summaryrefslogblamecommitdiffstats
path: root/src/peds/Ped.cpp
blob: dcb167f0c2d2fbd7c0f70af5c5caaaefe48b1b98 (plain) (tree)
1
2
3
4
5
6
7
8
9
                   
 
                 
                  


                     
                        
                  
                
                   
                      




                                 
                    
                         
                              


                         

                   
                         

                    
                     
                       



                        
                   
                   

                         

                          
                    
                  
                          
                      



                     
                   

                    

                       

                  
                   


                           
 
                                                       
 


                         
                                               
 









































                                                                          

                          

                         


























                                                                                                   
 

                                                
 


                                    


                                           
 


                            
                                     
 
                                                                            
                                                                                             
                                                                                          
                                                                                           
 
                                   

































                                      


                           

  
                               
               






























                       
                  

                       























                       
                                         






















                        

                       







                      

                     

  
                                   






















                          
                               
                                       




                                                      









                                               
                                                                                   





                                                                                               
                                                                                            





                                                                               

                                                                 















                                                                                                      
                                                                                            
                                                                                                             


                                                                                                              









                                                                                    
                         



                                                                 

                                                                                                     




                                                                                    
                                   



                                      
                                                                






                                               
                         
















                                                                           





                                          

                                    


                             

                             

                                                   

                                         
                                    


                               
                           

                             


                                 
                                             
                                  










                             
                         
                              
                                
                                        


                               
                                     



                                                               
                                                 
                        
                                         
                                






                                                   
                                           
                                       



                                   
                                     
                                          

                            
                            
                                
                            
                                  

                           
                       
                              
                              
                              

                                









                                          
                             

                                 
                                  




                                     


                            
                           
                                       
                                       
 
                                      
                                  

                               
                                   
                                     
                            
                                              
 
                            
                                       

                               
                                     
                                
                                    
                                          
 
                                      
                                     


                                    
                                  
                                    
                                     
 
                                           

                                  
                             
                                   
                                   
                                                     
                              
 
                                  
                                      
                                
                                       
                        
                           
                                       
                         
 
                                  
                               
                                  
                                
                                      
                                       
                                 
                               
 
                           
                                
                                      
                                        
                            


                              
                   
                             
      

                                                   
                                   
 
                                                                         


                                                       
                                                



                               
                                                          
                                    
                                                         


                                                    

                                                    
                                                 
 
                                                                     





                                                          

         
                                         





                                          


                             
                                                                 

 
      
                                                     
 

                                                
                                    

                                                       
                    
                                                    
 
                                        
                
                                                    


                                                                                                                              



                                                             

 


                                              

                                                             
                                                                      




                                        
                       
                                                                
















                                       
                                                                                            
 
                                                                
 
                                                                                            




                                                                                         
                                                                                      

                                                                              
                                                                                                        
 
                                                                                










                                                                                                                                                       
                                                                             
                                                                                           

                                                                    
                                                                                   

                                         



                                                                                                      
 




                                                                                                                                 


                                                                  
                                                                      
                                 











                                                      
                                                         





                                       
                                          



                             
    

                    
                                                                                



                                                                               






                                               
 


                          
                                                                                                               

 



                                              
                                              





                                    
               
                              

                             



                                                                                                                                     


                            
                      

                       










                                                                                                   




                                  
                  


                       

                            
                                             
                                                                                            
                                     
                        
                                                              
                 
                                      
 
                                                                          
                                                     
                                                         


                 
                                 
                                                                                                                                     
                        
                                                                                                   
                 


         





                                                                           
                            

          
                                          
                                      
 
                                                                                                                           
                                                                                           
                                                                      
                    
 
                                            


                                                                         
                                                                          
 

                                                   
                                                                            

                                                                         

                         
                                                      
                                                                        


                                                                   




                         



                                                      
                                                       










                                                                            
    
                                                    

                       
                    
 
                                         

                                       



                                                       
                               
                                                                              
     
                                                       
      
                                                                                
 

                                                                             
                                     
                                     
                                     
                                                       
 
                                                       
                                                                          
                                                                  
                                                               
 
                                                              
                                                                                    
                                                    

                                                                           

                                 
                                                    

                                                    
                



                                                         
    
                                                         
 
                                                            
                                  
                                         

                                                                            
                                             
                                
                                                     
                                                 
                                                                         
                 


         
    
                                                         
 
                                                            
                                  
                                         

                                             
                                
                                                     
                                                 
                                                                         



                 








                                                                     
                                          
 
                           
                     
 
                                                                                           
 

                                                                     
                             
 
                                          

                                      
 



                                                                                                                                   
 
 
    









                                                                                    

                                                   
                                                                                                                                                 


                                                                                                                       
 

                                                                                                                                                                        
 
                                                                                                                             
                                                                                                     
                                                                                          
 

                                                                                                          
 

                                                                                                                  
 
                                                                                                                               




                                                                                                              
                                                                  
                                                                                             
                                                                                                                       







                                                 





                                       
                                                          

         

                                                              






                                        
                                   
 
                                                                 
                               




                                                                                        

                                               






                                      
                                                                       











                                                                     
                                         
                                                                                                                         
                                                                           
                                                                                                                                
                                        
                                                                           
                                                                                                                               

                                 


                                                                                  
                                               
                                                                

                                                                           

                                       







                                                                                                                    

                                      

         
                               








                                               

                                  
                                  
                          
                               
                                  







                                                              
                                                                                              
                                            
                              









                                                              
                                                                                         
 
                       


                              
                                                                              
                                      



                       

                                                           

                               
                                                                                                       



                                                                       
                                                                                                         
                                                       
                 

                                       
                                                   
                                                                                                                                           
                                                                                                                                                                    
                                                                                                                                                        

                                              
                                                                                                                                                         


                                                                                                         
                                                                  




                                                                                                                    
                                                                                                   
                                                                                                   





                                                            
                 
         
 



                                                                                                    
                                                                 
                    
                                                                  
         
 


                                                                                                                                                                 
 







                                                                                
                                                                                                                     


                                                        
                        
                                                  
 








                                                                                                                  

                                                                                                                                       
                                                                                                         

                                                
                                                     
                                                         
                                                                               
                                       
                         



                                                                                                                           
                                                                                                 

                         
                                                      
 
                                                                                             
                                                                  


                         
                                             
         
 


                                                              
 
                                                                                                                                  
                                                            
 




                                                                  
 






                                                                                         
                 
         












                                                                                                                                                                                              


                                                                                                      
 
                                                      
 

                                                                                                                       
 
                                                                                    
                                                                                           
                                                                                  
 
                                                             
                                                                                                                               

                                                                                                                 
                                        
                                                                                                                              

                                 


                                                                              
                                                                                                                               
                         





                                                                                                                                 
















                                                                                                                          

                                 
 




                                                                                                       


                         
                                                                   
                                             
 
                                            

 



                                                                               










                                                                                       



                          
                                         
 
                                














                                                                                    
                                                          

                                                                            
                                                                                                                                       
                                                    

















                                                          
                                                                                                      
                         
                                                                                      
 




                                           
 

                                 
 

                                                                    
 
                                                                                   
                                                         
                                                                                                 
         









                                         
                                 
                    

                                         





                                                                      
                                                                                    
                                                                                                 
                                                                 
                                                                                                          


                                                                 
                                                      
                 
                    
         
      

 








                                         

                                                                                                
                                 
                                                                                              
                                         
                                                                                                      
                                               
                                                                                                                




                                                         
                                                                                     
                                                 
                                                             
                                                               



                                                                 
                                                                                            
                                                      







                                                                 
                                                                                                         










                                                                               


                                                         
                                                                                                                     


                 




                                  
                                     
 
                                                                                                                            
                                        
                                        








                                                                        
 
                                                                                             


                                                
                                                         





                                      

                                                                                    
 



                                                                             
 




                                                                                                 
         



                                                 








                                                                                 




                                                                                      
                                                                                                          

         
                                               
 
                                               
                                           

 

                                                                                       






                                                                                    
                                                                                    
                                  
                                                            
                
                                                                               
                                       
                                                                  
                        
                                                                


                 
                            
                                 
                                                                         
                                                                                       
                            
                                                                                      




                                                           
                                 
                                                                             



                                                           
                                 
                                                                         
                                                                                       
                            
                                                                                      



                                                                    
                                 
                                                                             




                                                                         
                                                                                       
                            
                                                                                      


                                                                  
                                          


                                                                                        

                                                               



                           
                                                                       





                                                                                  
                                                                                                             
                                                                 

                                  
                                                                       
                        
                                                                     




                                                                                                                    
                          

 

                                                                             



                                         
                                                                                             
 
                                            













                                            
                                                         
                                                                               


                                              
                                                                                


                                              
                                                                                


                                              
                                                                                  


                                              
                                    

                                            
                                                           



                                                                   


                                       
                                                                             
                                      
                                                                            
                                         
                                                                                  
                        
                                                                      
                 
                                                                                    
                                      
                                                                      
                                         
                                                                                   
                        
                                                                      
                 









                                                                                                                                      




                                   




                                              







                                                  



                                                             
                                                                                                                                                

                                               




                                                     


                                                                     
                                                                                                                                                        


                                               

                                                    
                                               


                                                                                                                   
                                                
                                                


                                                                         
                                                                                                                                        



                                               
                                                    




























                                                                                                                     
                                          
                
                                                                                       













                                                                               
                              
                                                                       
                                                                                              

                                                                               

                                                                     


                                                                           







                                                                           









                                                                                                                                                                     
                                                                                       
 



                                                                                                                                       
                 
      





                                                     







                                                                                                                                                                                         
                                                                                                       


                                                                                                                                                       
                                                                   
                                                                                        

                                         
                                 
      



                         
                                       
                                                               
                                                                                   
 
                                 

                                                 
                                                                                
                                                                                                         
 
                                                   

                                                 
                 


                                                                    
 



                                                               
                 
                                                                                                 


                                                    

                                          
                                           
                
                                                     
                                                                                                                              
                                                                          

                                         
 

 
           
                                                                             
 
                                       
         



                                      
                                                         
                                                          










                                                                                                                                                                
                                                                               
 
                  
                                         
                                          



                                                                               
                                                                                                                                                                     
         









                                                                                                                                                                                 





                                  

                                                                                                       
 
                                                                   






                                                            
                                                                                       











                                                                     














                                                                                                  
                                                        







                                                                     
                                                        








                                                                     











                                                                                                  
                                                                                                                      
                                                          
                                                                                        









                                                                    
                                                                                                       



                                                                             

                                                                              

                                                                    
                                                                                



                                                                                                              








                                                                                        



                         
                                                  

                                                                                                 
                  

















                                                                                                                                                            





                                                                                                                                                              



                 


                          
                                                                 








                                                             
                           
    
                                             









                                                                                  
                                          

                                          

                                                                               
                                                            
 
                    

                                                                             
                                                          
 
                                    













                                                 
                                                                      
 
                                                              









                                                                                                                        
                                                                                      










                                                                                                 







                                                                
                                     
 

                                                             
                                                                                                                                                                
                                                                            
                                                                              
                                                                                                                


                                                                                                    
                                                                                                              




                                                 

                                                                  
                                                                                                  
                                                                  




                                                        
                                                                                                       













                                                       

                                                              
                                                                                          
                                              
                                                        
                                                            
                                                                              

                                                                                                  
                                                                                       




                                                                

 










                                                       
 





                                                                                                        
                              



                                                                                                                         
                                                     

























                                                                   
                                   
















                                                                                              
                                          
                                          
                                           
































                                                                                   
                                                                    
 
                                                                                                                                                               
                                                                                                                                                            














                                                                                                                          
                                          
                                     
                                                





                                                                                    
                                                                                

         
                                                                                                        
                                                                                                        


                                                                                         
 



                                                                                          
                                                                           
      









                                                                                                
























                                                                                                                                                  






                        
                       

                             

                                 
                                    
                                  












                                                                                        

                                                                                                                                                                     






                                                                             
                   
    




















                                                                                                                            
                                                                                        








                                                                                                             
    
                                     
 
                                                                     
                                    



                                  
 

                                                                                                             
      








                                                                                                                                             
                                                                                     


                                                                  
                                        



                                 


                                     


                                        


                                  
 
                                                       
 
                                                                        





                                                                                           


                                                           











































































                                                                                                            




                                                                                                                                                     










                                                                            
                                    







                                 
                                                                   




                                                   
                          

























                                                               


                                                         


















                                                               
                                                      



                                                                


                               
                   

                          
                                    
















                                                                                         
                              


                                                   
                                              
                                                
                                                                 
                                                         
                                                                                          
                                                         
                                                                                    
                              



                                                           
                                                                 
                                                         
                                                                                          
                              

                                                         
                                                                                          
                                                        
                              
                                             


                                                 

                                                             
                                                                                           
                                                                         








                                                                                                     







                                                                                                 
                                      





                                                             
                                                                                          
                                                         
                                                                                    
                                                                 

                                                                                           
                                                                                                                      
                                                                                                                                                                     



                                                         
                              


                                                    
                              
                        
                              


         



                                                                                                  





                                               










                                                                                                              
                          


                                       







                                                                                                                                                              
 
                                                      

























                                                                                    
                                            




















                                                                                    
                          









                                                                                                                                    
                                    
















                                                      
                                                                                                      



























































                                                                                                                    

                                                                                                


                                                                                               
                                                       



                                               




                                                                                                                    
                                                                          



                              
                                          
 
                            

                                           
                                                      
                                                                 







                                                           


                                                                                                  
                                                       
      
                                                           







                                               
                                            


                                  
 
                   
                                                     







                                                                                                                                   
                                                                                                                                                   



                                                                
                                                                                        






                                                                                         
                                                                                              

                                               
                                                                                  






























                                                                                                                                 
                             






















                                                                   
                                      
                                 




                                                
                        




                
                                               




















                                                                                              
                                                                                                                      

                                                              
                                                                         




                                            
                                                                                     

                                                       
                                                                                                          

                                  
                                                                                                                                        












                                                                                      














                                                                                                                    
                                      







                                                                                  
                                                                                 






                                                                             


                         








                                                                                                                                                              




                                                                    


                                        






                       















                                                                                                       





                                                               
                                     
                                                  

                                        



                                                








                                                                           
                                                                          

                             
      








                                                                                  
                                                      


                                                         
                                       




























                                                                                            
                                                      
                      
                                                       






                                                                                     
                                               


                            
                                       







                                                                                 
                                                                    
                                                                                              
                                                       
                                                                        

                 
                                       


                   
                   





                                               
                                                 












                                                                                            
                                                                                     






                                                                                                                                                                                  
                                                                  
 
                                                                                  
                                                                   
                                                                                  
                                            
                                                                                    



                                 
                                  












                                     
                                                                                                                                            

                                                    
                                     














                                                                                                              
                                                 




                              


                          

                        
      
                                 
                               
                                  








                                                                                               






                                                                                                                                               











                                                     






                                                                                     
                                                                                                              
                           
                                                                                                

                                                     
                                                                                                     














                                                               
                                     
 
                                                                                                                            











                                                                  
                                                     



                                                                                  

                                                











                                                          
                          













                                                                
                                   






                                             
                                                                                                                        















                                                                               
                                                                            


    
                                                                                                                   















                                                  
                          

                             
                                                             


                                                                                              
                                                                                










                                                                     
                                                                                           




















                                                                       
                                                                                                                   



























                                                                                     

















































                                                                                                                                



                                                                       
                                                                                                                   























                                                                                     
      










                                                     
                                                                  

                                                              
                                                         






                                                                               
                                                                                                         

                                                              
                                                                                                          



























                                                                                             
                                                                    


                                                                                      
                                                                  




































                                                                                                 
                                                    




















                                                                                         
                                                    





























                                                                             
                                                                         


                                                                                                 
                                                                                                       
                                                                                                       
                                                                                                           















                                                                                                 
                                                                                                       
                                                                                                          
                                                                                                               



























                                                                                                     
                                                 

                                                     
                                             
























                                                                             
                                                                 
























                                                                                                                       
                                                    


























                                                                                                                           
                                                                                                 
















                                                                                                                    













                                                                                           

                                                                




                                                                              
                                                  









                                            
                                












                            
                                                          





                                                            
                                         
                                                                                    
                                                 
                                                   





                                                
                                                                       


                                                                                                                 
                                                                                     

                                                                                                                                        
                                                                         
 
                                                  
                                       
                                                                                                                      



                                                                                  
                                                                                                        


                               
                                         
                                         
                                          
                                                                                                           
                                

                                                                                                      
                                
                                                                                                              



                                                                 

                                                                                                                      
                    
                                                                                                                 







                                                              


                                 
                                                                                                       
                       
                                                                                            
                       
                                                                                       
                       
                                                                                       






                                                                          
                                       





















                                                                             
                                       













                                                             
                                             



                                       


                                                                 




                                                                          

                                                                                    


                                                   




                                                    
                                       












                               
                                







                                       
                                            


                                     
                                                   


                                                                                       
                                                                                                                   
                                                            
 
                                                                                    
                                                  
                                                                

                                                                                       
                                                                  



                                                     
                                                                                                                           
                                                                    


                                                                          
                                                   

                                                      
                                           


                                    
                                           
                                              














                                                                                            
                                                                     












                                                          
                                                                 















                                                                      
                                                                   









                                                                                    
                                                           

                       
                          




                                                                                                            
                                                                                        











                                                              
                                                   
                                                                     

                                                                                                    
                                                                                     




                                                                                   
                                                                               


                                                              
                                                                            



























                                                                                     
                                                         
            
                                                          





                                
                                      
                               


                                      















                                                                                                
                                                                                                
            
                                                                                               


                                                       
                                                                                                                          
                    
                                                                                                                 



















                                                                   



                                                           
                





                                                                   


















                                                                                                                        
                                                                        






                                                                                                                   
                                       
                                                                                                             


                                                  



                                                                                   

                                                              
 









                                                                                           
                            
                                                                     







                                                           

                                                                                                                                  













                                                                                 
    
                                                             



                                                     
                                         




                                           
                                                                                                               















                                                                                                                                    
                                                                




















































                                                                                                          
                                          




















                                                                                                       
                                                                     






                                                                                                                   
                                














                                                                                                       
                                     



                                                                         
                                                                                                           
                                             
                    
                                            















                                                                                                                                                                     
                                                     

                                                                                                                                  
                                                                                                




                                                                                     
                                                                            









                                                                                         

                                                                                                                              
















                                                                                                                
                                    



                                                                      
                               

                                                              
                                                     
                                                                                                                                  

                                                                                               
                                                                               
                                                                                        
                                                                                                          

                                       


                                                                                         
















                                                                                                                             
                                                                                                        






                                                                                                                                                
                                                                                        









                                                                                                        
                                   















































                                                                                                       
                                                                                                        














                                                                                   
                                               

                                   
                                                                                                                      
                                                              
                                          
                                       
                            

                       
                                       









                                                                          
                                         




































                                                                                                                   





                                                                                  


                                   
                                                                               

                                      
                                                                             

                                      
                                                                            

                                      
                                                                               

                                      
                                                                             






                                                                                             
                                                                                    
                        
                                                               






                                          
                                                   


                        
                                                                                                                       


                                                                                       
                                                  





                                          
                          



                                                        
                                 

                              
                                              

                             

                                       




                                                                     
                                                                                                                             
                    
                                                                                                                      







                                                                                                 
 





                                                                                                                                                 



                                                                                                              





                                                                                                                                                                                            
                                 
 
                                                                              
                                                                                                            

                                                                                
                                                                                                                                  



















                                                                                                      
                                                                                                                   



















                                                                        
                                                                               





                                                                                             
                                                                                                  
                                      
                                                        
                                                                                                              
                                              



                                                                                                                        
                                                                                  
















                                                                                                                              
                                                                                                      











                                                                                
                                                                        



                                                                                          
                                                                                 







                                                                                                                                                            
                                               
                                            







                                                                          
                                                                        

















                                                                                                 
                                          
















                                                                                      
                           

 
    
                                          





                                                                    
                               





















                                                                              
                                              











                                                                                                             
                               
                              
































                                                                              
                                                                                                     

















                                                                                                                             
                                                                                                     











                                                                                                                                             
                                                                                            




                                                                              
                                                                                                                





                                                                                 
                                                                                                                






                                                                              
                                                                                                      



                                                                                                                                             
                                                                                            






