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-rw-r--r--src/core/re3.cpp4
-rw-r--r--src/peds/Ped.cpp688
-rw-r--r--src/peds/Ped.h32
3 files changed, 656 insertions, 68 deletions
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 9681160f..9fe53579 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -16,6 +16,7 @@
#include "Boat.h"
#include "Heli.h"
#include "Automobile.h"
+#include "Ped.h"
#include "debugmenu_public.h"
#include <vector>
@@ -334,6 +335,9 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
DebugMenuAddVarBool8("Debug", "Don't render Vehicles", (int8*)&gbDontRenderVehicles, nil);
DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
+#ifndef FINAL
+ DebugMenuAddVarBool8("Debug", "Toggle unused fight feature", (int8*)&CPed::bUnusedFightThingOnPlayer, nil);
+#endif
DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 77264b3b..e76b6030 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -31,6 +31,7 @@
#include "FileMgr.h"
#include "TempColModels.h"
#include "Pickups.h"
+#include "Train.h"
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
@@ -60,8 +61,8 @@ CColPoint &CPed::ms_tempColPoint = *(CColPoint*)0x62DB14;
// TODO: PedAudioData should be hardcoded into exe, and it isn't reversed yet.
CPedAudioData (&CPed::PedAudioData)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4;
-uint16 &CPed::unknownFightThing = *(uint16*)0x95CC58;
-FightMove (&CPed::ms_fightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844;
+uint16 &CPed::nPlayerInComboMove = *(uint16*)0x95CC58;
+FightMove (&CPed::tFightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844;
uint16 &CPed::distanceMultToCountPedNear = *(uint16*)0x5F8C98;
@@ -69,6 +70,10 @@ CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
+#ifndef FINAL
+bool CPed::bUnusedFightThingOnPlayer = false;
+#endif
+
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
@@ -374,7 +379,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bIsStanding = false;
m_ped_flagA2 = false;
- m_ped_flagA4 = false;
+ bIsAttacking = false;
bIsPointingGunAt = false;
bIsLooking = false;
m_ped_flagA20 = false;
@@ -531,7 +536,7 @@ RemoveAllModelCB(RwObject *object, void *data)
}
static PedOnGroundState
-CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
+CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
{
PedOnGroundState stateToReturn;
float angleToFace;
@@ -549,22 +554,22 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
if (!CGame::nastyGame)
return NO_PED;
- for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) {
+ for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) {
- currentPed = player->m_nearPeds[currentPedId];
+ currentPed = attacker->m_nearPeds[currentPedId];
- CVector posDifference = currentPed->GetPosition() - player->GetPosition();
+ CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
distance = posDifference.Magnitude();
if (distance < 2.0f) {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
currentPed->GetPosition().x, currentPed->GetPosition().y,
- player->GetPosition().x, player->GetPosition().y);
+ attacker->GetPosition().x, attacker->GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
- player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
+ attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);
- angleDiff = Abs(angleToFace - player->m_fRotationCur);
+ angleDiff = Abs(angleToFace - attacker->m_fRotationCur);
if (angleDiff > PI)
angleDiff = 2 * PI - angleDiff;
@@ -583,20 +588,21 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
pedOnTheFloor = currentPed;
}
}
- } else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f))
- && (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f))
- && (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f))
- && (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) {
+ } else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f))
+ || (distance < 1.3f && angleDiff < DEGTORAD(55.0f))
+ || (distance < 1.7f && angleDiff < DEGTORAD(35.0f))
+ || (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) {
+ // Either this condition or below one was probably returning 4 early in development. See Fight().
