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-rw-r--r--src/peds/Ped.cpp158
1 files changed, 73 insertions, 85 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index cee3e008..d05568f6 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -2264,7 +2264,6 @@ CPed::CanPedJumpThis(int32 unused)
{
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
CVector pos = GetPosition();
- // wat?
CVector forwardPos(
forward.x + pos.x,
forward.y + pos.y,
@@ -2289,19 +2288,19 @@ CPed::CanSeeEntity(CEntity *entity, float threshold)
GetPosition().y);
if (neededAngle < 0.0f)
- neededAngle += 2 * PI;
- else if (neededAngle > 2 * PI)
- neededAngle -= 2 * PI;
+ neededAngle += TWOPI;
+ else if (neededAngle > TWOPI)
+ neededAngle -= TWOPI;
float ourAngle = m_fRotationCur;
if (ourAngle < 0.0f)
- ourAngle += 2 * PI;
- else if (ourAngle > 2 * PI)
- ourAngle -= 2 * PI;
+ ourAngle += TWOPI;
+ else if (ourAngle > TWOPI)
+ ourAngle -= TWOPI;
float neededTurn = Abs(neededAngle - ourAngle);
- return neededTurn < threshold || 2 * PI - threshold < neededTurn;
+ return neededTurn < threshold || TWOPI - threshold < neededTurn;
}
bool
@@ -3660,7 +3659,6 @@ CPed::InflictDamage(CEntity* damagedBy, eWeaponType method, float damage, ePedPi
} else {
CDarkel::RegisterKillNotByPlayer(this, method);
}
- // WAT?
if (method == WEAPONTYPE_WATER)
bIsInTheAir = false;
@@ -4558,7 +4556,7 @@ CPed::GetLocalDirection(CVector2D &posOffset)
{
float direction;
- for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += 2 * PI);
+ for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI);
for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);
@@ -4961,7 +4959,21 @@ CPed::PlayHitSound(CPed *hitTo)
{
// That was very complicated to reverse for me...
// First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10).
-
+ enum {
+ S33 = SOUND_FIGHT_PUNCH_33,
+ S34 = SOUND_FIGHT_KICK_34,
+ S35 = SOUND_FIGHT_HEADBUTT_35,
+ S36 = SOUND_FIGHT_PUNCH_36,
+ S37 = SOUND_FIGHT_PUNCH_37,
+ S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
+ S39 = SOUND_FIGHT_PUNCH_39,
+ S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
+ S41 = SOUND_FIGHT_PUNCH_41,
+ S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
+ S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
+ S44 = SOUND_FIGHT_KICK_44,
+ NO_SND = SOUND_TOTAL_PED_SOUNDS
+ };
uint16 hitSoundsByFightMoves[12][10] = {
{S39,S42,S43,S43,S39,S39,S39,S39,S39,S42},
{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
@@ -5277,27 +5289,23 @@ CPed::CreateDeadPedMoney(void)
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
return;
- /*
- * That was the og output, which is some compiler optimization for mod 60;
- * money = rand - 60 * (rand / 60 + (-2004318071i64 * (unsigned __int64)rand >> 32));
- */
-
int money = CGeneral::GetRandomNumber() % 60;
- if (money >= 10) {
- if (money == 43)
- money = 700;
-
- int pickupCount = money / 40 + 1;
- int moneyPerPickup = money / pickupCount;
-
- for(int i = 0; i < pickupCount; i++) {
- float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
- float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
- bool found = false;
- float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
- if (found) {
- CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
- }
+ if (money < 10)
+ return;
+
+ if (money == 43)
+ money = 700;
+
+ int pickupCount = money / 40 + 1;
+ int moneyPerPickup = money / pickupCount;
+
+ for(int i = 0; i < pickupCount; i++) {
+ float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
+ float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
+ bool found = false;
+ float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
+ if (found) {
+ CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
}
}
}
@@ -5316,43 +5324,37 @@ CPed::CreateDeadPedWeaponPickups(void)
eWeaponType weapon = GetWeapon(i).m_eWeaponType;
int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
- if (weapon != WEAPONTYPE_UNARMED && weapon != WEAPONTYPE_DETONATOR && weaponAmmo != 0) {
-
- angleToPed = i * 1.75f;
- pickupPos.x = 1.5f * Sin(angleToPed) + GetPosition().x;
- pickupPos.y = 1.5f * Cos(angleToPed) + GetPosition().y;
- pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, GetPosition().z, &found) + 0.5f;
-
- // CVector point1(0, pickupPos.y, 0);
-
- CVector point2 = GetPosition();
- point2.z += 0.3f;
-
- CVector posDiff = pickupPos - point2;
-
- float distance = posDiff.Magnitude();
+ if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
+ continue;
- // I don't know what is this for. Related with Z-axis for sure.