                                                                              
                                                                                                     














                                                                                             
                                                                                                           














                                                                                             
                                                                                                           








                                                                              
                                                                                                      














                                                                                                                                   














                                                          










































                                                                                                                                         

                                             




















                                                                       




                                                                                                           
                                                                    




                                                                                                                 




                                                                   




                                                      













                                                                                      
                                                                                                       
                                                  
                                                                                                                                                                                          




                                                    



                                         
                               












                                                                                                        





                                                                                                                                                      






                                                                                                                                         
                                                                                                                                                  


                                                                                                                                                                                   

                                                                                                                                                              
 
                                                                                                              










                                                                                                                                                           
                                                                



















                                                                                                                                                                                                          
                                                                                                                                                                

































                                                                                                                                                                                           










































                                                                                                                                                        
                                                                                                



                                                                                                                                                            

                                                                                                                                  
                                                                                                                                   




                                                                 




                                                                                                       





                                                                                                                                    
                                                                           
                                            
                                                                                    




                                                                                                                                    
                                                                            
                                            
                                                                                     

                                                                                                                                    
                                                                           
                                            
                                                                                    


                                                                                                                                       
                                                                                                                                          











                                                                                                                 
                                                                            
                                            
                                                                           




                                                                       
                                                                            
                                            
                                                                          




                                                                                                         
                                                                          






























                                                                                                                                        
                                                       


                                          

                                                                                               


         









                                                                                                  
                                                     









                                                 
                                                                                                          





                                                                                                                                                                 

















                                                                     

                                                                                                      
 




                                                                                                                  
 

                                               
 

                                                         
 



                                                        
 




                                                                                                                                  

                                                              
                                                                                                                          
                 
                          
                                                                                                                                                     






                                 
                                                            
                                                                                          




























                                                                                
                                   














                                                                  













                                                     
                                    
                                                                            
 
                                                             





                                                                         
                                             





                                    
                                    






                                                                 




                                                                    

















                                                                                       
                                                                            
                               
                                    
                                      



                                                                                     
                                                          













                                                                       
                                                        





                                                                      
                                                     

                             
                                                                                                       













                                                                          

                                                        





                                                                   
                               
                                                                   
                               
                                                                   
                                                         
                                                                   
                                                         




                                                             
                                                                        














                                                                                               
                         
 
                                                  

                                    
                           


                                      
                           

                                 
                           
 
                      






































                                                                                                                              
                                     
                                                                                                                                                 



















































                                                                                                                     
                                                  

























                                                                                                                                       
                                                 














                                                                                                         












                                                                                                       
                                     


                                                                                                       
                                          


                                                                                                      
                                   








                                                                                                                     


                    
                                                          
                                                         



























                                                                                                                          
                                                     




































































                                                                                                          
                                                                                                                 































                                                                                                              
                                   





















































                                                                                                                                      
                                                                                        



                              
                            

                                                                                                                  




































                                                                                                                       
                                                                             

                                                                  
                                                                                                                                                                     

                                                                  




                                                         
                                                                                    




                                                         
                                                                                        

                                                        
                                                                                   

                                                        
                                                                                    




                                                          
                                                                                    

                                              










                                                                            
                                                        








                                                                                                                                             


                                                                                                                                                        


























































































































                                                                                                                                                           
                                                                           










































































                                                                                                                                                                   
                                                               








                                                                    
                                                        


                                                                                                                                      
                                                                                                         




                                                                
                                                  
















                                                                                                                                       
                                                  



















                                                                              








                                                                                                                                                           
                                                                             




                                                                       
                                                                         

                                                            
                                                                                                    












                                                                                                                                                       
                                                





                                                                                                       
                                          




                                                                                                             
                              
 
                                                      

                                                                      
                                                             
 
                                                                                              

                                                                                                      
                              
 


                                                                                   

                                    
                                      



















                                                                            
                                                             






















                                                                  
                               
 
                                    















                                                                                                           

                                                                                                                       


                                                     
                                                                                                                      

         
                       
                                                         

                                                               


















                                                                                                                                            




                                                                             



                                                      




                                                                       
 
               
                                                                                       
     
                                                                 
      
                                                                                                      

                                                                                  
                        

                                                                                             
                 

                                                 

                                                                                              

                 








                                                                                   
                                                          











                                                                                        
                                                          









                                                                                        

                                                                   

                                                         
                                                                     






                                                                 
                               












                                             
                            






























                                                                                                       
                                               
























                                                                                                                          

                                                                                                       














                                                                             

                                                                                               














































                                                                                                                                      
                                               


                                                                  
                                                                     

                                              
                                                                     

                                              
                                                                         

                                              
                                                                   




                                              
                                                                                                             
 
                                                        










































                                                                                                                      


                                                                                                          


                                                                                                                                    
                                                                                               
                                                                                              







                                                                                                   





                                                                                                                                    







                                                                                                                           
                                                                                       
                                                                                      



































                                                                                                     












                                                                                                                                       























                                                                                                                      













                                                                                                                                
                                                                                                           

                                                                                                                 
                                               
                                                                                                                             

                                                                             
                                                                                                                                                    



























































































































                                                                                                                                                                              
                                       



















                                                                           
                                                                                                         

















                                                                                                                                      
                              









                                                                                                                                                                              

                                                                      
 
                                                                                


                                                                          
                                                              






























                                                                                                                                                                              
                                                           

                                                                                         
                                                        



























































                                                                                                                                                   

                              






                                                                                                
                                                        

                                           
                                                                                                      





                                                                        
                                                                                                                                             


                                           
                                                                                        































































                                                                                                                             
                                    

                                                                     
                                         

                                                                      
                                          

                                                                     
                                          

                                                                     
                                           

                                                                    
                                    

                                                                     
                                     

                                                                    
                                     






























                                                                                                   
                                                                                                                                                                                                 





























                                                                                                        







                                                                                                      








                                                                               
 


                                            
 


                                                                   
 








                                                                           
                                        
                                                          
                 





                                                                           

                 



                                                                           
 











                                                                      
         
                        







                                                                                             
                                                                                                                            



















                                                                                                               
                                                                                                               























































































































                                                                                                
                                                                         







                                                                                                            
                                                                                                               












































                                                                                                                                                                                       
                                     
                                                                                                                                             




                                                                             













                                                                                                                             
                          












































                                                                                                                         
                                                                                                        










                                                                                                   
                                                                                                        










                                                                                                       
                                                                                                        










                                                                                                 
                                                                                                        










                                                                                                 
                                                                                                        










                                                                                                  
                                                                                                        




                                                                           









































                                                                                                                
                                                                                          

















                                                                                                                              
                                                                                                   






























































                                                                                                                               

                                             









                                                                                                                        
                                                                                          



































                                                                                                                                            
                                                   




                                                                             
                                                                                       








                                                         
                                                                                                         











                                                            
                                                                                      

















                                                                                                                        
                       





                                                                     

                                                                         






                            
                                                  
 

                                    
















                                                                                                                             
 


























                                                                                               
                                                















                                                                                                   
                                                                                                                           

                                                                                    
                                                                













                                                                                                           
                                                                











                                                                                                           
                                                                     

                                                                


                                                                                                                           

                                                                      





                                                                                                                           
                                                 
                                                                       

                                                


                                                                                                                           

                                         



                                                                                                                                                            



                                                                                           
                                                                 

                                                                             
                                                                     
                                            
                                                                            





                                                                          
                                                                                 


                                                                                                                    
                                                                                              













                                                                                                                                                                       



                                                               


















                                                                                        
                                 
                                                                         


                                                 
                                                 
                    
                                                  

                                    

                   
                                                             
      
                                                       
                                      












                                                                                                        
                                                                                             
 

                                                                                                  
                                                                                                                          



                                                 
                                          
                                                                    



                                                                     
                   
                                                             
      
                                                      
                                      

         
                   


                                                                                               




                                                                                                                     











                                                           















                                                                                                                           
                                                                                           
                               
                                                                                           
                               












                                                                                           


                                                                       


                                                                                                                                
                                                                         







                                                                                                                                   
                                                                                                   






                                                                             
                                                                                                                               
                                                                       







                                                                                                                                   
                                                                                                   






                                                                             
                                                                                                                                 
                                                                                







                                                                                                                                   
                                                                                                   






                                                                             
                                                                                                                                         
                                                                                







                                                                                                                                   
                                                                                                   























                                                                                                                      
                                            

                                                                                                            
                                         




































































                                                                                                                                                  
                                                  
                                                                                                 

















                                                                                              

                                                                    























































































                                                                                                                                                                 
                                                                





                                                                                      
                                                                                                                   




































































































                                                                                                                                   
                                                          
 
                               





                                                                                                     

                 





                                                              
                                                                 
 
                               




                                                 
                                          
                       
 
                                  






                                       




                                         

                              
 

















                                                     
 









                                                                                  
                                            
                                                            



                                                                   
                                
                                                               
                         



                                                     



                                                           




                                                                                                           
 
                                               
 



                                                                                                                               
                                            
                                                                                                                                   
                                






                                                                                                                                   
 
                                                                                                
 


                                                                                      
 


                                                                                                                                        
 


                                                                                              
                                 
                         


                                                                                                                           
 




                                                                                                                                 
 

                                                                               


         






















                                                                                          
                            






                                                  
                    
                                               


                                                              
                                                                                                                                   


                                                                          
                                                                                                                     







                                                                          
                                                                      

                                                                                                      
                                                                                                         

                                                                                            
                                                                                                                                 

                                                                                                                                 



                                                                                                                             





















                                                                                                                                                   

                                                                                                                





                                                                                                        







                                                            





















                                                                                                                                             
                                               

                                                        
                    
                                                                                                             


                                                                                                                                               

















                                                                       
                    
                                


                                                  




















                                                                                                                                                                    
                                                                                                         




                                                                                       
                                                                                                    





                                                                                                       










                                                                                                                                                                







































































































































                                                                                                                                                                                         
                                                                                                                                                             




























                                                                                                                                                                  
                                                                                           


                                                                                                                 
                                                                              











                                                                                                                   
                                                                                              






























































                                                                                                                                                                                       






                                                                                                 
                                                                                              
                                                         
 











                                                                                                                                                                

                                                                                                                                               





                                                                                                                      
                                                                                                                                                                                       













                                                                                                                                                                                
 



















                                                                                                                                                        
                                                                                                                              















                                                                                                                                                 

                                                                                       

                                                  
                                                                                       
                                                                   
     






























                                                                                                                            
 
                                                                                     
















                                                                                                                                                                      
                                                                                                                                              












                                                                                                                                                                

                                                                                                                                               





                                                                                                                      
                                                                                                                                                                                       


































                                                                                                                                                                                
                                                                                                                              

















                                                                                                                                                 
      

































                                                                                                                                        





                                                                   









                                                             




                                                                                             










                                                                                   
                                                                                     







                                                                                                                                                                                  


                                                                       
                                                                       
      



                                                                                                   
 




                                                                                                                             
                                                                                                                                                                                 
                                                                                                       
                                                        
                                                                                    


                                                                                           
 
                                                                                             
                                                                                                                                                                                         
                                                                                                                       
                                                        









                                                                                                                                                                                                    

                                                 
                                                                                   







                                                                                                                                                  











                                                                                                                                                     
                                                                           





                                                                                                       
                    



                                                                                

















                                                                                                                                









                                                                                                                                                 
                                                                                   










                                                                                                   
                                                                                                                                                 


                                                                                                                      
                                                                                   


























                                                                                                                                               
                                                                                                                                                                                        
                   
                                                                                                                        

                                                                                                         

                                                                                     

                                                 
                                                                                                 
                                                                       
      














                                                                   
                                                          







                                                                                    
                                                                                


                                                        






                                                                                                                                  
 














                                                                      
                                            
      








                                                                                                        
                   
                                                     
      
                         
                   
                                           


                                                                                                                                   
                                                             

                         












































































                                                                                                                               
                                                       
                                                  








                                                                           




                                                                             

                                                                             

                                                                                    



                                                                                                                                                                                   





                                                                                                                                             

                                         
                                              
                                 
































                                                                                                
                                                                                                                                                                        



























































                                                                                                                                 




                                                                                

                                                                                      

                                                                                                               
                                                                                                          

















                                                                                                                                          







                                                                                                                     
                                                                                                








                                                                                                                           
                                                                                                

                                                              
 


                                                                                                                       
 
                                                              
                                                                                                                        















                                                                                                                                         
 










                                                                                                                                           









                                                                                                                                          
                                                 


                                                                                    

                                                
                                                                                                                     






















                                                                                                                                   
                                             


                                                                                                             
                                                                                            
















                                                                                                                                                        
                    
                                                    
      






















































                                                                                                                  






                                                                     
                                                                

                       
                                 
                                                




















                                                                                                                     




                                                                                                                   
 




                                                                             
                                                               





                                                                            
                                                                 















                                                                                                                                       



                                                    


































                                                                               
                                          

                       
                                  






























                                                                                                                           




                                                                                              



















                                                                                             
                                                                                     










































                                                                                                            
                                                                               





























                                                                                                                                                          
                                                                                                                  
 
                                                                                                                                                             




































                                                                                                                                                          




                                                                                                              

















































                                                                                                                                  





                                                                                













                                                                            
                                                                

                       
                                  



                                                   












                                                                                                    
                 










                                                                                                         


                                        



























                                                                                                               


                                                                       
                                                  
                                                       
                                                





                                                                                       

                               










                                                                                                     
 

                                                                                                         

                                         



                                                                                                                   



                                                                        

                                                                                    

                         







                                                                                  
                                           
                                                                        
                                
                                                                    
                         





                                                                
                 

                                                                                                            


         














                                                                      
                                 
                                                  

                               
                                                



                                      
                                                                                                           












                                                     





















































                                                                                                                    







                                                      





                                                                                     

                                                   



                                         
          























                                                
                                                                                                   












                                             




















                                                                                                     




                                                            







                                                                                              
                                                                       
                                                                                              

























                                                                                                                                    























































































                                                                                                                                           
                    
                                       
      
















































                                                                                                                                   
                    


                                                                               
      


                                                                                            











                                                                                                                        














                                                                



























                                                                                                                          
                                                                












                                                                                                                                              




                                                             
                                               








                                                                       
                                              

                                                                 










































                                                                                     
                                                                                   
                                                                                      



                                                                                             
                 



                                                                                                                                                                      








                                                                               
      






























































                                                                                                                                                                                        



                                                                     






















































                                                                                                                                                       

                                                 










                                         











                                                                                               


                                                







                                                                                                                                                  

                                        
      






                                                            

                                                       


                               
                                                                                                                          
                                  
                                                   



















































                                                                                                                                            
                                                                                                                                                                                









































































































                                                                                                                                                                                         
                                           
                                 



                                                        





                                                                   

























































                                                                                                                                                          





                                            






















































                                                                                                                 
                                               
 
                             

















                                                               
                                       
           
                                           













                                                                                         













                                                                                                    












































                                                                                                                 
                                                                                     


                                        
                                                                                         

                                         
                                                                                                                                         












                                                                
                                                                                                                                        













































































                                                                                                                          



                                                                                                                 
 






















                                                                                                                                        
                                 
                         




                                                       
 


































































































                                                                                                                                                                
                                                                                                                                                                   


























































































                                                                                                               
                                                 









                             

                                                                                                                                         
                                  















































                                                                                           
         








                                                                                       
 
      
 
























                                                                                                
                                                                                                                  

























                                                                                                  
                                                  




























                                                                                                             
                                                                                                                                                           
























                                                                                                                          
                                                          
                                                                                       
                                                                                                                      




                                                                                                             
                                                                                                                                                                                                                                                                  

                                                                                                                                                             
                                                                                                                                                                                                          















































































                                                                                                                                                                                         
                                                                   




                                                                      
                                                                                                





                                                                                            
                                                                   





























































                                                                                                                                                      
                                                                   



















































































                                                                                                                                                          
                                                                                                                                         


                                                                                                                   

                                                                                                                                     
 
                                                                                    


























                                                                                                                              
                                                                                     




                                                                                    
                                                                      




















                                                                                                                                                                             
                                                                                             



































                                                                                                                                 
                                                                                                     



                                                                                                                                  
                                                                                                             


                                                                                                                                         
                                                                                                                    

                                                                                                                                         
                                                                                                                    

                                                                                                                                          
                                                                                                                    









                                                                                                               
                                                                      




















                                                                                                                                                             
                                                                                           





















                                                                                                                         
                                                                                                                                           



























                                                                                                                                                                                                        
                                                  








                                                                                                    
                                                                                   





























































































                                                                                                                                                      
                                                                     






























                                                                                                                                                                         
                                               



                                                                      
                   
                                                                                             
                                                                            
                                              





                                                                                 












                                                                                                           




                                                                                             

                                                                                                                                                                                                       
                                                                                                                            



                                                                                                             




                                                                                                                                                             

                                                                                                                                         
                                                                                                                    













                                                                                                                                           
                                                                                                             








                                                                                                                                                                 




                                                                                                                                                             























                                                                                                            
                                                                   

































































                                                                                                                                  
                                                  

                                                                                                      
                                                                                        
                                                                                           
                                                                                                    










































                                                                                                                                                                    
                                                         




                                                                                                             
                                                                           





















































































                                                                                                                                                    
                                                                                            














































                                                                                                                                                  
                                                                                                                                                                         











































                                                                                                                                                                          
                                                                                                  


                                                                                                  

                                                                                      












                                                                                                                                                                                            
                                                                                                                                  



                                                                                                                


                                                                                                                                                                                      
                                                                                         


                                                                                                                              

                                                                                                                  
                                                                                                                                            
























                                                                                                                                                                                     


                                                                     












                                                                                                    





                                                                                                                

                                                                                                                                                    



                                                                                                                                 

                                                                                           



                                                                                          











                                                                                            
                                                          



                                                                                                                                                       




















                                                                                                                          
                                       















































                                                                                                         




                                                            








                                                                            




                                   












                                                                                                                                     

 

                                
                                                                                                              

                             

                                                                                



                                                                 


                                                                                

                                                                 

                                                                                



                                                                 


                                                                                       

                                                                 
                                                         

         



                                                      
                                                                                        







                                                 












                                                                                       

                                              







                                                                          




                                                                                                       
                                                                  


                               


                                                                           


                                                                                                     



























                                                                                                                                                  
                                 

                                                                                                            
                                                                                                                   
      
























                                                                                                                   
                                               



                                                           
                                                                
















                                                                                                              
                                                                          

                                             
                                                                        























                                                                                                                                  
                                                                                                                          
                                                        
                                                             


                                                                          

                                                                               
                                                                        




























                                                                                                                                  
                                                                                                                                  
                                                                
                                                                     


                                                                                  

                                                                                         
                                                                                




























                                                                                                                                  


                                                                                       
                                                                                                                                  
                                                                
                                                                     

                                                                                         
                                                                                




























                                                                                                                                  


                                                                                       
                                                                                                                                  
                                                                
                                                                     

                                                                                         
                                                                                








                                                                                                                         
 







                                                                                                                           





                                                                                                                                                                       
                                                                                                                                          
















                                                                                                                                                                                        
                                                                                                                                          
















                                                                                                                                                                                          
                                                                                                                              






                                                                                                                                                       
                                                                                                                      































                                                                                                                                                     
                                                                                                                                                                               




                                                                                                                                       
                                                                                                                                                                                     
                                                                                                  
                                                                   









                                                                                                                   








                                                                                            
                                                         






                                                              
                                                                                                                                                                 

                                                                        

                                                       































                                                                                                                                                       


                                                                                                                                                      




















                                                                                                                                                    
                                                                                                                                                     




                                                                                            

                                                                                                                                        
















                                                                                                                                            
                                                                                                                                               





































                                                                                                                                                         
 
















                                                                                                 

















                                                                                                

                                                       




























                                                                                                                                            
                   
                                                                                                                        
                                                                                                          

                                                                             

                                         
                                                                                                  

      




















































                                                                                                                                         
                                                                                              

                                                                                
                                                                                                                 
                                                                                                                                   









                                                                                                                                                   
                   
                                                                                                                                         
                                                                                                                          

                                                                                             

                                                         
                                                                                                                  
      





                                                                                                             

                                                                                                                                                






                                                                                           


                                                                                                                                                          
 
                                                                                                                                                                                       
                                                                                                                                               

                                                                 
                                                                                                                 