+ foundBelow = 1;
+ pedBelow = currentPed;
+ break;
+ } else {
if (angleDiff < DEGTORAD(75.0f)) {
foundBelow = 1;
if (!pedBelow)
pedBelow = currentPed;
}
- } else {
- foundBelow = 1;
- pedBelow = currentPed;
- break;
}
}
}
@@ -609,7 +615,7 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
stateToReturn = PED_DEAD_ON_THE_FLOOR;
} else if (foundBelow) {
currentPed = pedBelow;
- stateToReturn = PED_BELOW_PLAYER;
+ stateToReturn = PED_IN_FRONT_OF_ATTACKER;
} else {
currentPed = nil;
stateToReturn = NO_PED;
@@ -992,7 +998,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
}
}
- if (!ped->m_ped_flagA4)
+ if (!ped->bIsAttacking)
ped->ClearAttack();
}
@@ -1018,7 +1024,7 @@ CPed::Attack(void)
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
- lastReloadWasInFuture = m_ped_flagA4;
+ lastReloadWasInFuture = bIsAttacking;
reloadAnimAssoc = nil;
reloadAnim = NUM_ANIMS;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
@@ -1059,7 +1065,7 @@ CPed::Attack(void)
if (!weaponAnimAssoc) {
if (lastReloadWasInFuture) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->field_1380) {
- if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
+ if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
}
else {
@@ -1131,7 +1137,7 @@ CPed::Attack(void)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
ClearLookFlag();
ClearAimFlag();
- m_ped_flagA4 = false;
+ bIsAttacking = false;
bIsPointingGunAt = false;
m_lastHitTime = CTimer::GetTimeInMilliseconds();
return;
@@ -1145,8 +1151,7 @@ CPed::Attack(void)
weaponAnimAssoc->speed = 0.5f;
- // BUG: We currently don't know any situation this cond. could be true.
- if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
+ if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
weaponAnimAssoc->callbackType = 0;
}
}
@@ -1187,11 +1192,11 @@ CPed::Attack(void)
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
- && (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnim = weaponAnimAssoc->animId;
- if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
+ if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
} else {
@@ -1234,7 +1239,7 @@ CPed::Attack(void)
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
lastReloadWasInFuture = false;
- m_ped_flagA4 = lastReloadWasInFuture;
+ bIsAttacking = lastReloadWasInFuture;
}
void
@@ -4270,15 +4275,15 @@ CPed::SetAttack(CEntity* victim)
return;
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
- m_ped_flagA4 = false;
+ bIsAttacking = false;
return;
}
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->field_1380)
- m_ped_flagA4 = false;
+ bIsAttacking = false;
else
- m_ped_flagA4 = true;
+ bIsAttacking = true;
return;
}
@@ -4295,7 +4300,7 @@ CPed::SetAttack(CEntity* victim)
if (m_nPedState != PED_ATTACK) {
m_nPedState = PED_ATTACK;
- m_ped_flagA4 = false;
+ bIsAttacking = false;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime != animAssoc->hierarchy->totalLength)
@@ -4334,7 +4339,7 @@ CPed::SetAttack(CEntity* victim)
}
}
if (m_nPedState == PED_ATTACK) {
- m_ped_flagA4 = true;
+ bIsAttacking = true;
return;
}
@@ -4370,7 +4375,7 @@ CPed::SetAttack(CEntity* victim)
animDelta = 1000.0f;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
- || CheckForPedsOnGroundToAttack((CPlayerPed*)this, nil) < PED_ON_THE_FLOOR) {
+ || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta);
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta);
@@ -4438,7 +4443,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
CPed *pedOnGround = nil;
- if (IsPlayer() && CheckForPedsOnGroundToAttack((CPlayerPed*)this, &pedOnGround) > PED_BELOW_PLAYER) {
+ if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) {
m_lastFightMove = FIGHTMOVE_GROUNDKICK;
} else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) {
m_lastFightMove = FIGHTMOVE_ROUNDHOUSE;
@@ -4457,14 +4462,18 @@ CPed::StartFightAttack(uint8 buttonPressure)
SetLookFlag(pedOnGround, 1);
SetLookTimer(1500);
}
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ms_fightMoves[m_lastFightMove].animId, 4.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightUnk2 = 0;
- m_fightUnk1 = 0;
- m_ped_flagA4 = true;
+ m_takeAStepAfterAttack = false;
+#ifndef FINAL
+ m_takeAStepAfterAttack = IsPlayer() && bUnusedFightThingOnPlayer;
+#endif
+
+ bIsAttacking = true;
if (IsPlayer())
- unknownFightThing = 0;
+ nPlayerInComboMove = 0;
}
void
