bIsAttacking = false;
}
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy && padUsed->JumpJustDown()) {
if (m_bShouldEvade && m_pEvadingFrom) {
SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
m_bShouldEvade = false;
m_pEvadingFrom = nil;
} else {
SetJump();
}
}
}
class CPlayerPed_ : public CPlayerPed
{
public:
CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
void dtor(void) { CPlayerPed::~CPlayerPed(); }
void SetMoveAnim_(void) { CPlayerPed::SetMoveAnim(); }
};
STARTPATCHES
InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
InjectHook(0x4F3760, &CPlayerPed_::SetMoveAnim_, PATCH_JUMP);
InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
InjectHook(0x4F36C0, &CPlayerPed::GetPlayerInfoForThisPlayerPed, PATCH_JUMP);
InjectHook(0x4F2560, &CPlayerPed::MakeChangesForNewWeapon, PATCH_JUMP);
InjectHook(0x4F07C0, &CPlayerPed::ReApplyMoveAnims, PATCH_JUMP);
InjectHook(0x4F0880, &CPlayerPed::SetRealMoveAnim, PATCH_JUMP);
InjectHook(0x4F1810, &CPlayerPed::PlayerControlFighter, PATCH_JUMP);
InjectHook(0x4F1340, &CPlayerPed::RestoreSprintEnergy, PATCH_JUMP);
InjectHook(0x4F1380, &CPlayerPed::DoWeaponSmoothSpray, PATCH_JUMP);
InjectHook(0x4F36E0, &CPlayerPed::DoStuffToGoOnFire, PATCH_JUMP);
InjectHook(0x4F3350, &CPlayerPed::DoesTargetHaveToBeBroken, PATCH_JUMP);
InjectHook(0x4F31D0, &CPlayerPed::RunningLand, PATCH_JUMP);
InjectHook(0x4F2D00, &CPlayerPed::IsThisPedAttackingPlayer, PATCH_JUMP);
InjectHook(0x4F1CF0, &CPlayerPed::PlayerControlSniper, PATCH_JUMP);
InjectHook(0x4F2310, &CPlayerPed::ProcessWeaponSwitch, PATCH_JUMP);
InjectHook(0x4F1DF0, &CPlayerPed::PlayerControlM16, PATCH_JUMP);
ENDPATCHES

View File

@ -2,6 +2,7 @@
#include "Ped.h"
#include "Wanted.h"
#include "Pad.h"
class CPlayerPed : public CPed
{
@ -12,13 +13,13 @@ public:
float m_fCurrentStamina;
float m_fMaxStamina;
float m_fStaminaProgress;
uint8 m_nSelectedWepSlot;
uint8 m_nSelectedWepSlot; // eWeaponType
bool m_bSpeedTimerFlag;
bool m_bShouldEvade;
int8 field_1367;
int32 m_nSpeedTimer;
int32 m_nShotDelay;
float field_1376; // m_fAttackButtonCounter?
float field_1376; // m_fAttackButtonCounter?
int8 field_1380; // bHaveTargetSelected?
int8 field_1381;
int8 field_1382;
@ -56,6 +57,16 @@ public:
void UseSprintEnergy(void);
class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
void SetRealMoveAnim(void);
void RestoreSprintEnergy(float);
bool DoWeaponSmoothSpray(void);
void DoStuffToGoOnFire(void);
bool DoesTargetHaveToBeBroken(CVector, CWeapon*);
void RunningLand(CPad*);
bool IsThisPedAttackingPlayer(CPed*);
void PlayerControlSniper(CPad*);
void PlayerControlM16(CPad*);
void PlayerControlFighter(CPad*);
void ProcessWeaponSwitch(CPad*);
void MakeObjectTargettable(int32);
static void SetupPlayerPed(int32);