                                                                                                                                                                                     
                                                                                                                                          

                                                                                                 
                                                         

                                                 

                                                                      
                                                                                                                                                   

                                                                                                                                                                                       
                                                                                                                                               









                                                                                                                                                                                     
                                                                                                                                                         
                                                         











































                                                                                                                                                   

                                                                                                
                                                                 
                                                            











                                                                                      


                                   


                                                                                               




























































                                                                                                                       
                             



















































































































                                                                                                              
                                                                   









                                                                                              
                                                              










                                                               
                                                             































                                                                                                                                    
           

                             










                                                                                                                                                           














                                                                                              



                                                                                                                              
                                                              





















































































                                                                                                                                                                                                  
                                                                                                                      
                                      

                                
                                                                                                                                                   






                                                                                  
                                                    
                                                                                                    
                                                                      


                                                                      
                                                                                                                              





                                                                                                                            
                  
                                                                                                                                                            


                                                                                                                                                                        













                                                                                           
                                                                                                                         








                                                                                           
                                                                          


                                                                                                 
                  







                                                                                                                                                             











                                                                                                                                                   




                                 
                                       









                                                                                                
                  


                                                                                                                                                   




                                                                                                                                               










                                                                                          
                  
                                       


                                      
                                               
                  
                                                                                                                                              


                                                                                                                                              


























                                                                                                                                   

 




























                                                                                    

 































                                                                             
                                        
































































































































































































                                                                                                                                       
                                                             


































































































                                                                                                                                                               























                                                                                                      
                                                                                                               













































                                                                                                                                    
                                             










                                                                                                                         
                                                                                         














                                                                                                              
                                                                                                             
                                                                                                                     

                                                                                            




















                                                                                                              
                                                                                                                                                 


















                                                                                                                                                       
                                                                                                                                                 












































                                                                                                                                                                                      
                                                                                                                           




















































































































































                                                                                                                                                                          












































































                                                                                                                                             
                                                                            




                                          
                                                                                                                                                         

                                          
                                          

                                           
                                  
                                              
                                                                                    






                                                                          
                             































                                                                                                                                                                                                                                                                                                                                  
                                                                                                                                   


























                                                                                                                                             



                                                                      
                                                                                                         









































                                                                                                                                                               
                                                                            

                                                                           
                                                                                         












































































































































































































































                                                                                                                                                                          
                                  


























































































































































                                                                                                                                             

















































































































































































                                                                                                                                                   



                                            






                                         
                                                                    


                                           

                                                                                               







































































                                                                                              
                                     






































                                                                                                          







                                                                                                              
                            
                
                                                                                                                 


                                                                                                                      


                                                                                                
                                                      
                                                  





                                                                                                                       

      






                                        


































































































































































































                                                                                                                                          
                                          




















                                                                                                                                   
                                                                   



                                                                 
                   





                                                                                                                         
                                         
                                             
     

                
                                                                                                                 



                                                                                                                      




                                                                       

                                                                                           
                                                                                                                                    


                                                                                                                                    
                        



                                                                                                                                  





                                                                        










































































































                                                                                                                                         
                                           
































                                                                                                                                 
                                           








































                                                                                                                                 
                                                                 

















































































































                                                                                                                                                             







































                                                                                                                   

















































































                                                                                                                                                   
#include "common.h"

#include "main.h"
#include "Pools.h"
#include "Particle.h"
#include "Stats.h"
#include "World.h"
#include "RpAnimBlend.h"
#include "Bones.h"
#include "Ped.h"
#include "Wanted.h"
#include "PlayerPed.h"
#include "PedType.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "Fire.h"
#include "DMAudio.h"
#include "General.h"
#include "SurfaceTable.h"
#include "VisibilityPlugins.h"
#include "AudioManager.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "Camera.h"
#include "Radar.h"
#include "PedPlacement.h"
#include "Shadows.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "Population.h"
#include "Renderer.h"
#include "Lights.h"
#include "PointLights.h"
#include "Pad.h"
#include "Phones.h"
#include "Darkel.h"
#include "PathFind.h"
#include "ModelIndices.h"
#include "FileMgr.h"
#include "TempColModels.h"
#include "Pickups.h"
#include "Train.h"
#include "TrafficLights.h"
#include "PedRoutes.h"
#include "Sprite.h"
#include "RwHelper.h"
#include "Font.h"
#include "Text.h"
#include "CopPed.h"
#include "Script.h"
#include "CarCtrl.h"
#include "Garages.h"
#include "WaterLevel.h"
#include "CarAI.h"
#include "Zones.h"
#include "Cranes.h"
#include "Timecycle.h"
#include "ParticleObject.h"
#include "Floater.h"

#define CAN_SEE_ENTITY_ANGLE_THRESHOLD	DEGTORAD(60.0f)

CPed *gapTempPedList[50];
uint16 gnNumTempPedList;

CColPoint aTempPedColPts[MAX_COLLISION_POINTS];

// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
PedAudioData CommentWaitTime[39] = {
	{500, 800, 500, 2},
	{500, 800, 500, 2},
	{500, 800, 500, 2},
	{500, 800, 500, 2},
	{100, 2, 100, 2},
	{700, 500, 1000, 500},
	{700, 500, 1000, 500},
	{5000, 2000, 15000, 3000},
	{5000, 2000, 15000, 3000},
	{5000, 2000, 15000, 3000},
	{6000, 6000, 6000, 6000},
	{1000, 1000, 2000, 2000},
	{1000, 500, 2000, 1500},
	{1000, 500, 2000, 1500},
	{800, 200, 1000, 500},
	{800, 200, 1000, 500},
	{800, 400, 2000, 1000},
	{800, 400, 2000, 1000},
	{400, 300, 2000, 1000},
	{2000, 1000, 2500, 1500},
	{200, 200, 200, 200},
	{6000, 3000, 5000, 6000},
	{6000, 3000, 9000, 5000},
	{6000, 3000, 9000, 5000},
	{6000, 3000, 9000, 5000},
	{400, 300, 4000, 1000},
	{400, 300, 4000, 1000},
	{400, 300, 4000, 1000},
	{1000, 500, 3000, 1000},
	{1000, 500, 1000, 1000},
	{3000, 2000, 3000, 2000},
	{1000, 500, 3000, 6000},
	{1000, 500, 2000, 4000},
	{1000, 500, 2000, 5000},
	{1000, 500, 3000, 2000},
	{1600, 1000, 2000, 2000},
	{3000, 2000, 5000, 3000},
	{1000, 1000, 1000, 1000},
	{1000, 1000, 5000, 5000},
};
uint16 nPlayerInComboMove;

RpClump *flyingClumpTemp;

// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
FightMove tFightMoves[NUM_FIGHTMOVES] = {
	{NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
	{ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
	{ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
	{ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
	{ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
	{ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
	{ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
	{ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
	{ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
	{ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
	{ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
	{ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
};

uint16 CPed::nThreatReactionRangeMultiplier = 1;
uint16 CPed::nEnterCarRangeMultiplier = 1;

CVector vecPedCarDoorAnimOffset;
CVector vecPedCarDoorLoAnimOffset;
CVector vecPedVanRearDoorAnimOffset;
CVector vecPedQuickDraggedOutCarAnimOffset;
CVector vecPedDraggedOutCarAnimOffset;
CVector vecPedTrainDoorAnimOffset;

bool CPed::bNastyLimbsCheat;
bool CPed::bPedCheat2;
bool CPed::bPedCheat3;
CVector2D CPed::ms_vec2DFleePosition;

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); }
void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }

static char ObjectiveText[][28] = {
	"No Obj",
	"Wait on Foot",
	"Flee on Foot Till Safe",
	"Guard Spot",
	"Guard Area",
	"Wait in Car",
	"Wait in Car then Getout",
	"Kill Char on Foot",
	"Kill Char Any Means",
	"Flee Char on Foot Till Safe",
	"Flee Char on Foot Always",
	"GoTo Char on Foot",
	"Follow Char in Formation",
	"Leave Car",
	"Enter Car as Passenger",
	"Enter Car as Driver",
	"Follow Car in Car",
	"Fire at Obj from Vehicle",
	"Destroy Obj",
	"Destroy Car",
	"GoTo Area Any Means",
	"GoTo Area on Foot",
	"Run to Area",
	"GoTo Area in Car",
	"Follow Car on Foot Woffset",
	"Guard Attack",
	"Set Leader",
	"Follow Route",
	"Solicit",
	"Take Taxi",
	"Catch Train",
	"Buy IceCream",
	"Steal Any Car",
	"Mug Char",
#ifdef VC_PED_PORTS
	"Leave Car and Die"
#endif
};

static char StateText[][18] = {
	"None",
	"Idle",
	"Look Entity",
	"Look Heading",
	"Wander Range",
	"Wander Path",
	"Seek Pos",
	"Seek Entity",
	"Flee Pos",
	"Flee Entity",
	"Pursue",
	"Follow Path",
	"Sniper Mode",
	"Rocket Mode",
	"Dummy",
	"Pause",
	"Attack",
	"Fight",
	"Face Phone",
	"Make Call",
	"Chat",
	"Mug",
	"AimGun",
	"AI Control",
	"Seek Car",
	"Seek InBoat",
	"Follow Route",
	"C.P.R.",
	"Solicit",
	"Buy IceCream",
	"Investigate",
	"Step away",
	"On Fire",
	"Unknown",
	"STATES_NO_AI",
	"Jump",
	"Fall",
	"GetUp",
	"Stagger",
	"Dive away",
	"STATES_NO_ST",
	"Enter Train",
	"Exit Train",
	"Arrest Plyr",
	"Driving",
	"Passenger",
	"Taxi Passngr",
	"Open Door",
	"Die",
	"Dead",
	"CarJack",
	"Drag fm Car",
	"Enter Car",
	"Steal Car",
	"Exit Car",
	"Hands Up",
	"Arrested",
};

static char PersonalityTypeText[][18] = {
	"Player",
	"Cop",
	"Medic",
	"Fireman",
	"Gang 1",
	"Gang 2",
	"Gang 3",
	"Gang 4",
	"Gang 5",
	"Gang 6",
	"Gang 7",
	"Street Guy",
	"Suit Guy",
	"Sensible Guy",
	"Geek Guy",
	"Old Guy",
	"Tough Guy",
	"Street Girl",
	"Suit Girl",
	"Sensible Girl",
	"Geek Girl",
	"Old Girl",
	"Tough Girl",
	"Tramp Male",
	"Tramp Female",
	"Tourist",
	"Prostitute",
	"Criminal",
	"Busker",
	"Taxi Driver",
	"Psycho",
	"Steward",
	"Sports Fan",
	"Shopper",
	"Old Shopper"
};

static char WaitStateText[][16] = {
	"No Wait",
	"Traffic Lights",
	"Pause CrossRoad",
	"Look CrossRoad",
	"Look Ped",
	"Look Shop",
	"Look Accident",
	"FaceOff Gang",
	"Double Back",
	"Hit Wall",
	"Turn 180deg",
	"Surprised",
	"Ped Stuck",
	"Look About",
	"Play Duck",
	"Play Cower",
	"Play Taxi",
	"Play HandsUp",
	"Play HandsCower",
	"Play Chat",
	"Finish Flee",
};

#ifdef TOGGLEABLE_BETA_FEATURES
bool CPed::bPopHeadsOnHeadshot = false;
bool CPed::bMakePedsRunToPhonesToReportCrimes = false;
#endif

#ifndef MASTER
int nDisplayDebugInfo = 0;

void
CPed::SwitchDebugDisplay(void)
{
	nDisplayDebugInfo = !nDisplayDebugInfo;
}

void
CPed::DebugRenderOnePedText(void)
{
	if ((GetPosition() - TheCamera.GetPosition()).MagnitudeSqr() < sq(30.0f)) {
		float width, height;
		RwV3d screenCoords;
		CVector bitAbove = GetPosition();
		bitAbove.z += 2.0f;
		if (CSprite::CalcScreenCoors(bitAbove, &screenCoords, &width, &height, true)) {

			float lineHeight = SCREEN_SCALE_Y(Min(height/100.0f, 0.7f) * 22.0f);

			DefinedState();
			CFont::SetPropOn();
			CFont::SetBackgroundOn();

			// Originally both of them were being divided by 60.0f.
			float xScale = Min(width / 240.0f, 0.7f);
			float yScale = Min(height / 80.0f, 0.7f);

			CFont::SetScale(SCREEN_SCALE_X(xScale), SCREEN_SCALE_Y(yScale));
			CFont::SetCentreOn();
			CFont::SetCentreSize(SCREEN_WIDTH);
			CFont::SetJustifyOff();
			CFont::SetColor(CRGBA(255, 255, 0, 255));
			CFont::SetBackGroundOnlyTextOn();
			CFont::SetFontStyle(0);
			AsciiToUnicode(StateText[m_nPedState], gUString);
			CFont::PrintString(screenCoords.x, screenCoords.y, gUString);
			AsciiToUnicode(ObjectiveText[m_objective], gUString);
			CFont::PrintString(screenCoords.x, screenCoords.y + lineHeight, gUString);
			AsciiToUnicode(PersonalityTypeText[m_pedStats->m_type], gUString);
			CFont::PrintString(screenCoords.x, screenCoords.y + 2 * lineHeight, gUString);
			AsciiToUnicode(WaitStateText[m_nWaitState], gUString);
			CFont::PrintString(screenCoords.x, screenCoords.y + 3 * lineHeight, gUString);
			if (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY) {
				sprintf(gString, "Safe distance to target: %.2f", m_distanceToCountSeekDone);
				AsciiToUnicode(gString, gUString);
				CFont::PrintString(screenCoords.x, screenCoords.y + 4 * lineHeight, gUString);
			}
			DefinedState();
		}
	}
}
#endif

CPed::~CPed(void)
{
	CWorld::Remove(this);
	CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
	if (InVehicle()){
		uint8 door_flag = GetCarDoorFlag(m_vehEnterType);
		if (m_pMyVehicle->pDriver == this)
			m_pMyVehicle->pDriver = nil;
		else {
			// FIX: Passenger counter now decreasing after removing ourself from vehicle.
			m_pMyVehicle->RemovePassenger(this);
		}
		if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
			m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
		bInVehicle = false;
		m_pMyVehicle = nil;
	} else if (EnteringCar()) {
		QuitEnteringCar();
	}
	if (m_pFire)
		m_pFire->Extinguish();
	CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
	DMAudio.DestroyEntity(m_audioEntityId);
}

void
CPed::FlagToDestroyWhenNextProcessed(void)
{
	bRemoveFromWorld = true;
	if (!InVehicle())
		return;
	if (m_pMyVehicle->pDriver == this){
		m_pMyVehicle->pDriver = nil;
		if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED)
			m_pMyVehicle->m_status = STATUS_ABANDONED;
	}else{
		m_pMyVehicle->RemovePassenger(this);
	}
	bInVehicle = false;
	m_pMyVehicle = nil;
	if (CharCreatedBy == MISSION_CHAR)
		m_nPedState = PED_DEAD;
	else
		m_nPedState = PED_NONE;
	m_pVehicleAnim = nil;
}

CPed::CPed(uint32 pedType) : m_pedIK(this)
{
	m_type = ENTITY_TYPE_PED;
	bPedPhysics = true;
	bUseCollisionRecords = true;

	m_vecAnimMoveDelta.x = 0.0f;
	m_vecAnimMoveDelta.y = 0.0f;
	m_fHealth = 100.0f;
	m_fArmour = 0.0f;
	m_nPedType = pedType;
	m_lastSoundStart = 0;
	m_soundStart = 0;
	m_lastQueuedSound = SOUND_TOTAL_PED_SOUNDS;
	m_queuedSound = SOUND_TOTAL_PED_SOUNDS;
	m_objective = OBJECTIVE_NONE;
	m_prevObjective = OBJECTIVE_NONE;
	CharCreatedBy = RANDOM_CHAR;
	m_leader = nil;
	m_pedInObjective = nil;
	m_carInObjective = nil;
	bInVehicle = false;
	m_pMyVehicle = nil;
	m_pVehicleAnim = nil;
	m_vecOffsetSeek.x = 0.0f;
	m_vecOffsetSeek.y = 0.0f;
	m_vecOffsetSeek.z = 0.0f;
	m_pedFormation = FORMATION_UNDEFINED;
	m_collidingThingTimer = 0;
	m_nPedStateTimer = 0;
	m_actionX = 0;
	m_actionY = 0;
	m_phoneTalkTimer = 0;
	m_stateUnused = 0;
	m_leaveCarTimer = 0;
	m_getUpTimer = 0;
	m_attackTimer = 0;
	m_timerUnused = 0;
	m_lookTimer = 0;
	m_standardTimer = 0;
	m_shootTimer = 0;
	m_hitRecoverTimer = 0;
	m_duckAndCoverTimer = 0;
	m_moved = CVector2D(0.0f, 0.0f);
	m_fRotationCur = 0.0f;
	m_headingRate = 15.0f;
	m_fRotationDest = 0.0f;
	m_vehEnterType = CAR_DOOR_LF;
	m_walkAroundType = 0;
	m_pCurrentPhysSurface = nil;
	m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
	m_pSeekTarget = nil;
	m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
	m_wepSkills = 0;
	m_distanceToCountSeekDone = 1.0f;
	bRunningToPhone = false;
	m_phoneId = -1;
	m_lastAccident = 0;
	m_fleeFrom = nil;
	m_fleeFromPosX = 0;
	m_fleeFromPosY = 0;
	m_fleeTimer = 0;
	m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
	m_distanceToCountSeekDoneEx = 0.0f;
	m_nWaitState = WAITSTATE_FALSE;
	m_nWaitTimer = 0;
	m_pCollidingEntity = nil;
	m_nPedState = PED_IDLE;
	m_nLastPedState = PED_NONE;
	m_nMoveState = PEDMOVE_STILL;
	m_nStoredMoveState = PEDMOVE_NONE;
	m_pFire = nil;
	m_pPointGunAt = nil;
	m_pLookTarget = nil;
	m_fLookDirection = 0.0f;
	m_pCurSurface = nil;
	m_wanderRangeBounds = nil;
	m_nPathNodes = 0;
	m_nCurPathNode = 0;
	m_nPathDir = 0;
	m_pLastPathNode = nil;
	m_pNextPathNode = nil;
	m_routeLastPoint = -1;
	m_routeStartPoint = 0;
	m_routePointsPassed = 0;
	m_routeType = 0;
	m_bodyPartBleeding = -1;

	m_fMass = 70.0f;
	m_fTurnMass = 100.0f;
	m_fAirResistance = 0.4f / m_fMass;
	m_fElasticity = 0.05f;

	bIsStanding = false;
	m_ped_flagA2 = false;
	bIsAttacking = false;
	bIsPointingGunAt = false;
	bIsLooking = false;
	bKeepTryingToLook = false;
	bIsRestoringLook = false;
	bIsAimingGun = false;

	bIsRestoringGun = false;
	bCanPointGunAtTarget = false;
	bIsTalking = false;
	bIsInTheAir = false;
	bIsLanding = false;
	bIsRunning = false;
	bHitSomethingLastFrame = false;
	bVehEnterDoorIsBlocked = false;

	bCanPedEnterSeekedCar = false;
	bRespondsToThreats = true;
	bRenderPedInCar = true;
	bChangedSeat = false;
	bUpdateAnimHeading = false;
	bBodyPartJustCameOff = false;
	bIsShooting = false;
	bFindNewNodeAfterStateRestore = false;

	bHasACamera = false;
	bGonnaInvestigateEvent = false;
	bPedIsBleeding = false;
	bStopAndShoot = false;
	bIsPedDieAnimPlaying = false;
	bUsePedNodeSeek = false;
	bObjectiveCompleted = false;
	bScriptObjectiveCompleted = false;

	bKindaStayInSamePlace = false;
	bBeingChasedByPolice = false;
	bNotAllowedToDuck = false;
	bCrouchWhenShooting = false;
	bIsDucking = false;
	bGetUpAnimStarted = false;
	bDoBloodyFootprints = false;
	bFleeAfterExitingCar = false;

	bWanderPathAfterExitingCar = false;
	bIsLeader = false;
	bDontDragMeOutCar = false;
	m_ped_flagF8 = false;
	bWillBeQuickJacked = false;
	bCancelEnteringCar = false;
	bObstacleShowedUpDuringKillObjective = false;
	bDuckAndCover = false;