- float posDiffMult = (distance + 0.3f) / distance;
+ angleToPed = i * 1.75f;
+ pickupPos = GetPosition();
+ pickupPos.x += 1.5f * Sin(angleToPed);
+ pickupPos.y += 1.5f * Cos(angleToPed);
+ pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
- CVector point1 = point2;
- point1 += posDiffMult * posDiff;
+ CVector pedPos = GetPosition();
+ pedPos.z += 0.3f;
- if (!found || CWorld::GetIsLineOfSightClear(point1, point2, true, false, false, false, false, false, false)) {
+ CVector pedToPickup = pickupPos - pedPos;
+ float distance = pedToPickup.Magnitude();
- // Not PI, it's 3.14f. Funny.
- angleToPed += 3.14f;
- pickupPos.x = 1.5f * Sin(angleToPed) + GetPosition().x;
- pickupPos.y = 1.5f * Cos(angleToPed) + GetPosition().y;
- pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, GetPosition().z, &found) + 0.5f;
- }
- if (found) {
- if (weaponAmmo >= CPickups::ms_maxAmmosForWeapons[weapon])
- weaponAmmo = CPickups::ms_maxAmmosForWeapons[weapon];
+ // outer edge of pickup
+ distance = (distance + 0.3f) / distance;
+ CVector pickupPos2 = pedPos;
+ pickupPos2 += distance * pedToPickup;
- CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, weaponAmmo);
- }
+ // pickup must be on ground and line to its edge must be clear
+ if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) {
+ // otherwise try another position (but disregard second check apparently)
+ angleToPed += 3.14f;
+ pickupPos = GetPosition();
+ pickupPos.x = 1.5f * Sin(angleToPed);
+ pickupPos.y = 1.5f * Cos(angleToPed);
+ pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
}
+ if (found)
+ CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, min(weaponAmmo, CPickups::ms_maxAmmosForWeapons[weapon]));
}
ClearWeapons();
}
@@ -5360,13 +5362,8 @@ CPed::CreateDeadPedWeaponPickups(void)
void
CPed::SetAttackTimer(uint32 time)
{
- if (CTimer::GetTimeInMilliseconds() <= m_attackTimer)
- return;
-
- if (m_lastHitTime <= CTimer::GetTimeInMilliseconds())
- m_attackTimer = time + CTimer::GetTimeInMilliseconds();
- else
- m_attackTimer = time + m_lastHitTime;
+ if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
+ m_attackTimer = max(m_lastHitTime, CTimer::GetTimeInMilliseconds()) + time;
}
void
@@ -5415,9 +5412,9 @@ CPed::SetBuyIceCream(void)
return;
// Side of the Ice Cream van
- m_fRotationDest = m_carInObjective->GetForward().Heading() - 0.5 * PI;
+ m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
- if (Abs(m_fRotationDest - m_fRotationCur) < 0.5 * PI) {
+ if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
m_nPedState = PED_BUY_ICECREAM;
}
@@ -5515,22 +5512,13 @@ void
CPed::DeadPedMakesTyresBloody(void)
{
int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
- if (minX <= 0)
- minX = 0;
-
+ if (minX < 0) minX = 0;
int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
- if (minY <= 0)
- minY = 0;
-
- // BUG: Shouldn't it be NUMSECTORS_X (100)?
+ if (minY < 0) minY = 0;
int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
- if (maxX >= 99)
- maxX = 99;
-
- // BUG: Shouldn't it be NUMSECTORS_Y (100)?
+ if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1;
int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
- if (maxY >= 99)
- maxY = 99;
+ if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1;
CWorld::AdvanceCurrentScanCode();
@@ -5858,4 +5846,4 @@ STARTPATCHES
InjectHook(0x4D15A0, (void (CPed::*)(CEntity*, float)) &CPed::SetSeek, PATCH_JUMP);
InjectHook(0x4EB5C0, &CPed::DoesLOSBulletHitPed, PATCH_JUMP);
InjectHook(0x4E3EC0, &CPed::DuckAndCover, PATCH_JUMP);
-ENDPATCHES \ No newline at end of file
+ENDPATCHES