@@ -4513,28 +4522,28 @@ CPed::LoadFightData(void)
if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
return;
- ms_fightMoves[moveId].startFireTime = startFireTime / 30.0f;
- ms_fightMoves[moveId].endFireTime = endFireTime / 30.0f;
- ms_fightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
- ms_fightMoves[moveId].strikeRadius = strikeRadius;
- ms_fightMoves[moveId].damage = damage;
- ms_fightMoves[moveId].flags = flags;
+ tFightMoves[moveId].startFireTime = startFireTime / 30.0f;
+ tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
+ tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
+ tFightMoves[moveId].strikeRadius = strikeRadius;
+ tFightMoves[moveId].damage = damage;
+ tFightMoves[moveId].flags = flags;
switch (hitLevel) {
case 'G':
- ms_fightMoves[moveId].hitLevel = 1;
+ tFightMoves[moveId].hitLevel = 1;
break;
case 'H':
- ms_fightMoves[moveId].hitLevel = 4;
+ tFightMoves[moveId].hitLevel = 4;
break;
case 'L':
- ms_fightMoves[moveId].hitLevel = 2;
+ tFightMoves[moveId].hitLevel = 2;
break;
case 'M':
- ms_fightMoves[moveId].hitLevel = 3;
+ tFightMoves[moveId].hitLevel = 3;
break;
case 'N':
- ms_fightMoves[moveId].hitLevel = 0;
+ tFightMoves[moveId].hitLevel = 0;
break;
default:
break;
@@ -4542,9 +4551,9 @@ CPed::LoadFightData(void)
if (strncmp(animName, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
- ms_fightMoves[moveId].animId = (AnimationId)animAssoc->animId;
+ tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
} else {
- ms_fightMoves[moveId].animId = ANIM_WALK;
+ tFightMoves[moveId].animId = ANIM_WALK;
}
moveId++;
}
@@ -4584,9 +4593,9 @@ CPed::FightStrike(CVector &touchedNodePos)
for (int i = 0; i < m_numNearPeds; i++) {
nearPed = m_nearPeds[i];
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
- maxDistanceToBeBeaten = nearPed->GetBoundRadius() + ms_fightMoves[m_lastFightMove].strikeRadius + 0.1f;
+ maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f;
else
- maxDistanceToBeBeaten = nearPed->GetBoundRadius() + ms_fightMoves[m_lastFightMove].strikeRadius;
+ maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius;
if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
CVector nearPedCentre;
@@ -4605,7 +4614,7 @@ CPed::FightStrike(CVector &touchedNodePos)
attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
attackDistance -= touchedNodePos;
CColSphere *ourPieces = ourCol->spheres;
- float maxDistanceToBeat = ourPieces[j].radius + ms_fightMoves[m_lastFightMove].strikeRadius;
+ float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
// We can beat him too
if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
@@ -4626,7 +4635,7 @@ CPed::FightStrike(CVector &touchedNodePos)
float oldVictimHealth = nearPed->m_fHealth;
CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
- int damageMult = ms_fightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
+ int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
CVector2D diff (GetPosition() - nearPed->GetPosition());
int direction = nearPed->GetLocalDirection(diff);
@@ -4654,16 +4663,16 @@ CPed::FightStrike(CVector &touchedNodePos)
else
unk2 = damageMult;
- nearPed->StartFightDefend(direction, ms_fightMoves[m_lastFightMove].hitLevel, unk2);
+ nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
PlayHitSound(nearPed);
m_fightUnk2 = -1;
- RpAnimBlendClumpGetAssociation(GetClump(), ms_fightMoves[m_lastFightMove].animId)->speed = 0.6f;
+ RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
if (nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
}
if (CGame::nastyGame
- && ms_fightMoves[m_lastFightMove].hitLevel > 3
+ && tFightMoves[m_lastFightMove].hitLevel > 3
&& nearPed->m_nPedState == PED_DIE
&& nearPed->GetIsOnScreen()) {
@@ -5707,15 +5716,15 @@ CPed::EndFight(uint8 endType)
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
switch (endType) {
- case 0:
+ case ENDFIGHT_NORMAL:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f);
break;
- case 1:
+ case ENDFIGHT_WITH_A_STEP:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f);
break;
- case 2:
+ case ENDFIGHT_FAST:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f;
break;
@@ -5725,6 +5734,555 @@ CPed::EndFight(uint8 endType)
m_nWaitTimer = 0;
}
+void
+CPed::EnterCar(void)
+{
+ if (m_pMyVehicle && m_pMyVehicle->m_status != STATUS_WRECKED && m_fHealth > 0.0f) {
+ CVehicle* veh = (CVehicle*)m_pSeekTarget;
+
+ // Not used.
+ // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType);
+
+ if (veh->CanPedOpenLocks(this)) {
+ if (m_vehEnterType) {
+ CAnimBlendAssociation *enterAssoc = m_pVehicleAnim;
+ if (enterAssoc)
+ veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime);
+ }
+ }
+ bIsInTheAir = false;
+ LineUpPedWithCar(LINE_UP_TO_CAR_START);
+ } else {
+ QuitEnteringCar();
+ SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
+ }
+}
+
+uint8
+CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
+{
+ CVector enterStepOffset;
+ CVehicleModelInfo *trainModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(train->m_modelIndex);
+ CMatrix trainMat = CMatrix(train->GetMatrix());
+ CVector leftEntryPos, rightEntryPos, midEntryPos;
+ float distLeftEntry, distRightEntry, distMidEntry;
+
+ // enterStepOffset = offsetToOpenRegularCarDoor;
+ enterStepOffset = CVector(1.5f, 0.0f, 0.0f);
+
+ if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) {
+ distLeftEntry = 999.0f;
+ } else {
+ leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset;
+ leftEntryPos = Multiply3x3(trainMat, leftEntryPos);
+ leftEntryPos += train->GetPosition();
+ distLeftEntry = (leftEntryPos - GetPosition()).Magnitude();
+ }
+
+ if (train->pPassengers[TRAIN_POS_MID_ENTRY]) {
+ distMidEntry = 999.0f;
+ } else {
+ midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset;
+ midEntryPos = Multiply3x3(trainMat, midEntryPos);
+ midEntryPos += train->GetPosition();
+ distMidEntry = (midEntryPos - GetPosition()).Magnitude();
+ }
+
+ if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) {
+ distRightEntry = 999.0f;
+ } else {
+ rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset;
+ rightEntryPos = Multiply3x3(trainMat, rightEntryPos);
+ rightEntryPos += train->GetPosition();
+ distRightEntry = (rightEntryPos - GetPosition()).Magnitude();
+ }
+
+ if (distMidEntry < distLeftEntry) {
+ if (distMidEntry < distRightEntry) {
+ enterPos = midEntryPos;
+ m_vehEnterType = TRAIN_POS_MID_ENTRY;
+ } else {
+ enterPos = rightEntryPos;
+ m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
+ }
+ } else if (distRightEntry < distLeftEntry) {
+ enterPos = rightEntryPos;
+ m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
+ } else {
+ enterPos = leftEntryPos;
+ m_vehEnterType = TRAIN_POS_LEFT_ENTRY;
+ }
+
+ return 1;
+}
+
+uint8
+CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
+{
+ GetNearestTrainPedPosition(train, doorPos);
+/*
+ // Not used.
+ CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex);
+ CMatrix trainMat = CMatrix(train->GetMatrix());
+
+ doorPos = trainModel->m_positions[m_vehEnterType];
+ doorPos.x -= 1.5f;
+ doorPos = Multiply3x3(trainMat, doorPos);
+ doorPos += train->GetPosition();
+*/
+ return 1;
+}
+
+void
+CPed::LineUpPedWithTrain(void)
+{
+ CVector lineUpPos;
+ CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex);
+ CVector enterOffset(1.5f, 0.0f, -0.2f);
+
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
+ m_fRotationDest = m_fRotationCur;
+
+ if (!bInVehicle) {
+ GetNearestTrainDoor(m_pMyVehicle, lineUpPos);
+ lineUpPos.z += 0.2f;
+ } else {
+ if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) {
+
+ lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset;
+
+ } else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) {
+
+ lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset;
+
+ } else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) {
+
+ lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset;
+ }
+ lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos);
+ lineUpPos += m_pMyVehicle->GetPosition();
+ }
+
+ if (m_pVehicleAnim) {
+ float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
+ lineUpPos += (GetPosition() - lineUpPos) * percentageLeft;
+ }
+
+ GetPosition() = lineUpPos;
+// CVector pedPos = GetPosition();
+ GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
+ GetPosition() += lineUpPos;
+}
+
+void
+CPed::EnterTrain(void)
+{
+ LineUpPedWithTrain();
+}
+
+void
+CPed::ExitTrain(void)
+{
+ LineUpPedWithTrain();
+}
+
+void
+CPed::ExitCar(void)
+{
+ if (!m_pVehicleAnim)
+ return;
+
+ AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId;
+ float animTime = m_pVehicleAnim->currentTime;
+
+ m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime);
+
+ if (m_pSeekTarget) {
+ // Car is upside down
+ if (m_pMyVehicle->GetUp().z > -0.8f) {
+ if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f)
+ LineUpPedWithCar((m_pMyVehicle->m_modelIndex == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
+ else
+ LineUpPedWithCar(LINE_UP_TO_CAR_END);
+ } else {
+ LineUpPedWithCar(LINE_UP_TO_CAR_END);
+ }
+ }
+
+ // If there is someone in front of the door, make him fall while we exit.
+ if (m_nPedState == PED_EXIT_CAR) {
+ CPed *foundPed = nil;
+ for (int i = 0; i < m_numNearPeds; i++) {
+ if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) {
+ foundPed = m_nearPeds[i];
+ break;
+ }
+ }
+ if (foundPed && animTime > 0.4f && foundPed->IsPedInControl())
+ foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1);
+ }
+}
+
+void
+CPed::Fall(void)
+{
+ if (m_getUpTimer != -1 && CTimer::GetTimeInMilliseconds() > m_getUpTimer)
+ ClearFall();
+}
+
+void
+CPed::Fight(void)
+{
+ CAnimBlendAssociation *currentAssoc = nil, *animAssoc;
+ bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
+ float angleToFace, nextAngle;
+ bool goForward = false;
+ int nextFightMove;
+
+ switch (m_lastFightMove) {
+ case FIGHTMOVE_NULL:
+ return;
+ case FIGHTMOVE_IDLE2NORM:
+ m_lastFightMove = FIGHTMOVE_NULL;
+ RestorePreviousState();
+ break;
+ case FIGHTMOVE_IDLE:
+ // currentAssoc = nil;
+ break;
+ default:
+ currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
+ break;
+ }
+
+ if (!bIsAttacking && IsPlayer()) {
+ if (currentAssoc) {
+ currentAssoc->blendDelta = -1000.0f;
+ currentAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ currentAssoc->flags &= ~ASSOC_RUNNING;
+ }
+ if (m_takeAStepAfterAttack)
+ EndFight(ENDFIGHT_WITH_A_STEP);
+ else
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (currentAssoc && m_fightUnk2 > -2) {
+ float animTime = currentAssoc->currentTime;
+ FightMove &curMove = tFightMoves[m_lastFightMove];
+ if (curMove.hitLevel != 0 && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightUnk2 >= 0) {
+
+ CVector touchingNodePos(0.0f, 0.0f, 0.0f);
+ RwFrame *touchingFrame = nil;
+
+ switch (m_lastFightMove) {
+ case FIGHTMOVE_STDPUNCH:
+ case FIGHTMOVE_PUNCHHOOK:
+ case FIGHTMOVE_BODYBLOW:
+ touchingFrame = GetNodeFrame(PED_HANDR);
+ break;
+ case FIGHTMOVE_IDLE:
+ case FIGHTMOVE_SHUFFLE_F:
+ break;
+ case FIGHTMOVE_KNEE:
+ touchingFrame = GetNodeFrame(PED_LOWERLEGR);
+ break;
+ case FIGHTMOVE_HEADBUTT:
+ touchingFrame = GetNodeFrame(PED_HEAD);
+ break;
+ case FIGHTMOVE_PUNCHJAB:
+ touchingFrame = GetNodeFrame(PED_HANDL);
+ break;
+ case FIGHTMOVE_KICK:
+ case FIGHTMOVE_LONGKICK:
+ case FIGHTMOVE_ROUNDHOUSE:
+ case FIGHTMOVE_GROUNDKICK:
+ touchingFrame = GetNodeFrame(PED_FOOTR);
+ break;
+ }
+ while (touchingFrame) {
+ RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame));
+ touchingFrame = RwFrameGetParent(touchingFrame);
+ }
+
+ if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
+ touchingNodePos += 0.1f * GetForward();
+ } else if (m_lastFightMove == FIGHTMOVE_PUNCHHOOK) {
+ touchingNodePos += 0.22f * GetForward();
+ }
+ FightStrike(touchingNodePos);
+ m_fightButtonPressure = 0;
+ return;
+ }
+
+ if (curMove.hitLevel != 0) {
+ if (animTime > curMove.endFireTime) {
+ if (IsPlayer())
+ currentAssoc->speed = 1.0f;
+ else
+ currentAssoc->speed = 0.8f;
+ }
+
+ if (IsPlayer() && !nPlayerInComboMove) {
+ if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curMove.animId, 8.0f);
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
+ m_fightButtonPressure = 0;
+ nPlayerInComboMove = 1;
+ }
+ }
+ } else {
+ if (curMove.startFireTime > 0.0f && m_lastFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) {
+ if (IsPlayer())
+ currentAssoc->speed = 1.3f;
+ else
+ currentAssoc->speed = 0.8f;
+ }
+ }
+ } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (m_fightButtonPressure != 0) {
+ bool canAffectMultiplePeople = true;
+ nextAngle = m_fRotationCur;
+ bool kickGround = false;
+ float angleForGroundKick = 0.0f;
+ CPed *pedOnGround = nil;
+
+ Say(SOUND_PED_ATTACK);
+
+ if (IsPlayer()) {
+ canRoundhouse = false;
+ punchOnly = false;
+ canKick = true;
+ nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
+ hasShoppingBags = false;
+ canKneeHead = true;
+ nPlayerInComboMove = 0;
+ } else {
+ nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
+ uint16 pedFeatures = m_pedStats->m_flags;
+ punchOnly = pedFeatures & STAT_PUNCH_ONLY;
+ canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
+ canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD;
+ canKick = pedFeatures & STAT_CAN_KICK;
+ hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS;
+ }
+
+ // Attack isn't scripted, find the victim
+ if (IsPlayer() || !m_pedInObjective) {
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+
+ CPed *nearPed = m_nearPeds[i];
+ float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude();
+ if (nearPedDist < 3.0f) {
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ nearPed->GetPosition().x, nearPed->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+
+ nextAngle = CGeneral::LimitRadianAngle(angleToFace);
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+
+ float neededTurn = Abs(nextAngle - m_fRotationCur);
+ if (neededTurn > PI)
+ neededTurn = TWOPI - neededTurn;
+
+ PedState nearPedState = nearPed->m_nPedState;
+ if (nearPedState != PED_FALL && nearPedState != PED_GETUP && nearPedState != PED_DIE && nearPedState != PED_DEAD) {
+
+ if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) {
+ canAffectMultiplePeople = false;
+ } else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) {
+
+ if (nearPedDist < 1.7f
+ && neededTurn < DEGTORAD(35.0f)
+ && (canKick || hasShoppingBags)) {
+
+ nextFightMove = FIGHTMOVE_KICK;
+ if (hasShoppingBags) {
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+ } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+ }
+ canAffectMultiplePeople = false;
+ } else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) {
+ canAffectMultiplePeople = false;
+ nextFightMove = FIGHTMOVE_LONGKICK;
+ } else if (neededTurn < DEGTORAD(30.0f)) {
+ goForward = true;
+ }
+ } else {
+ nextFightMove += 2; // Makes it 6 or 7
+ if (punchOnly)
+ nextFightMove = FIGHTMOVE_PUNCHJAB;
+
+ canAffectMultiplePeople = false;
+ }
+ } else if (!CGame::nastyGame
+ || nearPedDist >= 1.3f
+ || neededTurn >= DEGTORAD(55.0f)
+ || punchOnly) {
+
+ if (nearPedDist > 0.8f
+ && nearPedDist < 3.0f
+ && neededTurn < DEGTORAD(30.0f)) {
+ goForward = true;
+ }
+
+ } else if (nearPedState != PED_DEAD || pedOnGround) {
+ if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
+ canAffectMultiplePeople = false;
+ nextFightMove = FIGHTMOVE_GROUNDKICK;
+ }
+
+ } else {
+ pedOnGround = nearPed;
+ kickGround = true;
+ angleForGroundKick = nextAngle;
+ }
+ }
+
+ if (!canAffectMultiplePeople) {
+ m_fRotationDest = nextAngle;
+ if (IsPlayer()) {
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ SetLookFlag(nearPed, 1);
+ SetLookTimer(1500);
+ }
+ break;
+ }
+ }
+ } else {
+ // Because we're in a scripted fight with some particular ped.