	bStillOnValidPoly = false;
	bAllowMedicsToReviveMe = true;
	bResetWalkAnims = false;
	bStartWanderPathOnFoot = false;
	bOnBoat = false;
	bBusJacked = false;
	bGonnaKillTheCarJacker = false;
	bFadeOut = false;

	bKnockedUpIntoAir = false;
	bHitSteepSlope = false;
	bCullExtraFarAway = false;
	bClearObjective = false;
	bTryingToReachDryLand = false;
	bCollidedWithMyVehicle = false;
	bRichFromMugging = false;
	bChrisCriminal = false;

	bShakeFist = false;
	bNoCriticalHits = false;
	bVehExitWillBeInstant = false;
	bHasAlreadyBeenRecorded = false;
	bFallenDown = false;
#ifdef KANGAROO_CHEAT
	m_ped_flagI80 = false;
#endif
#ifdef VC_PED_PORTS
	bSomeVCflag1 = false;
#endif

	if ((CGeneral::GetRandomNumber() & 3) == 0)
		bHasACamera = true;

	m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
	DMAudio.SetEntityStatus(m_audioEntityId, 1);
	m_fearFlags = CPedType::GetThreats(m_nPedType);
	m_threatEntity = nil;
	m_eventOrThreat = CVector2D(0.0f, 0.0f);
	m_pEventEntity = nil;
	m_fAngleToEvent = 0.0f;
	m_numNearPeds = 0;

	for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) {
		m_nearPeds[i] = nil;
		if (i < ARRAY_SIZE(m_pPathNodesStates)) {
			m_pPathNodesStates[i] = nil;
		}
	}
	m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
	m_currentWeapon = WEAPONTYPE_UNARMED;
	m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;

	for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
		CWeapon &weapon = GetWeapon(i);
		weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
		weapon.m_eWeaponState = WEAPONSTATE_READY;
		weapon.m_nAmmoInClip = 0;
		weapon.m_nAmmoTotal = 0;
		weapon.m_nTimer = 0;
	}

	m_lastFightMove = FIGHTMOVE_NULL;
	GiveWeapon(WEAPONTYPE_UNARMED, 0);
	m_wepAccuracy = 60;
	m_lastWepDam = -1;
	m_collPoly.valid = false;
	m_fCollisionSpeed = 0.0f;
	m_wepModelID = -1;
#ifdef PED_SKIN
	m_pWeaponModel = nil;
#endif
	CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
}

uint32
CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
{
	CWeapon &weapon = GetWeapon(weaponType);

	if (HasWeapon(weaponType)) {
		if (weapon.m_nAmmoTotal + ammo > 99999)
			weapon.m_nAmmoTotal = 99999;
		else
			weapon.m_nAmmoTotal += ammo;

		weapon.Reload();	
	} else {
		weapon.Initialise(weaponType, ammo);
		// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
		m_maxWeaponTypeAllowed++;
	}
	if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
		weapon.m_eWeaponState = WEAPONSTATE_READY;

	return weaponType;
}

static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
	RpAtomic *atomic = (RpAtomic*)object;
	if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
		RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic);
		RpAtomicDestroy(atomic);
	}
	return object;
}

static PedOnGroundState
CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
{
	PedOnGroundState stateToReturn;
	float angleToFace;
	CPed *currentPed = nil;
	PedState currentPedState;
	CPed *pedOnTheFloor = nil;
	CPed *deadPed = nil;
	CPed *pedBelow = nil;
	bool foundDead = false;
	bool foundOnTheFloor = false;
	bool foundBelow = false;
	float angleDiff;
	float distance;

	if (!CGame::nastyGame)
		return NO_PED;

	for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) {

		currentPed = attacker->m_nearPeds[currentPedId];

		CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
		distance = posDifference.Magnitude();

		if (distance < 2.0f) {
			angleToFace = CGeneral::GetRadianAngleBetweenPoints(
				currentPed->GetPosition().x, currentPed->GetPosition().y,
				attacker->GetPosition().x, attacker->GetPosition().y);

			angleToFace = CGeneral::LimitRadianAngle(angleToFace);
			attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);

			angleDiff = Abs(angleToFace - attacker->m_fRotationCur);

			if (angleDiff > PI)
				angleDiff = 2 * PI - angleDiff;

			currentPedState = currentPed->m_nPedState;

			if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
				if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
					if (currentPedState == PED_DEAD) {
						foundDead = 1;
						if (!deadPed)
							deadPed = currentPed;
					} else if (!currentPed->IsPedHeadAbovePos(-0.6f)) {
						foundOnTheFloor = 1;
						if (!pedOnTheFloor)
							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))) {

				// 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;
				}
			}
		}
	}

	if (foundOnTheFloor) {
		currentPed = pedOnTheFloor;
		stateToReturn = PED_ON_THE_FLOOR;
	} else if (foundDead) {
		currentPed = deadPed;
		stateToReturn = PED_DEAD_ON_THE_FLOOR;
	} else if (foundBelow) {
		currentPed = pedBelow;
		stateToReturn = PED_IN_FRONT_OF_ATTACKER;
	} else {
		currentPed = nil;
		stateToReturn = NO_PED;
	}

	if (pedOnGround)
		*pedOnGround = currentPed;

	return stateToReturn;
}

bool
CPed::IsPlayer(void)
{
	return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 ||
		m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
}

bool
CPed::UseGroundColModel(void)
{
	return m_nPedState == PED_FALL ||
		m_nPedState == PED_DIVE_AWAY ||
		m_nPedState == PED_DIE ||
		m_nPedState == PED_DEAD;
}

bool
CPed::CanSetPedState(void)
{
	return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
}

bool
CPed::IsPedInControl(void)
{
	return m_nPedState <= PED_STATES_NO_AI
		&& !bIsInTheAir && !bIsLanding
		&& m_fHealth > 0.0f;
}

bool
CPed::CanStrafeOrMouseControl(void)
{
#ifdef FREE_CAM
	if (CCamera::bFreeCam)
		return false;
#endif
	return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
		m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
}

void
CPed::AddWeaponModel(int id)
{
	RpAtomic *atm;

	if (id != -1) {
#ifdef PED_SKIN
		if(IsClumpSkinned(GetClump()))
			m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
		else
#endif
		{
			atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
			RwFrameDestroy(RpAtomicGetFrame(atm));
			RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
			RpClumpAddAtomic(GetClump(), atm);
		}
		m_wepModelID = id;
	}
}

void
CPed::AimGun(void)
{
	RwV3d pos;
	CVector vector;

	if (m_pSeekTarget) {
		if (m_pSeekTarget->IsPed()) {
			((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID);
			vector = pos;
		} else {
			vector = m_pSeekTarget->GetPosition();
		}
		Say(SOUND_PED_ATTACK);

		bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
		if (m_pLookTarget != m_pSeekTarget) {
			SetLookFlag(m_pSeekTarget, true);
		}

	} else {
		if (IsPlayer()) {
			bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
		} else {
			bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
		}
	}
}

void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
{
	CVector pos2 = CVector(
		pos.x,
		pos.y,
		pos.z + 0.1f
	);

	if (!IsPlayer() || evenOnPlayer) {
		++CStats::HeadsPopped;

		// BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
		// if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
			CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
		// }

		bBodyPartJustCameOff = true;
		m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;

		CParticle::AddParticle(PARTICLE_TEST, pos2,
			CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);

		if (CEntity::GetIsOnScreen()) {
			for(int i=0; i < 32; i++) {
				CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
					pos2, CVector(0.0f, 0.0f, 0.03f),
					nil, 0.0f, 0, 0, 0, 0);
			}

			for (int i = 0; i < 16; i++) {
				CParticle::AddParticle(PARTICLE_DEBRIS2,
					pos2,
					CVector(0.0f, 0.0f, 0.01f),
					nil, 0.0f, 0, 0, 0, 0);
			}
		}
	}
}

static RwObject*
SetPedAtomicVisibilityCB(RwObject* object, void* data)
{
	if (data == nil)
		RpAtomicSetFlags((RpAtomic*)object, 0);
	return object;
}

static RwFrame*
RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
{
	RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
	RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
	return frame;
}

void
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
{
	RwFrame *frame;
	CVector pos;

	frame = m_pFrames[nodeId]->frame;
	if (frame) {
		if (CGame::nastyGame) {
#ifdef PED_SKIN
			if(!IsClumpSkinned(GetClump()))
#endif
			{
#ifdef TOGGLEABLE_BETA_FEATURES
				if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
#else
				if (nodeId != PED_HEAD)
#endif
					SpawnFlyingComponent(nodeId, direction);

				RecurseFrameChildrenVisibilityCB(frame, nil);
			}
			pos.x = 0.0f;
			pos.y = 0.0f;
			pos.z = 0.0f;
			TransformToNode(pos, PED_HEAD);

			if (CEntity::GetIsOnScreen()) {
				CParticle::AddParticle(PARTICLE_TEST, pos,
					CVector(0.0f, 0.0f, 0.0f),
					nil, 0.1f, 0, 0, 0, 0);

				for (int i = 0; i < 16; i++) {
					CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
						pos,
						CVector(0.0f, 0.0f, 0.03f),
						nil, 0.0f, 0, 0, 0, 0);
				}
			}
			bBodyPartJustCameOff = true;
			m_bodyPartBleeding = nodeId;
		}
	} else {
		printf("Trying to remove ped component");
	}
}

void
CPed::SetLookFlag(CEntity *target, bool keepTryingToLook)
{
	if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
		bIsLooking = true;
		bIsRestoringLook = false;
		m_pLookTarget = target;
		m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
		m_fLookDirection = 999999.0f;
		m_lookTimer = 0;
		bKeepTryingToLook = keepTryingToLook;
		if (m_nPedState != PED_DRIVING) {
			m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
		}
	}
}

void
CPed::SetLookFlag(float direction, bool keepTryingToLook)
{
	if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
		bIsLooking = true;
		bIsRestoringLook = false;
		m_pLookTarget = nil;
		m_fLookDirection = direction;
		m_lookTimer = 0;
		bKeepTryingToLook = keepTryingToLook;
		if (m_nPedState != PED_DRIVING) {
			m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
		}
	}
}

void
CPed::SetLookTimer(int time)
{
	if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
		m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
	}
}

bool
CPed::OurPedCanSeeThisOne(CEntity *target)
{
	CColPoint colpoint;
	CEntity *ent;

	CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());

	// Check if target is behind ped
	if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
		return false;

	// Check if target is too far away
	if (dist.Magnitude() >= 40.0f)
		return false;

	// Check line of sight from head
	CVector headPos = this->GetPosition();
	headPos.z += 1.0f;
	return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
}

void
CPed::Avoid(void)
{
	CPed *nearestPed;

	if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
		return;

	if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {

		if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
			nearestPed = m_nearPeds[0];

			if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {

				// Check if this ped wants to avoid the nearest one
				if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {

					// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
					// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.

					// Game converts from radians to degress and back again here, doesn't make much sense
					CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
					forward.Normalise();	// this is kinda pointless

					// Move forward 1.25 meters
					CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;

					// Get distance to ped we want to avoid
					CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;

					if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
						m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
							+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
							% 1000 / 5;

						m_fRotationDest += DEGTORAD(45.0f);
						if (!bIsLooking) {
							CPed::SetLookFlag(nearestPed, false);
							CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
						}
					}
				}
			}
		}
	}
}

void
CPed::ClearAimFlag(void)
{
	if (bIsAimingGun) {
		bIsAimingGun = false;
		bIsRestoringGun = true;
		m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
	}

	if (IsPlayer())
		((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}

void
CPed::ClearLookFlag(void) {
	if (bIsLooking) {
		bIsLooking = false;
		bIsRestoringLook = true;
		bShakeFist = false;

		m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
		if (IsPlayer())
			m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
		else
			m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;

		if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
			RestorePreviousState();
			ClearLookFlag();
		}
	}
}

bool
CPed::IsPedHeadAbovePos(float zOffset)
{
	return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
}

void
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
{
	CWeaponInfo *currentWeapon;
	CAnimBlendAssociation *newAnim;
	CPed *ped = (CPed*)arg;

	if (attackAssoc) {
		switch (attackAssoc->animId) {
			case ANIM_WEAPON_START_THROW:
				// what?!
				if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
					attackAssoc->blendDelta = -1000.0f;
					newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
				} else {
					attackAssoc->blendDelta = -1000.0f;
					newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW);
				}

				newAnim->SetFinishCallback(FinishedAttackCB, ped);
				return;

			case ANIM_FIGHT_PPUNCH:
				attackAssoc->blendDelta = -8.0f;
				attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
				ped->ClearAttack();
				return;

			case ANIM_WEAPON_THROW:
			case ANIM_WEAPON_THROWU:
				if (ped->GetWeapon()->m_nAmmoTotal > 0) {
					currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
					ped->AddWeaponModel(currentWeapon->m_nModelId);
				}
				break;
			default:
				break;
		}
	}
	
	if (!ped->bIsAttacking)
		ped->ClearAttack();
}

void
CPed::Attack(void)
{
	CAnimBlendAssociation *weaponAnimAssoc;
	int32 weaponAnim;
	float animStart;
	eWeaponType ourWeaponType;
	float weaponAnimTime;
	eWeaponFire ourWeaponFire;
	float animLoopEnd;
	CWeaponInfo *ourWeapon;
	bool attackShouldContinue;
	AnimationId reloadAnim;
	CAnimBlendAssociation *reloadAnimAssoc;
	float delayBetweenAnimAndFire;
	CVector firePos;

	ourWeaponType = GetWeapon()->m_eWeaponType;
	ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
	ourWeaponFire = ourWeapon->m_eWeaponFire;
	weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
	attackShouldContinue = bIsAttacking;
	reloadAnimAssoc = nil;
	reloadAnim = NUM_ANIMS;
	delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
	weaponAnim = ourWeapon->m_AnimToPlay;

	if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
		reloadAnim = ANIM_HGUN_RELOAD;
	else if (weaponAnim == ANIM_WEAPON_AK_BODY)
		reloadAnim = ANIM_AK_RELOAD;

	if (reloadAnim != NUM_ANIMS)
		reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim);

	if (bIsDucking)
		return;

	if (reloadAnimAssoc) {
		if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
			ClearAttack();

		return;
	}

	if (CTimer::GetTimeInMilliseconds() < m_shootTimer)
		attackShouldContinue = true;

	if (!weaponAnimAssoc) {
		weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay);
		delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;

		// Long throw granade, molotov
		if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
			weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
			delayBetweenAnimAndFire = 0.2f;
		}

		if (!weaponAnimAssoc) {
			if (attackShouldContinue) {
				if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
					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 {
						weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
					}

					weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
					weaponAnimAssoc->SetRun();

					if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
						weaponAnimAssoc->SetCurrentTime(0.0f);

					if (IsPlayer()) {
						((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
						((CPlayerPed*)this)->m_bHaveTargetSelected = false;
					}
				}
			} else
				FinishedAttackCB(nil, this);

			return;
		}
	}

	animStart = ourWeapon->m_fAnimLoopStart;
	weaponAnimTime = weaponAnimAssoc->currentTime;
	if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
		if (ourWeapon->m_bCanAimWithArm)
			m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
		else
			m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
	}

	if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
		if (weaponAnimAssoc->speed < 1.0f)
			weaponAnimAssoc->speed = 1.0f;

	} else {
		firePos = ourWeapon->m_vecFireOffset;
		if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
			if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
				firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;

			firePos = GetMatrix() * firePos;
		} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
			TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
		} else {
			firePos = GetMatrix() * firePos;
		}
			
		GetWeapon()->Fire(this, &firePos);

		if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
			RemoveWeaponModel(ourWeapon->m_nModelId);
		}
		if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
			SelectGunIfArmed();
		}

		if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
			// If reloading just began, start the animation
			// Last condition will always return true, even IDA hides it
			if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) {
				CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
				ClearLookFlag();
				ClearAimFlag();
				bIsAttacking = false;
				bIsPointingGunAt = false;
				m_shootTimer = CTimer::GetTimeInMilliseconds();
				return;
			}
		} else {
			if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
				DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
			} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
				DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
			}

			weaponAnimAssoc->speed = 0.5f;

			if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
				weaponAnimAssoc->callbackType = 0;
			}
		}

		attackShouldContinue = false;
	}

	if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
		weaponAnimTime = weaponAnimAssoc->currentTime;
		firePos = ourWeapon->m_vecFireOffset;

		if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
			TransformToNode(firePos, PED_HANDR);

			CVector gunshellPos(
				firePos.x - 0.6f * GetForward().x,
				firePos.y - 0.6f * GetForward().y,
				firePos.z - 0.15f * GetUp().z
			);

			CVector2D gunshellRot(
				GetRight().x,
				GetRight().y
			);

			gunshellRot.Normalise();
			GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
		}
	}
#ifdef VC_PED_PORTS
	if (IsPlayer()) {
		if (CPad::GetPad(0)->GetSprint()) {
			// animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
			float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
			if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
				weaponAnimAssoc->blendDelta = -4.0f;
				FinishedAttackCB(nil, this);
				return;
			}
		}
	}
#endif
	animLoopEnd = ourWeapon->m_fAnimLoopEnd;
	if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
		animLoopEnd = 3.4f/6.0f;

	weaponAnimTime = weaponAnimAssoc->currentTime;

	// Anim loop end, either start the loop again or finish the attack
	if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {

		if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
			&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
			&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {

			weaponAnim = weaponAnimAssoc->animId;
			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 {
					CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
				}
			} else {
				if (weaponAnim == ourWeapon->m_Anim2ToPlay)
					weaponAnimAssoc->SetCurrentTime(0.1f);
				else
					CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
			}
#ifdef VC_PED_PORTS
		} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
			weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
			weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
			SetPointGunAt(m_pPointGunAt);
#endif
		} else {
			ClearAimFlag();

			// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
			if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
				switch (ourWeaponType) {
					case WEAPONTYPE_UZI:
						DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
						break;
					case WEAPONTYPE_AK47:
						DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
						break;
					case WEAPONTYPE_M16:
						DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
						break;
					default:
						break;
				}
			}

			// Fun fact: removing this part leds to reloading flamethrower
			if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
				weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
				weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
				weaponAnimAssoc->blendDelta = -4.0f;
			}
		}
	}
	if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
		attackShouldContinue = false;

	bIsAttacking = attackShouldContinue;
}

void
CPed::RemoveWeaponModel(int modelId)
{
	// modelId is not used!! This function just removes the current weapon.
#ifdef PED_SKIN
	if(IsClumpSkinned(GetClump())){
		if(m_pWeaponModel){
			RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
			RpAtomicDestroy(m_pWeaponModel);
			RwFrameDestroy(frm);
			m_pWeaponModel = nil;
		}
	}else
#endif
		RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
	m_wepModelID = -1;
}

void
CPed::SetCurrentWeapon(uint32 weaponType)
{
	CWeaponInfo *weaponInfo;
	if (HasWeapon(weaponType)) {
		weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
		RemoveWeaponModel(weaponInfo->m_nModelId);

		m_currentWeapon = weaponType;

		weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
		AddWeaponModel(weaponInfo->m_nModelId);
	}
}

// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
	for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
		if (GetWeapon(i).m_nAmmoTotal > 0) {
			eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
			if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
				SetCurrentWeapon(i);
				return true;
			}
		}
	}
	SetCurrentWeapon(WEAPONTYPE_UNARMED);
	return false;
}

void
CPed::Duck(void)
{
	if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
		ClearDuck();
}

void
CPed::ClearDuck(void)
{
	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
	if (!animAssoc) {
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);

		if (!animAssoc) {
			bIsDucking = false;
			return;
		}
	}

	if (!bCrouchWhenShooting)
		return;

	if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
		return;

	animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
	if (!animAssoc || animAssoc->blendDelta < 0.0f) {
		CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
	}
}

void
CPed::ClearPointGunAt(void)
{
	CAnimBlendAssociation *animAssoc;
	CWeaponInfo *weaponInfo;