+ canAffectMultiplePeople = false;
+
+ float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude();
+ if (hasShoppingBags) {
+ if (fightingPedDist >= 1.7f)
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ else
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+
+ } else if (punchOnly) {
+ if (fightingPedDist >= 1.3f)
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ else
+ nextFightMove = FIGHTMOVE_PUNCHJAB;
+
+ } else if (fightingPedDist >= 3.0f) {
+ nextFightMove = FIGHTMOVE_STDPUNCH;
+
+ } else {
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ m_pedInObjective->GetPosition().x,
+ m_pedInObjective->GetPosition().y,
+ GetPosition().x,
+ GetPosition().y);
+
+ nextAngle = CGeneral::LimitRadianAngle(angleToFace);
+ m_fRotationDest = nextAngle;
+ m_fRotationCur = m_fRotationDest;
+ PedState fightingPedState = m_pedInObjective->m_nPedState;
+ if (fightingPedState != PED_FALL && fightingPedState != PED_GETUP && fightingPedState != PED_DIE && fightingPedState != PED_DEAD) {
+
+ if (fightingPedDist >= 0.8f || !canKneeHead) {
+
+ if (fightingPedDist >= 1.3f) {
+
+ if (fightingPedDist < 1.7f && canKick) {
+ nextFightMove = FIGHTMOVE_KICK;
+ if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+
+ } else if (fightingPedDist < 2.0f && canKick) {
+ nextFightMove += 5; // Makes it 9 or 10
+
+ } else {
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+
+ }
+ } else {
+ nextFightMove += 2; // Makes it 6 or 7
+ }
+ }
+ } else if (!CGame::nastyGame
+ || fightingPedDist >= 1.3f
+ || m_pedInObjective->IsPlayer()
+ || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
+ nextFightMove = FIGHTMOVE_IDLE;
+ } else {
+ nextFightMove = FIGHTMOVE_GROUNDKICK;
+ }
+ }
+ }
+
+ if (canAffectMultiplePeople) {
+ if (kickGround && IsPlayer()) {
+ m_fRotationDest = angleForGroundKick;
+ nextFightMove = FIGHTMOVE_GROUNDKICK;
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ SetLookFlag(pedOnGround, 1);
+ SetLookTimer(1500);
+ } else if (goForward) {
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ } else {
+ nextFightMove = FIGHTMOVE_STDPUNCH;
+ }
+ }
+
+ if (nextFightMove != FIGHTMOVE_IDLE) {
+ m_lastFightMove = (PedFightMoves) nextFightMove;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
+
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ if (m_fightUnk2 == -2 && animAssoc->currentTime == 0.0f) {
+ animAssoc->SetCurrentTime(0.0f);
+ animAssoc->SetRun();
+ }
+ m_fightButtonPressure = 0;
+ }
+ m_fightUnk2 = 0;
+ } else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F
+#ifndef FIX_BUGS
+ && CheckForPedsOnGroundToAttack(this, nil) == 4) {
+#else
+ && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
+#endif
+ m_lastFightMove = FIGHTMOVE_SHUFFLE_F;
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
+
+ if (animAssoc) {
+ animAssoc->SetCurrentTime(0.0f);
+ animAssoc->blendDelta = 4.0f;
+ animAssoc->SetRun();
+ } else {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f);
+ }
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ m_fightUnk2 = 0;
+ m_fightButtonPressure = 0;
+ m_takeAStepAfterAttack = false;
+
+ } else if (m_takeAStepAfterAttack) {
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (m_lastFightMove == FIGHTMOVE_IDLE) {