	ClearLookFlag();
	ClearAimFlag();
	bIsPointingGunAt = false;
#ifndef VC_PED_PORTS
	if (m_nPedState == PED_AIM_GUN) {
		RestorePreviousState();
#else
	if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
		m_nPedState = PED_IDLE;
		RestorePreviousState();
	}
#endif
		weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
		if (!animAssoc || animAssoc->blendDelta < 0.0f) {
			animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
		}
		if (animAssoc) {
			animAssoc->flags |= ASSOC_DELETEFADEDOUT;
			animAssoc->blendDelta = -4.0f;
		}
#ifndef VC_PED_PORTS
	}
#endif
}

void
CPed::BeingDraggedFromCar(void)
{
	CAnimBlendAssociation *animAssoc;
	AnimationId enterAnim;
	bool dontRunAnim = false;
	PedLineUpPhase lineUpType;

	if (!m_pVehicleAnim) {
		CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT);
		if (!animAssoc) {
			animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT);
			if (!animAssoc) {
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP);
				if (!animAssoc)
					animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO);
			}
		}
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;

		if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
			if (bWillBeQuickJacked) {
				enterAnim = ANIM_CAR_QJACKED;
			} else if (m_pMyVehicle->bLowVehicle) {
				enterAnim = ANIM_CAR_LJACKED_LHS;
			} else {
				enterAnim = ANIM_CAR_JACKED_LHS;
			}
		} else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
			if (m_pMyVehicle->bLowVehicle)
				enterAnim = ANIM_CAR_LJACKED_RHS;
			else
				enterAnim = ANIM_CAR_JACKED_RHS;
		} else
			dontRunAnim = true;


		if (!dontRunAnim)
			m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim);

		m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
		lineUpType = LINE_UP_TO_CAR_START;
	} else if (m_pVehicleAnim->currentTime <= 1.4f) {
		m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
		lineUpType = LINE_UP_TO_CAR_START;
	} else {
		lineUpType = LINE_UP_TO_CAR_2;
	}
	
	LineUpPedWithCar(lineUpType);
#ifdef VC_PED_PORTS
	if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
		if (m_pMyVehicle) {
			m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
		}
	}
#endif
}

void
CPed::RestartNonPartialAnims(void)
{
	CAnimBlendAssociation *assoc;

	for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
		if (!assoc->IsPartial())
			assoc->SetRun();
	}
}

void
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
{
	CAnimBlendAssociation *quickJackedAssoc;
	CVehicle *vehicle; 
	CPed *ped = (CPed*)arg;

	quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED);
	if (ped->m_nPedState != PED_ARRESTED) {
		ped->m_nLastPedState = PED_NONE;
		if (dragAssoc)
			dragAssoc->blendDelta = -1000.0f;
	}
	ped->RestartNonPartialAnims();
	ped->m_pVehicleAnim = nil;
	ped->m_pSeekTarget = nil;
	vehicle = ped->m_pMyVehicle;

	if (vehicle) {
		vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);

		if (vehicle->pDriver == ped) {
			vehicle->RemoveDriver();
			if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
				vehicle->m_nDoorLock = CARLOCK_UNLOCKED;

			if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
				vehicle->ChangeLawEnforcerState(false);
		} else {
			vehicle->RemovePassenger(ped);
		}
	}
	ped->bInVehicle = false;
	if (ped->IsPlayer())
		AudioManager.PlayerJustLeftCar();

#ifdef VC_PED_PORTS
	if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
		dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
		ped->m_fHealth = 0.0f;
		ped->SetDie(ANIM_FLOOR_HIT, 1000.0f, 0.5f);
		return;
	}
#endif

	if (quickJackedAssoc) {
		dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
	} else {
		dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
		if (ped->CanSetPedState())
			CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
	}

	ped->ReplaceWeaponWhenExitingVehicle();

	ped->m_nStoredMoveState = PEDMOVE_NONE;
	ped->bVehExitWillBeInstant = false;
}

CVector
CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
{
	CVehicleModelInfo *vehModel; 
	CVector vehDoorPos;
	CVector vehDoorOffset;
	float seatOffset;

	vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
	if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
		seatOffset = 0.0f;
		vehDoorOffset = vecPedVanRearDoorAnimOffset;
	} else {
		seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult;
		if (veh->bLowVehicle) {
			vehDoorOffset = vecPedCarDoorLoAnimOffset;
		} else {
			vehDoorOffset = vecPedCarDoorAnimOffset;
		}
	}

	switch (component) {
		case CAR_DOOR_RF:
			if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
				vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
			else
				vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];

			vehDoorPos.x += seatOffset;
			vehDoorOffset.x = -vehDoorOffset.x;
			break;

		case CAR_DOOR_RR:
			vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
			vehDoorPos.x += seatOffset;
			vehDoorOffset.x = -vehDoorOffset.x;
			break;

		case CAR_DOOR_LF:
			if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
				vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
			else
				vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];

			vehDoorPos.x = -(vehDoorPos.x + seatOffset);
			break;

		case CAR_DOOR_LR:
			vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
			vehDoorPos.x = -(vehDoorPos.x + seatOffset);
			break;

		default:
			if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
				vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
			else
				vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];

			vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
	}
	return vehDoorPos - vehDoorOffset;
}

// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
{
	CVector localPos;
	CVector vehDoorPos;

	localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
	vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();

/*
	// Not used.
	CVector localVehDoorOffset;

	if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
		localVehDoorOffset = vecPedVanRearDoorAnimOffset;
	} else {
		if (veh->bIsLow) {
			localVehDoorOffset = vecPedCarDoorLoAnimOffset;
		} else {
			localVehDoorOffset = vecPedCarDoorAnimOffset;
		}
	}

	vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
*/
	return vehDoorPos;
}

CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
{	
	CVector doorPos;
	CMatrix vehMat(veh->GetMatrix());

	doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));

	return veh->GetPosition() + doorPos;
}

void
CPed::LineUpPedWithCar(PedLineUpPhase phase)
{
	bool vehIsUpsideDown = false;
	int vehAnim;
	float seatPosMult = 0.0f;
	float currentZ;
	float adjustedTimeStep;

	if (CReplay::IsPlayingBack())
		return;

	if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) {
		if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT)) {
			SetPedPositionInCar();
			return;
		}
		if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) {
			SetPedPositionInCar();
			return;
		}
		if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) {
			SetPedPositionInCar();
			return;
		}
		if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) {
			SetPedPositionInCar();
			return;
		}
		bChangedSeat = true;
	}
	if (phase == LINE_UP_TO_CAR_START) {
		m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	}
	CVehicle *veh = m_pMyVehicle;

	// Not quite right, IsUpsideDown func. checks for <= -0.9f.
	if (veh->GetUp().z <= -0.8f)
		vehIsUpsideDown = true;

	if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
		if (vehIsUpsideDown) {
			m_fRotationDest = -PI + veh->GetForward().Heading();
		} else if (veh->bIsBus) {
			m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
		} else {
			m_fRotationDest = veh->GetForward().Heading();
		}
	} else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
		if (vehIsUpsideDown) {
			m_fRotationDest = veh->GetForward().Heading();
		} else if (veh->bIsBus) {
			m_fRotationDest = -0.5f * PI + veh->GetForward().Heading();
		} else {
			m_fRotationDest = veh->GetForward().Heading();
		}
	} else {
		// I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional.

		if (vehIsUpsideDown) {
			m_fRotationDest = veh->GetForward().Heading();
		} else if (veh->bIsBus) {
			m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
		} else {
			m_fRotationDest = veh->GetForward().Heading();
		}
	}

	if (!bInVehicle)
		seatPosMult = 1.0f;

#ifdef VC_PED_PORTS
	bool multExtractedFromAnim = false;
	bool multExtractedFromAnimBus = false;
	float zBlend;
#endif
	if (m_pVehicleAnim) {
		vehAnim = m_pVehicleAnim->animId;

		switch (vehAnim) {
			case ANIM_CAR_JACKED_RHS:
			case ANIM_CAR_LJACKED_RHS:
			case ANIM_CAR_JACKED_LHS:
			case ANIM_CAR_LJACKED_LHS:
			case ANIM_VAN_GETIN_L:
			case ANIM_VAN_GETIN:
#ifdef VC_PED_PORTS
				multExtractedFromAnim = true;
				zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f);
				// fall through
#endif
			case ANIM_CAR_QJACKED:
			case ANIM_CAR_GETOUT_LHS:
			case ANIM_CAR_GETOUT_LOW_LHS:
			case ANIM_CAR_GETOUT_RHS:
			case ANIM_CAR_GETOUT_LOW_RHS:
#ifdef VC_PED_PORTS
				if (!multExtractedFromAnim) {
					multExtractedFromAnim = true;
					zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f);
				}
				// fall through
#endif
			case ANIM_CAR_CRAWLOUT_RHS:
			case ANIM_CAR_CRAWLOUT_RHS2:
			case ANIM_VAN_GETOUT_L:
			case ANIM_VAN_GETOUT:
				seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
				break;
			case ANIM_CAR_GETIN_RHS:
			case ANIM_CAR_GETIN_LHS:
#ifdef VC_PED_PORTS
				if (veh && veh->IsCar() && veh->bIsBus) {
					multExtractedFromAnimBus = true;
					zBlend = Min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f;
				}
				// fall through
#endif
			case ANIM_CAR_QJACK:
			case ANIM_CAR_GETIN_LOW_LHS:
			case ANIM_CAR_GETIN_LOW_RHS:
			case ANIM_DRIVE_BOAT:
				seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
				break;
			case ANIM_CAR_CLOSEDOOR_LHS:
			case ANIM_CAR_CLOSEDOOR_LOW_LHS:
			case ANIM_CAR_CLOSEDOOR_RHS:
			case ANIM_CAR_CLOSEDOOR_LOW_RHS:
			case ANIM_CAR_SHUFFLE_RHS:
			case ANIM_CAR_LSHUFFLE_RHS:
				seatPosMult = 0.0f;
				break;
			case ANIM_CAR_CLOSE_LHS:
			case ANIM_CAR_CLOSE_RHS:
			case ANIM_COACH_OPEN_L:
			case ANIM_COACH_OPEN_R:
			case ANIM_COACH_IN_L:
			case ANIM_COACH_IN_R:
			case ANIM_COACH_OUT_L:
				seatPosMult = 1.0f;
				break;
			default:
				break;
		}
	}

	CVector neededPos;

	if (phase == LINE_UP_TO_CAR_2) {
		neededPos = GetPosition();
	} else {
		neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult);
	}

	CVector autoZPos = neededPos;

	if (veh->bIsInWater) {
		if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown())
			autoZPos.z += 1.0f;
	} else {
		CPedPlacement::FindZCoorForPed(&autoZPos);
	}

	if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
		neededPos.z = GetPosition().z;

		// Getting out
		if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
			float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep();

			// If we're not in ground at next step, apply animation
			if (neededPos.z + nextZSpeed >= autoZPos.z) {
				m_vecMoveSpeed.z = nextZSpeed;
				ApplyMoveSpeed();
				// Removing below line breaks the animation
				neededPos.z = GetPosition().z;
			} else {
				neededPos.z = autoZPos.z;
				m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
			}
		}
	}

	if (autoZPos.z > neededPos.z) {
#ifdef VC_PED_PORTS
		if (multExtractedFromAnim) {
			neededPos.z += (autoZPos.z - neededPos.z) * zBlend;
		} else {
#endif
			currentZ = GetPosition().z;
			if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
				neededPos.z = autoZPos.z;
				m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
			} else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
				adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f);

				// Smoothly change ped position
				neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
			}
#ifdef VC_PED_PORTS
		}
#endif
	} else {
		// We may need to raise up the ped
		if (phase == LINE_UP_TO_CAR_START) {
			currentZ = GetPosition().z;

			if (neededPos.z > currentZ) {
#ifdef VC_PED_PORTS
				if (multExtractedFromAnimBus) {
					neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ;
				} else {
#endif
					if (m_pVehicleAnim &&
						(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
							|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
						adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f);

						// Smoothly change ped position
						neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
					} else if (EnteringCar()) {
						neededPos.z = Max(currentZ, autoZPos.z);
					}
#ifdef VC_PED_PORTS
				}
#endif
			}
		}
	}

	bool stillGettingInOut = false;
	if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
		stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat;

	if (!stillGettingInOut) {
		m_fRotationCur = m_fRotationDest;
	} else {
		float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
		float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;

		if (timeUntilStateChange <= 0.0f) {
			m_vecOffsetSeek.x = 0.0f;
			m_vecOffsetSeek.y = 0.0f;
		}
		m_vecOffsetSeek.z = 0.0f;

		neededPos -= timeUntilStateChange * m_vecOffsetSeek;

		if (PI + m_fRotationCur < limitedDest) {
			limitedDest -= 2 * PI;
		} else if (m_fRotationCur - PI > limitedDest) {
			limitedDest += 2 * PI;
		}
		m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange);
	}

	if (seatPosMult > 0.2f || vehIsUpsideDown) {
		GetPosition() = neededPos;

		SetHeading(m_fRotationCur);
	} else {
		CMatrix vehDoorMat(veh->GetMatrix());
		vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
		// VC couch anims are inverted, so they're fixing it here.
		GetMatrix() = vehDoorMat;
	}

}

static void
particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times)
{
	switch (ped->m_nSurfaceTouched)
	{
		case SURFACE_TARMAC:
		case SURFACE_DIRT:
		case SURFACE_PAVEMENT:
		case SURFACE_SAND:
			for (int i = 0; i < times; ++i) {
				CVector adjustedPos = pos;
				adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
				adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
				CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
			}
			break;
		default:
			break;
	}
}

static void
particleProduceFootSplash(CPed *ped, CVector const &pos, float size, int times)
{
#ifdef PC_PARTICLE
	for (int i = 0; i < times; i++) {
		CVector adjustedPos = pos;
		adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
		adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);

		CVector direction = ped->GetForward() * -0.05f;
		CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
	}
#else
	for ( int32 i = 0; i < times; i++ )
	{
		CVector adjustedPos = pos;
		adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
		adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
	
		CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
	}
#endif
}

void
CPed::PlayFootSteps(void)
{
	if (bDoBloodyFootprints) {
		if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
			m_bloodyFootprintCountOrDeathTime--;

			if (m_bloodyFootprintCountOrDeathTime == 0)
				bDoBloodyFootprints = false;
		}
	}

	if (!bIsStanding)
		return;

	CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump());
	CAnimBlendAssociation *walkRunAssoc = nil;
	float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;

	for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
		if (assoc->flags & ASSOC_FLAG80) {
			walkRunAssoc = assoc;
			walkRunAssocBlend += assoc->blendAmount;
		} else if ((assoc->flags & ASSOC_FLAG200) == 0) {
			idleAssocBlend += assoc->blendAmount;
		}
	}

#ifdef GTA_PS2_STUFF
	CAnimBlendAssociation *runStopAsoc = NULL;
	
	if ( IsPlayer() )
	{	
		runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
		
		if ( runStopAsoc == NULL )
			runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
	}
	
	if ( runStopAsoc != NULL && runStopAsoc->blendAmount > 0.1f )
	{
		{
			CVector pos(0.0f, 0.0f, 0.0f);
			TransformToNode(pos, PED_FOOTL);
				
			pos.z -= 0.1f;
			pos += GetForward()*0.2f;
			particleProduceFootDust(this, pos, 0.02f, 1);
		}

		{
			CVector pos(0.0f, 0.0f, 0.0f);
			TransformToNode(pos, PED_FOOTR);
				
			pos.z -= 0.1f;
			pos += GetForward()*0.2f;
			particleProduceFootDust(this, pos, 0.02f, 1);
		}
	}
#endif
	

	if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
		float stepStart = 1 / 15.0f;
		float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
		float currentTime = walkRunAssoc->currentTime;
		int stepPart = 0;

		if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
			stepPart = 1;
		else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
			stepPart = 2;

		if (stepPart != 0) {
			DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
			CVector footPos(0.0f, 0.0f, 0.0f);
			TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);

			CVector forward = GetForward();

			footPos.z -= 0.1f;
			footPos += 0.2f * forward;

			if (bDoBloodyFootprints) {
				CVector2D top(forward * 0.26f);
				CVector2D right(GetRight() * 0.14f);

				CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos,
					top.x, top.y,
					right.x, right.y,
					255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);

				if (m_bloodyFootprintCountOrDeathTime <= 20) {
					m_bloodyFootprintCountOrDeathTime = 0;
					bDoBloodyFootprints = false;
				} else {
					m_bloodyFootprintCountOrDeathTime -= 20;
				}
			}
			if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
				if(IsPlayer())
					particleProduceFootDust(this, footPos, 0.0f, 4);
			}
#ifdef PC_PARTICLE
			else if(stepPart == 2)
#else
			else
#endif
			{
				particleProduceFootSplash(this, footPos, 0.15f, 4);
			}
		}
	}

	if (m_nSurfaceTouched == SURFACE_PUDDLE) {
		float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
		if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
#ifdef PC_PARTICLE
			float particleSize = pedSpeed * 2.0f;

			if (particleSize < 0.25f)
				particleSize = 0.25f;

			if (particleSize > 0.75f)
				particleSize = 0.75f;

			CVector particlePos = GetPosition() + GetForward() * 0.3f;
			particlePos.z -= 1.2f;

			CVector particleDir = m_vecMoveSpeed * 0.75f;

			particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
			CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);

			particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
			CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
#else
			CVector particlePos = (GetPosition() - 0.3f * GetUp()) + GetForward()*0.3f;
			CVector particleDir = m_vecMoveSpeed * 0.45f;
			particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
			CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos-CVector(0.0f, 0.0f, 1.2f), particleDir, nil, 0.0f, CRGBA(155, 185, 155, 255));
#endif
		}
	}
}

bool
CPed::IsPointerValid(void)
{
	int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8;
	if (pedIndex < 0 || pedIndex >= NUMPEDS)
		return false;

	if (m_entryInfoList.first || FindPlayerPed() == this)
		return true;

	return false;
}

// Some kind of binary sort
void
CPed::SortPeds(CPed **list, int min, int max)
{
	if (min >= max)
		return;

	CVector leftDiff, rightDiff;
	CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition();
	float middleDist = middleDiff.Magnitude();

	int left = max;
	int right;
	for(right = min; right <= left; ){
		float rightDist, leftDist;
		do {
			rightDiff = GetPosition() - list[right]->GetPosition();
			rightDist = rightDiff.Magnitude();
		} while (middleDist > rightDist && ++right);

		do {
			leftDiff = GetPosition() - list[left]->GetPosition();
			leftDist = leftDiff.Magnitude();
		} while (middleDist < leftDist && left--);

		if (right <= left) {
			CPed *ped = list[right];
			list[right] = list[left];
			list[left] = ped;
			right++;
			left--;
		}
	}
	SortPeds(list, min, left);
	SortPeds(list, right, max);
}

void
CPed::BuildPedLists(void)
{
	if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) {

		for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
			if (m_nearPeds[i]) {
				if (m_nearPeds[i]->IsPointerValid()) {
					float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
					if (distSqr < 900.0f) {
						i++;
						continue;
					}
				}

				// If we arrive here, the ped we're checking isn't "near", so we should remove it.
				for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
					m_nearPeds[j] = m_nearPeds[j + 1];
					m_nearPeds[j + 1] = nil;
				}
				// Above loop won't work when it's 9, so we need to empty slot 9.
				m_nearPeds[9] = nil;
				m_numNearPeds--;
			} else
				i++;
		}
	} else {
		CVector centre = CEntity::GetBoundCentre();
		CRect rect(centre.x - 20.0f,
			centre.y - 20.0f,
			centre.x + 20.0f,
			centre.y + 20.0f);
		int xstart = CWorld::GetSectorIndexX(rect.left);
		int ystart = CWorld::GetSectorIndexY(rect.top);
		int xend = CWorld::GetSectorIndexX(rect.right);
		int yend = CWorld::GetSectorIndexY(rect.bottom);
		gnNumTempPedList = 0;

		for(int y = ystart; y <= yend; y++) {
			for(int x = xstart; x <= xend; x++) {
				for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
					CPed *ped = (CPed*)pedPtrNode->item;
					if (ped != this && !ped->bInVehicle) {
						float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
						if (nThreatReactionRangeMultiplier * 30.0f > dist) {
							gapTempPedList[gnNumTempPedList] = ped;
							gnNumTempPedList++;
							assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
						}
					}
				}
			}
		}
		gapTempPedList[gnNumTempPedList] = nil;
		SortPeds(gapTempPedList, 0, gnNumTempPedList - 1);
		for (m_numNearPeds = 0; m_numNearPeds < ARRAY_SIZE(m_nearPeds); m_numNearPeds++) {
			CPed *ped = gapTempPedList[m_numNearPeds];
			if (!ped)
				break;

			m_nearPeds[m_numNearPeds] = ped;
		}
		for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); pedToClear++)
			m_nearPeds[pedToClear] = nil;
	}
}

void
CPed::SetPedStats(ePedStats pedStat)
{
	m_pedStats = CPedStats::ms_apPedStats[pedStat];
}

void
CPed::SetModelIndex(uint32 mi)
{
	CEntity::SetModelIndex(mi);
	RpAnimBlendClumpInit(GetClump());
	RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames);
	CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
	SetPedStats(modelInfo->m_pedStatType);
	m_headingRate = m_pedStats->m_headingChangeRate;
	m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
	CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);

	// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. 
	(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;

#ifdef PED_SKIN
	if(modelInfo->GetHitColModel() == nil)
		modelInfo->CreateHitColModelSkinned(GetClump());
#endif
}

void
CPed::RemoveLighting(bool reset)
{
	CRenderer::RemoveVehiclePedLights(this, reset);
}

bool
CPed::SetupLighting(void)
{
	ActivateDirectional();
	SetAmbientColoursForPedsCarsAndObjects();

#ifndef MASTER
	// Originally this was being called through iteration of Sectors, but putting it here is better.
	if (nDisplayDebugInfo && !IsPlayer())
		DebugRenderOnePedText();
#endif

	if (bRenderScorched) {
		WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
	} else {
		// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
		float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
		if (!bHasBlip && lightMult != 1.0f) {
			SetAmbientAndDirectionalColours(lightMult);
			return true;
		}
	}
	return false;
}

void
CPed::Teleport(CVector pos)
{
	CWorld::Remove(this);
	GetPosition() = pos;
	bIsStanding = false;
	m_nPedStateTimer = 0;
	m_actionX = 0.0f;
	m_actionY = 0.0f;
	m_pDamageEntity = nil;
	CWorld::Add(this);
}

void
CPed::CalculateNewOrientation(void)
{
	if (CReplay::IsPlayingBack() || !IsPedInControl())
		return;

	SetHeading(m_fRotationCur);
}

float
CPed::WorkOutHeadingForMovingFirstPerson(float offset)
{
	if (!IsPlayer())
		return 0.0f;

	CPad *pad0 = CPad::GetPad(0);
	float leftRight = pad0->GetPedWalkLeftRight();
	float upDown = pad0->GetPedWalkUpDown();
	float &angle = ((CPlayerPed*)this)->m_fWalkAngle;

	if (upDown != 0.0f) {
		angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
	} else {
		if (leftRight < 0.0f)
			angle = 0.5f * PI;
		else if (leftRight > 0.0f)
			angle = -0.5f * PI;
	}

	return CGeneral::LimitRadianAngle(offset + angle);
}

void
CPed::CalculateNewVelocity(void)
{
	if (IsPedInControl()) {
		float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
		m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
		float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);

		if (m_fRotationCur - PI > limitedRotDest) {
				limitedRotDest += 2 * PI;
		} else if(PI + m_fRotationCur < limitedRotDest) {
			limitedRotDest -= 2 * PI;
		}

		if (IsPlayer() && m_nPedState == PED_ATTACK)
			headAmount /= 4.0f;

		float neededTurn = limitedRotDest - m_fRotationCur;
		if (neededTurn <= headAmount) {
			if (neededTurn > (-headAmount))
				m_fRotationCur += neededTurn;
			else
				m_fRotationCur -= headAmount;
		} else {
			m_fRotationCur += headAmount;
		}
	}

	CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur));

	m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
	m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward);  // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur));

	if (CTimer::GetTimeStep() >= 0.01f) {
		m_moved = m_moved * (1 / CTimer::GetTimeStep());
	} else {
		m_moved = m_moved * (1 / 100.0f);
	}

	if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
		|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
		return;

	float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
	float pedSpeed = m_moved.Magnitude();
	float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);

	if (localWalkAngle < -0.5f * PI) {
		localWalkAngle += PI;
	} else if (localWalkAngle > 0.5f * PI) {
		localWalkAngle -= PI;
	}

	// Interestingly this part is responsible for diagonal walking.
	if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
		TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
		m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed;
	}

	CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
	CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
	if(!fightAssoc)
		fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);

	// There is one more anim in VC.

	if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
	if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
		LimbOrientation newUpperLegs;
		newUpperLegs.phi = localWalkAngle;

		if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
			newUpperLegs.phi += PI;
		} else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
			newUpperLegs.phi -= PI;
		}

		if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
#ifdef PED_SKIN
			if(IsClumpSkinned(GetClump())){
/*
				// this looks shit
				newUpperLegs.theta = 0.0f;
				RwV3d axis = { -1.0f, 0.0f, 0.0f };
				RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
				RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
*/
				newUpperLegs.theta = 0.1f;
				RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
				RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
				RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
				RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
				RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
				RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);

				bDontAcceptIKLookAts = true;
			}else
#endif
			{
				newUpperLegs.theta = 0.0f;
				m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
				m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
			}
		}
	}
}

bool
CPed::CanBeDeleted(void)
{
	if (bInVehicle)
		return false;

	switch (CharCreatedBy) {
		case RANDOM_CHAR:
			return true;
		case MISSION_CHAR:
			return false;
		default:
			return true;
	}
}

bool
CPed::CanPedDriveOff(void)
{
	if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
		return false;

	for (int i = 0; i < m_numNearPeds; i++) {
		CPed *nearPed = m_nearPeds[i];
		if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) {
			m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
			return false;
		}
	}
	return true;
}

#ifdef VC_PED_PORTS
bool
CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil)
{
	if (m_nSurfaceTouched == SURFACE_PUDDLE)
		return true;

	CVector pos = GetPosition();
	CVector forwardOffset = GetForward();
	if (damageNormal && damageNormal->z > 0.17f) {
		if (damageNormal->z > 0.9f)
			return false;

		CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
		pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
		pos.z = pos.z + 0.05f;
		float collPower = damageNormal->Magnitude2D();
		if (damageNormal->z <= 0.5f) {
			forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
		} else {
			CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
			invDamageNormal *= 1.0f / collPower;
			CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
			forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f);
		}
	} else {
		pos.z -= 0.15f;
	}

	CVector forwardPos = pos + forwardOffset;
	return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#else
bool
CPed::CanPedJumpThis(CEntity *unused)
{
	CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
	CVector pos = GetPosition();
	CVector forwardPos(
		forward.x + pos.x,
		forward.y + pos.y,
		pos.z);

	return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#endif

bool
CPed::CanPedReturnToState(void)
{
	return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
		m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
}

bool
CPed::CanSeeEntity(CEntity *entity, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD)
{
	float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
		entity->GetPosition().x,
		entity->GetPosition().y,
		GetPosition().x,
		GetPosition().y);

	if (neededAngle < 0.0f)
		neededAngle += TWOPI;
	else if (neededAngle > TWOPI)
		neededAngle -= TWOPI;

	float ourAngle = m_fRotationCur;
	if (ourAngle < 0.0f)
		ourAngle += TWOPI;
	else if (ourAngle > TWOPI)
		ourAngle -= TWOPI;

	float neededTurn = Abs(neededAngle - ourAngle);

	return neededTurn < threshold || TWOPI - threshold < neededTurn;
}

bool
CPed::IsTemporaryObjective(eObjective objective)
{
	return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
#ifdef VC_PED_PORTS
		objective == OBJECTIVE_LEAVE_CAR_AND_DIE ||
#endif
		objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}

void
CPed::SetMoveState(eMoveState state)
{
	m_nMoveState = state;
}

void
CPed::SetObjectiveTimer(int time)
{
	if (time == 0) {
		m_objectiveTimer = 0;
	} else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
		m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
	}
}

void
CPed::ForceStoredObjective(eObjective objective)
{
	if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
		m_prevObjective = m_objective;
		return;
	}

	switch (m_objective)
	{
		case OBJECTIVE_FLEE_TILL_SAFE:
		case OBJECTIVE_KILL_CHAR_ON_FOOT:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
		case OBJECTIVE_GOTO_CHAR_ON_FOOT:
		case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
		case OBJECTIVE_ENTER_CAR_AS_DRIVER:
		case OBJECTIVE_GOTO_AREA_ON_FOOT:
		case OBJECTIVE_RUN_TO_AREA:
			return;
		default:
			m_prevObjective = m_objective;
	}
}

void
CPed::SetStoredObjective(void)
{
	if (m_objective == m_prevObjective)
		return;

	switch (m_objective)
	{
		case OBJECTIVE_FLEE_TILL_SAFE:
		case OBJECTIVE_KILL_CHAR_ON_FOOT:
		case OBJECTIVE_KILL_CHAR_ANY_MEANS:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
		case OBJECTIVE_GOTO_CHAR_ON_FOOT:
		case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
		case OBJECTIVE_LEAVE_VEHICLE:
		case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
		case OBJECTIVE_ENTER_CAR_AS_DRIVER:
		case OBJECTIVE_GOTO_AREA_ON_FOOT:
		case OBJECTIVE_RUN_TO_AREA:
			return;
		default:
			m_prevObjective = m_objective;
	}
}

void
CPed::RestorePreviousObjective(void)
{
	if (m_objective == OBJECTIVE_NONE)
		return;

	if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
#ifdef VC_PED_PORTS
		&& m_nPedState != PED_CARJACK
#endif
		)
		m_pedInObjective = nil;

	if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
		m_objective = OBJECTIVE_NONE;
		if (m_pMyVehicle)
			SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);

	} else {
		m_objective = m_prevObjective;
		m_prevObjective = OBJECTIVE_NONE;
	}
	bObjectiveCompleted = false;
}

void
CPed::SetLeader(CEntity *leader)
{
	m_leader = (CPed*)leader;

	if(m_leader)
		m_leader->RegisterReference((CEntity **)&m_leader);
}

void
CPed::SetObjective(eObjective newObj, void *entity)
{
	if (DyingOrDead())
		return;

	if (m_prevObjective == newObj) {
		// Why?
		if (m_prevObjective != OBJECTIVE_NONE)
			return;
	}

	if (entity == this)
		return;

	SetObjectiveTimer(0);
	if (m_objective == newObj) {
		switch (newObj) {
			case OBJECTIVE_KILL_CHAR_ON_FOOT:
			case OBJECTIVE_KILL_CHAR_ANY_MEANS:
			case OBJECTIVE_GOTO_CHAR_ON_FOOT:
			case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
			case OBJECTIVE_GOTO_AREA_ANY_MEANS:
			case OBJECTIVE_FIGHT_CHAR:
				if (m_pedInObjective == entity)
					return;

				break;
			case OBJECTIVE_LEAVE_VEHICLE:
			case OBJECTIVE_FLEE_CAR:
#ifdef VC_PED_PORTS
			case OBJECTIVE_LEAVE_CAR_AND_DIE:
#endif
				return;
			case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
			case OBJECTIVE_ENTER_CAR_AS_DRIVER:
			case OBJECTIVE_DESTROY_CAR:
			case OBJECTIVE_SOLICIT:
			case OBJECTIVE_BUY_ICE_CREAM:
				if (m_carInObjective == entity)
					return;

				break;
			case OBJECTIVE_SET_LEADER:
				if (m_leader == entity)
					return;

				break;
			default:
				break;
		}
	} else {
		if ((newObj == OBJECTIVE_LEAVE_VEHICLE
#ifdef VC_PED_PORTS
			|| newObj == OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
			) && !bInVehicle)
			return;
	}

#ifdef VC_PED_PORTS
	ClearPointGunAt();
#endif
	bObjectiveCompleted = false;
	if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) {
		if (m_objective != newObj) {
			if (IsTemporaryObjective(newObj))
				ForceStoredObjective(newObj);
			else
				SetStoredObjective();
		}
		m_objective = newObj;
	} else {
		m_prevObjective = newObj;
	}

	switch (newObj) {
		case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:

			// In this special case, entity parameter isn't CEntity, but int.
			SetObjectiveTimer((int)entity);
			break;
		case OBJECTIVE_KILL_CHAR_ON_FOOT:
		case OBJECTIVE_KILL_CHAR_ANY_MEANS:
		case OBJECTIVE_MUG_CHAR:
			m_pNextPathNode = nil;
			bUsePedNodeSeek = false;
			m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
			m_pedInObjective = (CPed*)entity;
			m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
			m_pLookTarget = (CEntity*)entity;
			m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
			break;
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
		case OBJECTIVE_GOTO_CHAR_ON_FOOT:
		case OBJECTIVE_FIGHT_CHAR:
			m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
			m_pedInObjective = (CPed*)entity;
			m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
			break;
		case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
			m_pedInObjective = (CPed*)entity;
			m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
			m_pedFormation = FORMATION_REAR;
			break;
		case OBJECTIVE_LEAVE_VEHICLE:
#ifdef VC_PED_PORTS
		case OBJECTIVE_LEAVE_CAR_AND_DIE:
#endif
		case OBJECTIVE_FLEE_CAR:
			m_carInObjective = (CVehicle*)entity;
			m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
			if (!m_carInObjective->bIsBus || m_leaveCarTimer)
				break;

			for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
				if (m_carInObjective->pPassengers[i] == this) {
					m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
					break;
				}
			}

			break;
		case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
		case OBJECTIVE_ENTER_CAR_AS_DRIVER:
			if (m_nMoveState == PEDMOVE_STILL)
				SetMoveState(PEDMOVE_RUN);

			if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
				RestorePreviousObjective();
				break;
			}
			// fall through
		case OBJECTIVE_DESTROY_CAR:
		case OBJECTIVE_SOLICIT:
		case OBJECTIVE_BUY_ICE_CREAM:
			m_carInObjective = (CVehicle*)entity;
			m_carInObjective->RegisterReference((CEntity**)&m_carInObjective);
			m_pSeekTarget = m_carInObjective;
			m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
			m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
			if (newObj == OBJECTIVE_SOLICIT) {
				m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
			} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
					(m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
				SetObjectiveTimer(14000);
			} else {
				m_objectiveTimer = 0;
			}
			break;
		case OBJECTIVE_SET_LEADER:
			SetLeader((CEntity*)entity);
			RestorePreviousObjective();
			break;
		default:
			break;
	}
}

void
CPed::SetIdle(void)
{
	if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
#ifdef VC_PED_PORTS
		if (m_nPedState == PED_AIM_GUN)
			ClearPointGunAt();

		m_nLastPedState = PED_NONE;
#endif
		m_nPedState = PED_IDLE;
		SetMoveState(PEDMOVE_STILL);
	}
	if (m_nWaitState == WAITSTATE_FALSE) {
		m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
	}
}

void
CPed::SetObjective(eObjective newObj)
{
	if (DyingOrDead())
		return;

	if (newObj == OBJECTIVE_NONE) {
		if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
#ifdef VC_PED_PORTS
			|| m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
			&& !IsPlayer()
#else
			)
#endif
			&& !IsPedInControl()) {

			bStartWanderPathOnFoot = true;
			return;
		}
		// Unused code from assembly...
		/*
		else if(m_objective == OBJECTIVE_FLEE_CAR) {

		} else {

		}
		*/
		m_objective = newObj;
		m_prevObjective = OBJECTIVE_NONE;
	} else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
		SetObjectiveTimer(0);

		if (m_objective == newObj)
			return;

		if (IsTemporaryObjective(m_objective)) {
			m_prevObjective = newObj;
		} else {
			if (m_objective != newObj)
				SetStoredObjective();

			m_objective = newObj;
		}
		bObjectiveCompleted = false;

		switch (newObj) {
			case OBJECTIVE_NONE:
				m_prevObjective = OBJECTIVE_NONE;
				break;
			case OBJECTIVE_HAIL_TAXI:
				m_nWaitTimer = 0;
				SetIdle();
				SetMoveState(PEDMOVE_STILL);
				break;
			default:
				break;
		}
	}
}

// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode
// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call...
void
CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType)
{
	if (DyingOrDead())
		return;

	if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE)
		return;

	SetObjectiveTimer(0);

	if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType)
		return;

	bObjectiveCompleted = false;
	if (IsTemporaryObjective(m_objective)) {
		m_prevObjective = newObj;
	} else {
		if (m_objective != newObj)
			SetStoredObjective();

		m_objective = newObj;
	}

	if (newObj == OBJECTIVE_FOLLOW_ROUTE) {
		SetFollowRoute(routePoint, routeType);
	}
}

void
CPed::ClearChat(void)
{
	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
	if (animAssoc) {
		animAssoc->blendDelta = -8.0f;
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
	}
	bIsTalking = false;
	ClearLookFlag();
	RestorePreviousState();
}

bool
CPed::IsGangMember(void)
{
	return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
}

void
CPed::InformMyGangOfAttack(CEntity *attacker)
{
	CPed *attackerPed;

	if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)
		return;

	if (attacker->IsPed()) {
		attackerPed = (CPed*)attacker;
	} else {
		if (!attacker->IsVehicle())
			return;

		attackerPed = ((CVehicle*)attacker)->pDriver;
		if (!attackerPed)
			return;
	}

	if (attackerPed->m_nPedType == PEDTYPE_COP)
		return;

	for (int i = 0; i < m_numNearPeds; i++)	{
		CPed *nearPed = m_nearPeds[i];
		if (nearPed && nearPed != this) {
			CPed *leader = nearPed->m_leader;
			if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper)
			{
				nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed);
				nearPed->SetObjectiveTimer(30000);
			}
		}
	}
}

void
CPed::QuitEnteringCar(void)
{
	CAnimBlendAssociation *animAssoc = m_pVehicleAnim;
	CVehicle *veh = m_pMyVehicle;
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;
	
	RestartNonPartialAnims();

	if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE))
		CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
	
	if (veh) {
		if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
			veh->bIsBeingCarJacked = false;

		if (veh->m_nNumGettingIn != 0)
			veh->m_nNumGettingIn--;

#ifdef VC_PED_PORTS
		if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
			RestorePreviousObjective();
#endif

		veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType);
	}

	bUsesCollision = true;

	ReplaceWeaponWhenExitingVehicle();

	if (DyingOrDead()) {
		animAssoc = m_pVehicleAnim;
		if (animAssoc) {
			animAssoc->blendDelta = -4.0f;
			animAssoc->flags |= ASSOC_DELETEFADEDOUT;
			animAssoc->flags &= ~ASSOC_RUNNING;
		}
	} else
		SetIdle();

	m_pVehicleAnim = nil;
	
	if (veh) {
#ifdef VC_PED_PORTS
		if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE)
#else
		if (veh->AutoPilot.m_nCruiseSpeed == 0)
#endif
			veh->AutoPilot.m_nCruiseSpeed = 17;
	}
}

void
CPed::ReactToAttack(CEntity *attacker)
{
	if (IsPlayer() && attacker->IsPed()) {
		InformMyGangOfAttack(attacker);
		SetLookFlag(attacker, true);
		SetLookTimer(700);
		return;
	}

#ifdef VC_PED_PORTS
	if (m_nPedState == PED_DRIVING && InVehicle()
		&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) {

		if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
			&& (m_pMyVehicle->m_status == STATUS_SIMPLE || m_pMyVehicle->m_status == STATUS_PHYSICS)
			&& m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {

			CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
			m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
			m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
			m_pMyVehicle->m_status = STATUS_PHYSICS;
		}
	} else
#endif
	if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) {
		CPed *ourLeader = m_leader;
		if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader)
			&& attacker->IsPed()) {

			CPed *attackerPed = (CPed*)attacker; 
			if (bNotAllowedToDuck) {
				if (!attackerPed->GetWeapon()->IsTypeMelee()) {
					m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds();
					return;
				}
			} else if (bCrouchWhenShooting || bKindaStayInSamePlace) {
				SetDuck(CGeneral::GetRandomNumberInRange(1000,3000));
				return;
			}

			if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) {
				if (m_pedStats != attackerPed->m_pedStats) {
					if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
						RegisterThreatWithGangPeds(attackerPed);
					}
					if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) {
						SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker);
						SetMoveState(PEDMOVE_RUN);
					} else {
						SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker);
						SetObjectiveTimer(20000);
					}
				}
			} else {
				SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed);
				SetMoveState(PEDMOVE_RUN);
				if (attackerPed->GetWeapon()->IsTypeMelee())
					Say(SOUND_PED_FLEE_RUN);
			}
		}
	}
}

bool
CPed::TurnBody(void)
{
	float lookDir;
	bool turnDone = true;

	if (m_pLookTarget) {
		CVector &lookPos = m_pLookTarget->GetPosition();

		lookDir = CGeneral::GetRadianAngleBetweenPoints(
					lookPos.x,
					lookPos.y,
					GetPosition().x,
					GetPosition().y);
	} else
		lookDir = m_fLookDirection;

	float limitedLookDir = CGeneral::LimitRadianAngle(lookDir);
	float currentRot = m_fRotationCur;

	if (currentRot - PI > limitedLookDir)
		limitedLookDir += 2 * PI;
	else if (PI + currentRot < limitedLookDir)
		limitedLookDir -= 2 * PI;

	float neededTurn = currentRot - limitedLookDir;
	m_fRotationDest = limitedLookDir;

	if (Abs(neededTurn) > 0.05f) {
		turnDone = false;
		currentRot -= neededTurn * 0.2f;
	}

	m_fRotationCur = currentRot;
	m_fLookDirection = limitedLookDir;
	return turnDone;
}

void
CPed::Chat(void)
{
	// We're already looking to our partner
	if (bIsLooking && TurnBody())
		ClearLookFlag();

	if (!m_pLookTarget || !m_pLookTarget->IsPed()) {
		ClearChat();
		return;
	}

	CPed *partner = (CPed*) m_pLookTarget;

	if (partner->m_nPedState != PED_CHAT) {
		ClearChat();
		if (partner->m_pedInObjective) {
			if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
				partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)
				ReactToAttack(partner->m_pedInObjective);
		}
		return;
	}
	if (bIsTalking) {
		if (CGeneral::GetRandomNumber() < 512) {
			CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
			if (chatAssoc) {
				chatAssoc->blendDelta = -4.0f;
				chatAssoc->flags |= ASSOC_DELETEFADEDOUT;
			}
			bIsTalking = false;
		} else
			Say(SOUND_PED_CHAT);

	} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG100)) {

		if (CGeneral::GetRandomNumber() < 20) {
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
		}
		if (!bIsTalking) {
			CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f);
			float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
			chatAssoc->SetCurrentTime(chatTime);

			bIsTalking = true;
			Say(SOUND_PED_CHAT);
		}
	}
	if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
		ClearChat();
		m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
	}
}

void
CPed::CheckAroundForPossibleCollisions(void)
{
	CVector ourCentre, objCentre;
	CEntity *objects[8];
	int16 maxObject;

	if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
		return;

	GetBoundCentre(ourCentre);

	CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false);
	for (int i = 0; i < maxObject; i++) {
		CEntity *object = objects[i];
		if (bRunningToPhone) {
			if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition()))
				break;
		}
		object->GetBoundCentre(objCentre);
		float radius = object->GetBoundRadius();
		if (radius > 4.5f || radius < 1.0f)
			radius = 1.0f;

		// Developers gave up calculating Z diff. later according to asm.
		float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D();

		if (sq(radius + 1.0f) > diff)
			m_fRotationDest += DEGTORAD(22.5f);
	}
}

bool
CPed::MakePhonecall(void)
{
#ifdef TOGGLEABLE_BETA_FEATURES
	if (bMakePedsRunToPhonesToReportCrimes)
		if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {

			FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
				(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (int)m_threatEntity : (int)((CPed*)m_pEventEntity)->m_threatEntity), false);
			bRunningToPhone = false;
		}
#endif
	if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
		return false;

	SetIdle();
	gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
#ifdef TOGGLEABLE_BETA_FEATURES
	crimeReporters[m_phoneId] = nil;
#endif
	m_phoneId = -1;
	return true;
}

bool
CPed::FacePhone(void)
{
	// FIX: This function was broken since it's left unused early in development.
#ifdef FIX_BUGS
	float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
		gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
		GetPosition().x, GetPosition().y);

	SetLookFlag(phoneDir, false);
	bool turnDone = TurnBody();
	if (turnDone) {
		SetIdle();
		ClearLookFlag();
		m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
	}
	return turnDone;
#else
	float currentRot = RADTODEG(m_fRotationCur);
	float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
		gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x,
		gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
		GetPosition().x,
		GetPosition().y);

	SetLookFlag(phoneDir, false);
	phoneDir = CGeneral::LimitAngle(phoneDir);
	m_moved = CVector2D(0.0f, 0.0f);

	if (currentRot - 180.0f > phoneDir)
		phoneDir += 2 * 180.0f;
	else if (180.0f + currentRot < phoneDir)
		phoneDir -= 2 * 180.0f;

	float neededTurn = currentRot - phoneDir;

	if (Abs(neededTurn) <= 0.75f) {
		SetIdle();
		ClearLookFlag();
		m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
		return true;
	} else {
		m_fRotationCur = DEGTORAD(currentRot - neededTurn * 0.2f);
		return false;
	}
#endif
}

CPed *
CPed::CheckForDeadPeds(void)
{
	int event;
	if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) {
		int pedHandle = gaEvent[event].entityRef;
		if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) {
			bGonnaInvestigateEvent = true;
			return CPools::GetPed(pedHandle);
		}
	}
	bGonnaInvestigateEvent = false;
	return nil;
}

bool
CPed::CheckForExplosions(CVector2D &area)
{
	int event = 0;
	if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) {
		area.x = gaEvent[event].posn.x;
		area.y = gaEvent[event].posn.y;
		CEntity *actualEntity = nil;

		switch (gaEvent[event].entityType) {
			case EVENT_ENTITY_PED:
				actualEntity = CPools::GetPed(gaEvent[event].entityRef);
				break;
			case EVENT_ENTITY_VEHICLE:
				actualEntity = CPools::GetVehicle(gaEvent[event].entityRef);
				break;
			case EVENT_ENTITY_OBJECT:
				actualEntity = CPools::GetObject(gaEvent[event].entityRef);
				break;
			default:
				break;
		}

		if (actualEntity) {
			m_pEventEntity = actualEntity;
			m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
			bGonnaInvestigateEvent = true;
		} else
			bGonnaInvestigateEvent = false;

		CEventList::ClearEvent(event);
		return true;
	} else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) {
		area.x = gaEvent[event].posn.x;
		area.y = gaEvent[event].posn.y;
		CEventList::ClearEvent(event);
		bGonnaInvestigateEvent = false;
		return true;
	}

	bGonnaInvestigateEvent = false;
	return false;
}

CPed *
CPed::CheckForGunShots(void)
{
	int event;
	if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) {
		if (gaEvent[event].entityType == EVENT_ENTITY_PED) {
			// Probably due to we don't want peds to go gunshot area? (same on VC)
			bGonnaInvestigateEvent = false;
			return CPools::GetPed(gaEvent[event].entityRef);
		}
	}
	bGonnaInvestigateEvent = false;
	return nil;
}

PointBlankNecessity
CPed::CheckForPointBlankPeds(CPed *pedToVerify)
{
	float pbDistance = 1.1f;
	if (GetWeapon()->IsType2Handed())
		pbDistance = 1.6f;

	for (int i = 0; i < m_numNearPeds; i++)	{
		CPed *nearPed = m_nearPeds[i];

		if (!pedToVerify || pedToVerify == nearPed) {

			CVector diff = nearPed->GetPosition() - GetPosition();
			if (diff.Magnitude() < pbDistance) {

				float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
					nearPed->GetPosition().x, nearPed->GetPosition().y,
					GetPosition().x, GetPosition().y);
				neededAngle = CGeneral::LimitRadianAngle(neededAngle);
				m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);

				float neededTurn = Abs(neededAngle - m_fRotationCur);

				if (neededTurn > PI)
					neededTurn = 2*PI - neededTurn;

				PedState nearPedState = nearPed->m_nPedState;

				if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY)
					return NO_POINT_BLANK_PED;

				if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
					if (pedToVerify == nearPed)
						return POINT_BLANK_FOR_WANTED_PED;
					else
						return POINT_BLANK_FOR_SOMEONE_ELSE;
				}
			}
		}
	}
	return NO_POINT_BLANK_PED;
}

bool
CPed::CheckIfInTheAir(void)
{
	if (bInVehicle)
		return false;

	CVector pos = GetPosition();
	CColPoint foundColPoint;
	CEntity *foundEntity;

	float startZ = pos.z - 1.54f;
	bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil);
	if (!foundGround && m_nPedState != PED_JUMP)
	{
		pos.z -= FEET_OFFSET;
		if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false))
			foundGround = true;
	}
	return !foundGround;
}

void
CPed::ClearAll(void)
{
	if (!IsPedInControl() && m_nPedState != PED_DEAD)
		return;

	m_nPedState = PED_NONE;
	m_nMoveState = PEDMOVE_NONE;
	m_pSeekTarget = nil;
	m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
	m_fleeFromPosX = 0.0f;
	m_fleeFromPosY = 0.0f;
	m_fleeFrom = nil;
	m_fleeTimer = 0;
	bUsesCollision = true;
#ifdef VC_PED_PORTS
	ClearPointGunAt();
#else
	ClearAimFlag();
	ClearLookFlag();
#endif
	bIsPointingGunAt = false;
	bRenderPedInCar = true;
	bKnockedUpIntoAir = false;
	m_pCollidingEntity = nil;
}

void
CPed::ClearAttack(void)
{
	if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
		return;

#ifdef VC_PED_PORTS
	// VC uses CCamera::Using1stPersonWeaponMode
	if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
		TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) {
		SetPointGunAt(nil);
	} else
#endif
	if (bIsPointingGunAt) {
		if (m_pLookTarget)
			SetPointGunAt(m_pLookTarget);
		else
			ClearPointGunAt();
	} else if (m_objective != OBJECTIVE_NONE) {
		SetIdle();
	} else {
		RestorePreviousState();
	}
}

void
CPed::ClearAttackByRemovingAnim(void)
{
	if (m_nPedState != PED_ATTACK || bIsDucking)
		return;

	CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay);
	if (!weaponAssoc) {
		weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);

		if (!weaponAssoc && weapon->m_bThrow)
			weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);

		if (!weaponAssoc) {
			ClearAttack();
			return;
		}
	}
	weaponAssoc->blendDelta = -8.0f;
	weaponAssoc->flags &= ~ASSOC_RUNNING;
	weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
	weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
}

void
CPed::StopNonPartialAnims(void)
{
	CAnimBlendAssociation *assoc;

	for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
		if (!assoc->IsPartial())
			assoc->flags &= ~ASSOC_RUNNING;
	}
}

void
CPed::SetStoredState(void)
{
	if (m_nLastPedState != PED_NONE || !CanPedReturnToState())
		return;

	if (m_nPedState == PED_WANDER_PATH) {
		bFindNewNodeAfterStateRestore = true;
		if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
			m_nMoveState = PEDMOVE_WALK;
	}
	m_nLastPedState = m_nPedState;
	if (m_nMoveState >= m_nPrevMoveState)
		m_nPrevMoveState = m_nMoveState;
}

void
CPed::SetDie(AnimationId animId, float delta, float speed)
{
	CPlayerPed *player = FindPlayerPed();
	if (player == this) {
		if (!player->m_bCanBeDamaged)
			return;
	}

	m_threatEntity = nil;
	if (DyingOrDead())
		return;

	if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP)
		delta *=  0.5f;

	SetStoredState();
	ClearAll();
	m_fHealth = 0.0f;
	if (m_nPedState == PED_DRIVING) {
		if (!IsPlayer())
			FlagToDestroyWhenNextProcessed();
	} else if (bInVehicle) {
		if (m_pVehicleAnim)
			m_pVehicleAnim->blendDelta = -1000.0f;
	} else if (EnteringCar()) {
		QuitEnteringCar();
	}

	m_nPedState = PED_DIE;
	if (animId == NUM_ANIMS) {
		bIsPedDieAnimPlaying = false;
	} else {
		CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta);
		if (speed > 0.0f)
			dieAssoc->speed = speed;

		dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
		if (dieAssoc->IsRunning()) {
			dieAssoc->SetFinishCallback(FinishDieAnimCB, this);
			bIsPedDieAnimPlaying = true;
		}
	}

	Say(SOUND_PED_DEATH);
	if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK)
		QuitEnteringCar();
	if (!bInVehicle)
		StopNonPartialAnims();

	m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
}

bool
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
{
	CPlayerPed *player = FindPlayerPed();
	float dieDelta = 4.0f;
	float dieSpeed = 0.0f;
	AnimationId dieAnim = ANIM_KO_SHOT_FRONT1;
	bool headShot = false;
	bool willLinger = false;
	int random;

	if (player == this) {
		if (!player->m_bCanBeDamaged)
			return false;

		player->AnnoyPlayerPed(false);
	}

	if (DyingOrDead())
		return false;

	if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
		return false;

	if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
		method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
		return false;

	float healthImpact;
	if (IsPlayer())
		healthImpact = damage * 0.33f;
	else
		healthImpact = damage * m_pedStats->m_defendWeakness;

	bool detectDieAnim = true;
	if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) {
		if (!IsPedHeadAbovePos(-0.3f)) {
			if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
				dieAnim = ANIM_FLOOR_HIT_F;
			else
				dieAnim = ANIM_FLOOR_HIT;
			dieDelta *= 2.0f;
			dieSpeed = 0.5f;
			detectDieAnim = false;
		} else if (m_nPedState == PED_FALL) {
			dieAnim = NUM_ANIMS;
			detectDieAnim = false;
		}
	}
	if (detectDieAnim) {
		switch (method) {
			case WEAPONTYPE_UNARMED:
				if (bMeleeProof)
					return false;

				if (m_nPedState == PED_FALL) {
					if (IsPedHeadAbovePos(-0.3f)) {
						dieAnim = NUM_ANIMS;
					} else {
						if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
							dieAnim = ANIM_FLOOR_HIT_F;
						else
							dieAnim = ANIM_FLOOR_HIT;
						dieDelta = dieDelta * 2.0f;
						dieSpeed = 0.5f;
					}
				} else {
					switch (direction) {
						case 0:
							dieAnim = ANIM_KO_SKID_FRONT;
							break;
						case 1:
							dieAnim = ANIM_KO_SPIN_R;
							break;
						case 2:
							dieAnim = ANIM_KO_SKID_BACK;
							break;
						case 3:
							dieAnim = ANIM_KO_SPIN_L;
							break;
						default:
							break;
					}
				}
				break;
			case WEAPONTYPE_BASEBALLBAT:
				if (bMeleeProof)
					return false;
#ifdef VC_PED_PORTS
				if (/*method != WEAPONTYPE_KATANA || */
					damagedBy != FindPlayerPed()
					|| FindPlayerPed()->m_nPedState != PED_FIGHT
					/*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */
					|| CGeneral::GetRandomNumber() & 3) {

					if (m_nPedState == PED_FALL) {
						if (IsPedHeadAbovePos(-0.3f)) {
							dieAnim = NUM_ANIMS;
						} else {
							if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
								dieAnim = ANIM_FLOOR_HIT_F;
							else
								dieAnim = ANIM_FLOOR_HIT;
							dieDelta = dieDelta * 2.0f;
							dieSpeed = 0.5f;
						}
					} else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29)
						//if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) {
							switch (direction) {
								case 0:
									dieAnim = ANIM_KO_SKID_FRONT;
									break;
								case 1:
									dieAnim = ANIM_KO_SPIN_R;
									break;
								case 2:
									dieAnim = ANIM_KO_SKID_BACK;
									break;
								case 3:
									dieAnim = ANIM_KO_SPIN_L;
									break;
								default:
									break;
							}
						//} else {
						//	dieAnim = ANIM_KO_SHOT_STOM;
						//}
					} else {
						dieAnim = ANIM_KO_SHOT_FACE;
					}
				} else {
					dieAnim = ANIM_KO_SHOT_FACE;
					// SpawnFlyingComponent in VC
					RemoveBodyPart(PED_HEAD, direction);
					headShot = true;
					willLinger = true;
				}
#else
				if (m_nPedState == PED_FALL) {
					if (IsPedHeadAbovePos(-0.3f)) {
						dieAnim = NUM_ANIMS;
					} else {
						if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
							dieAnim = ANIM_FLOOR_HIT_F;
						else
							dieAnim = ANIM_FLOOR_HIT;
						dieDelta = dieDelta * 2.0f;
						dieSpeed = 0.5f;
					}
				} else {
					switch (direction) {
						case 0:
							dieAnim = ANIM_KO_SKID_FRONT;
							break;
						case 1:
							dieAnim = ANIM_KO_SPIN_R;
							break;
						case 2:
							dieAnim = ANIM_KO_SKID_BACK;
							break;
						case 3:
							dieAnim = ANIM_KO_SPIN_L;
							break;
						default:
							break;
					}
				}
#endif
				break;
			case WEAPONTYPE_COLT45:
			case WEAPONTYPE_UZI:
			case WEAPONTYPE_SHOTGUN:
			case WEAPONTYPE_AK47:
			case WEAPONTYPE_M16:
			case WEAPONTYPE_SNIPERRIFLE:
				if (bBulletProof)
					return false;

				bool dontRemoveLimb;
				if (IsPlayer() || bNoCriticalHits)
					dontRemoveLimb = true;
				else {
					switch (method) {
						case WEAPONTYPE_SNIPERRIFLE:
							dontRemoveLimb = false;
							break;
						case WEAPONTYPE_M16:
							dontRemoveLimb = false;
							break;
						case WEAPONTYPE_SHOTGUN:
							dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
							break;
						default:
							dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
							break;
					}
				}

				if (dontRemoveLimb) {
					if (method == WEAPONTYPE_SHOTGUN) {
						switch (direction) {
							case 0:
								dieAnim = ANIM_KO_SKID_FRONT;
								break;
							case 1:
								dieAnim = ANIM_KO_SPIN_R;
								break;
							case 2:
								dieAnim = ANIM_KO_SKID_BACK;
								break;
							case 3:
								dieAnim = ANIM_KO_SPIN_L;
								break;
							default:
								break;
						}
					} else
						dieAnim = ANIM_KO_SHOT_FRONT1;

					willLinger = false;
				} else {
					switch (pedPiece) {
						case PEDPIECE_TORSO:
							willLinger = false;
							dieAnim = ANIM_KO_SHOT_FRONT1;
							break;
						case PEDPIECE_MID:
							willLinger = false;
							dieAnim = ANIM_KO_SHOT_STOM;
							break;
						case PEDPIECE_LEFTARM:
							dieAnim = ANIM_KO_SHOT_ARML;
							RemoveBodyPart(PED_UPPERARML, direction);
							willLinger = true;
							break;
						case PEDPIECE_RIGHTARM:
							dieAnim = ANIM_KO_SHOT_ARMR;
							RemoveBodyPart(PED_UPPERARMR, direction);
							willLinger = true;
							break;
						case PEDPIECE_LEFTLEG:
							dieAnim = ANIM_KO_SHOT_LEGL;
							RemoveBodyPart(PED_UPPERLEGL, direction);
							willLinger = true;
							break;
						case PEDPIECE_RIGHTLEG:
							dieAnim = ANIM_KO_SHOT_LEGR;
							RemoveBodyPart(PED_UPPERLEGR, direction);
							willLinger = true;
							break;
						case PEDPIECE_HEAD:
							dieAnim = ANIM_KO_SHOT_FACE;
							RemoveBodyPart(PED_HEAD, direction);
							headShot = true;
							willLinger = true;
							break;
						default:
							break;
					}
				}
				break;
			case WEAPONTYPE_ROCKETLAUNCHER:
			case WEAPONTYPE_GRENADE:
			case WEAPONTYPE_EXPLOSION:
				if (bExplosionProof)
					return false;

				if (CGame::nastyGame && !IsPlayer() && !bInVehicle &&
					1.0f + healthImpact > m_fArmour + m_fHealth) {

					random = CGeneral::GetRandomNumber();
					if (random & 1)
						RemoveBodyPart(PED_UPPERARML, direction);
					if (random & 2)
						RemoveBodyPart(PED_UPPERLEGR, direction);
					if (random & 4)
						RemoveBodyPart(PED_HEAD, direction);
					if (random & 8)
						RemoveBodyPart(PED_UPPERARMR, direction);
					if (random & 0x10)
						RemoveBodyPart(PED_UPPERLEGL, direction);
					if (bBodyPartJustCameOff)
						willLinger = true;
				}
				// fall through
			case WEAPONTYPE_MOLOTOV:
				if (bExplosionProof)
					return false;