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ EndFight(ENDFIGHT_NORMAL);
+ }
+
+ } else {
+ m_lastFightMove = FIGHTMOVE_IDLE;
+ if (IsPlayer())
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
+ else
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+}
+
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
@@ -5880,4 +6438,10 @@ STARTPATCHES
InjectHook(0x4EB5C0, &CPed::DoesLOSBulletHitPed, PATCH_JUMP);
InjectHook(0x4E3EC0, &CPed::DuckAndCover, PATCH_JUMP);
InjectHook(0x4E8D30, &CPed::EndFight, PATCH_JUMP);
+ InjectHook(0x4E0D30, &CPed::EnterCar, PATCH_JUMP);
+ InjectHook(0x4E2E50, &CPed::GetNearestTrainPedPosition, PATCH_JUMP);
+ InjectHook(0x4E2D70, &CPed::GetNearestTrainDoor, PATCH_JUMP);
+ InjectHook(0x4E33D0, &CPed::LineUpPedWithTrain, PATCH_JUMP);
+ InjectHook(0x4E18D0, &CPed::ExitCar, PATCH_JUMP);
+ InjectHook(0x4E7EE0, &CPed::Fight, PATCH_JUMP);
ENDPATCHES \ No newline at end of file
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 3d179822..7e0e9aa3 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -22,6 +22,13 @@ struct CPedAudioData
int m_nMaxRandomDelayTime;
};
+enum
+{
+ ENDFIGHT_NORMAL,
+ ENDFIGHT_WITH_A_STEP,
+ ENDFIGHT_FAST
+};
+
struct FightMove
{
AnimationId animId;
@@ -152,7 +159,7 @@ enum PedLineUpPhase {
enum PedOnGroundState {
NO_PED,
- PED_BELOW_PLAYER,
+ PED_IN_FRONT_OF_ATTACKER,
PED_ON_THE_FLOOR,
PED_DEAD_ON_THE_FLOOR
};
@@ -241,7 +248,7 @@ public:
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
uint8 bIsStanding : 1;
uint8 m_ped_flagA2 : 1;
- uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1;
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
@@ -418,7 +425,7 @@ public:
PedFightMoves m_lastFightMove;
uint8 m_fightButtonPressure;
int8 m_fightUnk2; // TODO
- uint8 m_fightUnk1; // TODO
+ bool m_takeAStepAfterAttack;
uint8 pad_4B3;
CFire *m_pFire;
CEntity *m_pLookTarget;
@@ -429,7 +436,7 @@ public:
uint32 m_lookTimer;
uint32 m_standardTimer;
uint32 m_attackTimer;
- uint32 m_lastHitTime;
+ uint32 m_lastHitTime; // obviously not correct
uint32 m_hitRecoverTimer;
uint32 m_objectiveTimer;
uint32 m_duckTimer;
@@ -584,6 +591,12 @@ public:
uint8 DoesLOSBulletHitPed(CColPoint &point);
bool DuckAndCover(void);
void EndFight(uint8);
+ void EnterCar(void);
+ uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
+ uint8 GetNearestTrainDoor(CVehicle*, CVector&);
+ void LineUpPedWithTrain(void);
+ void ExitCar(void);
+ void Fight(void);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@@ -641,6 +654,9 @@ public:
void SetPedStats(ePedStats);
bool IsGangMember(void);
void Die(void);
+ void EnterTrain(void);
+ void ExitTrain(void);
+ void Fall(void);
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
@@ -659,9 +675,13 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
static CColPoint &ms_tempColPoint;
- static uint16 &unknownFightThing; // TODO
- static FightMove (&ms_fightMoves)[24];
+ static uint16 &nPlayerInComboMove;
+ static FightMove (&tFightMoves)[24];
static CPedAudioData (&PedAudioData)[38];
+
+#ifndef FINAL
+ static bool bUnusedFightThingOnPlayer;
+#endif
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);