				switch (direction) {
					case 0:
						dieAnim = ANIM_KO_SKID_FRONT;
						break;
					case 1:
						dieAnim = ANIM_KO_SPIN_R;
						break;
					case 2:
						dieAnim = ANIM_KO_SKID_BACK;
						break;
					case 3:
						dieAnim = ANIM_KO_SPIN_L;
						break;
					default:
						break;
				}
				break;
			case WEAPONTYPE_FLAMETHROWER:
				if (bFireProof)
					return false;

				dieAnim = ANIM_KO_SHOT_FRONT1;
				break;
			case WEAPONTYPE_RAMMEDBYCAR:
			case WEAPONTYPE_RUNOVERBYCAR:
				if (bCollisionProof)
					return false;

				random = CGeneral::GetRandomNumber() & 3;
				switch (random) {
					case 0:
						if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
							&& (pedPiece != PEDPIECE_MID || random != 1)) {
							if (pedPiece == PEDPIECE_RIGHTARM && random > 1
								|| pedPiece == PEDPIECE_MID && random == 2)
						
								dieAnim = ANIM_KO_SPIN_L;
							else
								dieAnim = ANIM_KO_SKID_FRONT;
						} else
							dieAnim = ANIM_KO_SPIN_R;

						break;
					case 1:
						if (m_nPedState == PED_DIVE_AWAY)
							dieAnim = ANIM_KD_LEFT;
						else
							dieAnim = ANIM_KO_SPIN_R;
						break;
					case 2:
						if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
							&& (pedPiece != PEDPIECE_MID || random != 1)) {
							if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1)
								&& (pedPiece != PEDPIECE_MID || random != 2)) {
								dieAnim = ANIM_KO_SKID_BACK;
							} else {
								dieAnim = ANIM_KD_RIGHT;
							}
						} else
							dieAnim = ANIM_KD_LEFT;
						break;
					case 3:
						if (m_nPedState == PED_DIVE_AWAY)
							dieAnim = ANIM_KD_RIGHT;
						else
							dieAnim = ANIM_KO_SPIN_L;
						break;
					default:
						break;
				}
				if (damagedBy) {
					CVehicle *vehicle = (CVehicle*)damagedBy;
					if (method == WEAPONTYPE_RAMMEDBYCAR) {
						float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
						dieDelta = 8.0f * vehSpeed + 4.0f;
					} else {
						float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
						dieDelta = 12.0f * vehSpeed + 4.0f;
						dieSpeed = 16.0f * vehSpeed + 1.0f;
					}
				}
				break;
			case WEAPONTYPE_DROWNING:
				dieAnim = ANIM_DROWN;
				break;
			case WEAPONTYPE_FALL:
				if (bCollisionProof)
					return false;

				switch (direction) {
					case 0:
						dieAnim = ANIM_KO_SKID_FRONT;
						break;
					case 1:
						dieAnim = ANIM_KO_SPIN_R;
						break;
					case 2:
						dieAnim = ANIM_KO_SKID_BACK;
						break;
					case 3:
						dieAnim = ANIM_KO_SPIN_L;
						break;
					default:
						break;
				}
				break;
			default:
				break;
		}
	}

	if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
		if (player == this)
			CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds();

		if (healthImpact < m_fArmour) {
			m_fArmour = m_fArmour - healthImpact;
			healthImpact = 0.0f;
		} else {
			healthImpact = healthImpact - m_fArmour;
			m_fArmour = 0.0f;
		}
	}

	if (healthImpact != 0.0f) {
		if (player == this)
			CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();

		m_lastWepDam = method;
	}

	if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
		m_fHealth -= healthImpact;
		return false;
	}

	if (bInVehicle) {
		if (method != WEAPONTYPE_DROWNING) {
#ifdef VC_PED_PORTS
			if (m_pMyVehicle) {
				if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
					if (m_pMyVehicle->m_status == STATUS_SIMPLE) {
						m_pMyVehicle->m_status = STATUS_PHYSICS;
						CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
					}
					m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
					m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
					m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT;
					m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
				}
				if (m_pMyVehicle->CanPedExitCar()) {
					SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
				} else {
					m_fHealth = 0.0f;
					if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
						SetRadioStation();
						m_pMyVehicle->m_status = STATUS_ABANDONED;
					}
					SetDie(dieAnim, dieDelta, dieSpeed);
					/*
					if (damagedBy == FindPlayerPed() && damagedBy != this) {
						// PlayerInfo stuff
					}
					*/
				}
				for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) {
					CPed* passenger = m_pMyVehicle->pPassengers[i];
					if (passenger && passenger != this && damagedBy)
						passenger->ReactToAttack(damagedBy);
				}

				CPed *driverOfVeh = m_pMyVehicle->pDriver;
				if (driverOfVeh && driverOfVeh != this && damagedBy)
					driverOfVeh->ReactToAttack(damagedBy);

				if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) {
					CDarkel::RegisterKillByPlayer(this, method, headShot);
					m_threatEntity = FindPlayerPed();
				} else {
					CDarkel::RegisterKillNotByPlayer(this, method);
				}
			}
#endif
			m_fHealth = 1.0f;
			return false;
		}
		m_fHealth = 0.0f;
		if (player == this)
			m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;

		SetDie(NUM_ANIMS, 4.0f, 0.0f);
		return true;
	} else {
		m_fHealth = 0.0f;
		SetDie(dieAnim, dieDelta, dieSpeed);

		if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {

			// There are PlayerInfo stuff here in VC
			CDarkel::RegisterKillByPlayer(this, method, headShot);
			m_threatEntity = player;
		} else {
			CDarkel::RegisterKillNotByPlayer(this, method);
		}
		if (method == WEAPONTYPE_DROWNING)
			bIsInTheAir = false;

		return true;
	}
}

void
CPed::ClearFlee(void)
{
	RestorePreviousState();
	bUsePedNodeSeek = false;
	m_standardTimer = 0;
	m_fleeTimer = 0;
}

void
CPed::ClearFall(void)
{
	SetGetUp();
}

void
CPed::SetGetUp(void)
{
	if (m_nPedState == PED_GETUP && bGetUpAnimStarted)
		return;

	if (!CanSetPedState())
		return;

	if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) {
		if (bUpdateAnimHeading) {
			m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
			m_fRotationCur -= HALFPI;
			bUpdateAnimHeading = false;
		}
		if (m_nPedState != PED_GETUP) {
			SetStoredState();
			m_nPedState = PED_GETUP;
		}

		CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity;
		CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition());
		if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE ||
			collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE
			&& ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8
				|| CCollision::ProcessColModels(GetMatrix(), *CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(),
					collidingVeh->GetMatrix(), *CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(),
					aTempPedColPts, nil, nil) > 0)) {

			bGetUpAnimStarted = false;
			if (IsPlayer())
				InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
			else {
				if (!CPad::GetPad(0)->ArePlayerControlsDisabled())
					return;

				InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0);
			}
			return;
		}
		bGetUpAnimStarted = true;
		m_pCollidingEntity = nil;
		bKnockedUpIntoAir = false;
		CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
		if (animAssoc) {
			if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
				CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f);
			} else {
				CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
			}
			animAssoc->flags |= ASSOC_DELETEFADEDOUT;
		}

		if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f);
		else
			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);

		animAssoc->SetFinishCallback(PedGetupCB,this);
	} else {
		m_fHealth = 0.0f;
		SetDie(NUM_ANIMS, 4.0f, 0.0f);
	}
}

void
CPed::ClearInvestigateEvent(void)
{
	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
	if (!animAssoc)
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
	if (!animAssoc)
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
	if (!animAssoc)
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
	if (animAssoc) {
		animAssoc->blendDelta = -8.0f;
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
	}
	if (m_eventType > EVENT_EXPLOSION)
		m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;

	bGonnaInvestigateEvent = false;
	m_pEventEntity = nil;
	ClearLookFlag();
	RestorePreviousState();
	if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
		SetMoveState(PEDMOVE_WALK);
}

void
CPed::ClearLeader(void)
{
	if (!m_leader)
		return;

	m_leader = nil;
	if (IsPedInControl()) {
		SetObjective(OBJECTIVE_NONE);
		if (CharCreatedBy == MISSION_CHAR) {
			SetIdle();
		} else {
			SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
		}
	} else if (m_objective != OBJECTIVE_NONE) {
		bClearObjective = true;
	}
}

void
CPed::ClearLook(void)
{
	RestorePreviousState();
	ClearLookFlag();
}

void
CPed::ClearObjective(void)
{
	if (IsPedInControl() || m_nPedState == PED_DRIVING) {
		m_objective = OBJECTIVE_NONE;
#ifdef VC_PED_PORTS
		m_pedInObjective = nil;
		m_carInObjective = nil;
#endif
		if (m_nPedState == PED_DRIVING && m_pMyVehicle) {

			if (m_pMyVehicle->pDriver != this) {
#ifdef VC_PED_PORTS
				if(!IsPlayer())
#endif
					bWanderPathAfterExitingCar = true;

				SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
			}
#ifdef VC_PED_PORTS
			m_nLastPedState = PED_NONE;
#endif
		} else {
			SetIdle();
			SetMoveState(PEDMOVE_STILL);
		}
	} else {
		bClearObjective = true;
	}
}

void
CPed::ClearPause(void)
{
	RestorePreviousState();
}

void
CPed::ClearSeek(void)
{
	SetIdle();
	bRunningToPhone = false;
}

bool
CPed::SetWanderPath(int8 pathStateDest)
{
	uint8 nextPathState;

	if (IsPedInControl()) {
		if (bKindaStayInSamePlace) {
			SetIdle();
			return false;
		} else {
			m_nPathDir = pathStateDest;
			if (pathStateDest == 0)
				pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);

			ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
				m_nPathDir, &nextPathState);

			// Circular loop until we find a node for current m_nPathDir
			while (!m_pNextPathNode) {
				m_nPathDir = (m_nPathDir+1) % 8;

				// We're at where we started and couldn't find any node
				if (m_nPathDir == pathStateDest) {
					ClearAll();
					SetIdle();
					return false;
				}
				ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
					m_nPathDir, &nextPathState);
			}

			// We did it, save next path state and return true
			m_nPathDir = nextPathState;
			m_nPedState = PED_WANDER_PATH;
			SetMoveState(PEDMOVE_WALK);
			bIsRunning = false;
			return true;
		}
	} else {
		m_nPathDir = pathStateDest;
		bStartWanderPathOnFoot = true;
		return false;
	}
}

void
CPed::ClearWeapons(void)
{
	CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	RemoveWeaponModel(currentWeapon->m_nModelId);

	m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
	m_currentWeapon = WEAPONTYPE_UNARMED;

	currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	AddWeaponModel(currentWeapon->m_nModelId);
	for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
		CWeapon &weapon = GetWeapon(i);
		weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
		weapon.m_eWeaponState = WEAPONSTATE_READY;
		weapon.m_nAmmoInClip = 0;
		weapon.m_nAmmoTotal = 0;
		weapon.m_nTimer = 0;
	}
}

void
CPed::RestoreGunPosition(void)
{
	if (bIsLooking) {
		m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
		bIsRestoringGun = false;
	} else if (m_pedIK.RestoreGunPosn()) {
		bIsRestoringGun = false;
	} else {
		if (IsPlayer())
			((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
	}
}

void
CPed::RestoreHeadingRate(void)
{
	m_headingRate = m_pedStats->m_headingChangeRate;
}

void
CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
{
	((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
}

void
CPed::RestorePreviousState(void)
{
	if(!CanSetPedState() || m_nPedState == PED_FALL)
		return;

	if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
		return;

	if (InVehicle()) {
		m_nPedState = PED_DRIVING;
		m_nLastPedState = PED_NONE;
	} else {
		if (m_nLastPedState == PED_NONE) {
			if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) {
				if (SetWanderPath(CGeneral::GetRandomNumber() & 7) != 0)
					return;
			}
			SetIdle();
			return;
		}

		switch (m_nLastPedState) {
			case PED_IDLE:
				SetIdle();
				break;
			case PED_WANDER_PATH:
				m_nPedState = PED_WANDER_PATH;
				bIsRunning = false;
				if (!bFindNewNodeAfterStateRestore) {
					if (m_pNextPathNode) {
						CVector diff = m_pNextPathNode->pos - GetPosition();
						if (diff.MagnitudeSqr() < sq(7.0f)) {
							SetMoveState(PEDMOVE_WALK);
							break;
						}
					}
				}
				SetWanderPath(CGeneral::GetRandomNumber() & 7);
				break;
			default:
				m_nPedState = m_nLastPedState;
				SetMoveState((eMoveState) m_nPrevMoveState);
				break;
		}
		m_nLastPedState = PED_NONE;
	}
}

void
CPed::SetAimFlag(CEntity *to)
{
	bIsAimingGun = true;
	bIsRestoringGun = false;
	m_pLookTarget = to;
	m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
	m_pSeekTarget = to;
	m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
	m_lookTimer = 0;
}

void
CPed::SetAimFlag(float angle)
{
	bIsAimingGun = true;
	bIsRestoringGun = false;
	m_fLookDirection = angle;
	m_lookTimer = 0;
	m_pLookTarget = nil;
	m_pSeekTarget = nil;
	if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
		m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
	else
		m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}

void
CPed::SetPointGunAt(CEntity *to)
{
	if (to) {
		SetLookFlag(to, true);
		SetAimFlag(to);
#ifdef VC_PED_PORTS
		SetLookTimer(INT_MAX);
#endif
	}

	if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
		return;

	if (m_nPedState != PED_ATTACK)
		SetStoredState();

	m_nPedState = PED_AIM_GUN;
	bIsPointingGunAt = true;
	CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	SetMoveState(PEDMOVE_NONE);

	CAnimBlendAssociation *aimAssoc;

	if (bCrouchWhenShooting)
		aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay);
	else
		aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay);

	if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
		if (bCrouchWhenShooting)
			aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
		else
			aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay);

		aimAssoc->blendAmount = 0.0f;
		aimAssoc->blendDelta = 8.0f;
	}
	if (to)
		Say(SOUND_PED_ATTACK);
}

void
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
{
	if (HasWeapon(weaponType)) {
		GetWeapon(weaponType).m_nAmmoTotal = ammo;
	} else {
		GetWeapon(weaponType).Initialise(weaponType, ammo);
		m_maxWeaponTypeAllowed++;
	}
}

void
CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
{
	if (HasWeapon(weaponType)) {
		GetWeapon(weaponType).m_nAmmoTotal += ammo;
	} else {
		GetWeapon(weaponType).Initialise(weaponType, ammo);
		m_maxWeaponTypeAllowed++;
	}
}

void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
{
	AnimationId stepAnim;

	if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0))
		return;

	float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
		reason->GetPosition().x, reason->GetPosition().y,
		GetPosition().x, GetPosition().y);
	angleToFace = CGeneral::LimitRadianAngle(angleToFace);
	m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
	float neededTurn = Abs(angleToFace - m_fRotationCur);
	bool vehPressedHorn = false;

	if (neededTurn > PI)
		neededTurn = 2 * PI - neededTurn;

	CVehicle *veh = (CVehicle*)reason;
	if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
		if (veh->m_nCarHornTimer) {
			vehPressedHorn = true;
			if (!IsPlayer())
				animType = 1;
		}
	}
	if (neededTurn <= DEGTORAD(90.0f) || veh->m_modelIndex == MI_RCBANDIT || vehPressedHorn || animType != 0) {
		SetLookFlag(veh, true);
		if ((CGeneral::GetRandomNumber() & 1) && veh->m_modelIndex != MI_RCBANDIT && animType == 0) {
			stepAnim = ANIM_IDLE_TAXI;
		} else {

			float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
				veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
				0.0f, 0.0f);

			// Let's turn our back to the "reason"
			angleToFace += PI;

			if (angleToFace > PI)
				angleToFace -=  2*PI;

			// We don't want to run towards car's direction
			float dangerZone = angleToFace - vehDirection;
			dangerZone = CGeneral::LimitRadianAngle(dangerZone);

			// So, add or subtract 90deg (jump to left/right) according to that
			if (dangerZone <= 0.0f)
				angleToFace = 0.5f*PI + vehDirection;
			else
				angleToFace = vehDirection - 0.5f*PI;

			if (animType == 2)
				stepAnim = ANIM_HANDSCOWER;
			else if (animType < 2)
				stepAnim = ANIM_EV_STEP;
			else
				stepAnim = NUM_ANIMS;
		}
		if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
			CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
			stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
			stepAssoc->SetFinishCallback(PedEvadeCB, this);

			if (animType == 0)
				Say(SOUND_PED_EVADE);

			m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace);
			ClearAimFlag();
			SetStoredState();
			m_nPedState = PED_STEP_AWAY;
		}
	}
}

void
CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
{
	if (!IsPedInControl() || !bRespondsToThreats)
		return;

	CAnimBlendAssociation *animAssoc;
	float angleToFace, neededTurn;
	bool handsUp = false;

	angleToFace = m_fRotationCur;
	CVehicle *veh = (CVehicle*) reason;
	if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer && !IsPlayer()) {
		onlyRandomJump = true;
	}

	if (onlyRandomJump) {
		if (reason) {
			// Simple version of my bug fix below. Doesn't calculate "danger zone", selects jump direction randomly.
			// Also doesn't include random hands up, sound etc. Only used on player ped and peds running from gun shots.

			float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
				veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
				0.0f, 0.0f);
			angleToFace = (CGeneral::GetRandomNumber() & 1) * PI + (-0.5f*PI) + vehDirection;
			angleToFace = CGeneral::LimitRadianAngle(angleToFace);
		}
	} else {
		if (IsPlayer()) {
			((CPlayerPed*)this)->m_nEvadeAmount = 5;
			((CPlayerPed*)this)->m_pEvadingFrom = reason;
			reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
			return;
		}

		angleToFace = CGeneral::GetRadianAngleBetweenPoints(
			reason->GetPosition().x, reason->GetPosition().y,
			GetPosition().x, GetPosition().y);
		angleToFace = CGeneral::LimitRadianAngle(angleToFace);
		m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);

		// FIX: Peds no more dive into cars. Taken from SetEvasiveStep, last if statement inverted
#ifdef FIX_BUGS
		float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
			veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
			0.0f, 0.0f);

		// Let's turn our back to the "reason"
		angleToFace += PI;

		if (angleToFace > PI)
			angleToFace -= 2 * PI;

		// We don't want to dive towards car's direction
		float dangerZone = angleToFace - vehDirection;
		dangerZone = CGeneral::LimitRadianAngle(dangerZone);

		// So, add or subtract 90deg (jump to left/right) according to that
		if (dangerZone > 0.0f)
			angleToFace = 0.5f * PI + vehDirection;
		else
			angleToFace = vehDirection - 0.5f * PI;
#endif

		neededTurn = Abs(angleToFace - m_fRotationCur);

		if (neededTurn > PI)
			neededTurn = 2 * PI - neededTurn;

		if (neededTurn <= 0.5f*PI) {
			if (CGeneral::GetRandomNumber() & 1)
				handsUp = true;
		} else {
			if (CGeneral::GetRandomNumber() & 7)
				return;
		}
		Say(SOUND_PED_EVADE);
	}

	if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) {
		m_fRotationCur = angleToFace;
		ClearLookFlag();
		ClearAimFlag();
		SetLookFlag(reason, true);
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP);
		if (animAssoc)
			return;

		animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f);
		animAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
		animAssoc->SetFinishCallback(PedEvadeCB, this);
		SetStoredState();
		m_nPedState = PED_STEP_AWAY;
	} else {
		m_fRotationCur = angleToFace;
		ClearLookFlag();
		ClearAimFlag();
		SetStoredState();
		m_nPedState = PED_DIVE_AWAY;
		animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f);
		animAssoc->SetFinishCallback(PedEvadeCB, this);
	}

	if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) {
		if (veh->pDriver && veh->pDriver->IsPlayer()) {
			CWanted *wanted = FindPlayerPed()->m_pWanted;
			wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (int)this, false);
			wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (int)this, false);
		}
	}
}

void
CPed::SetAttack(CEntity *victim)
{
	CPed *victimPed = nil;
	if (victim && victim->IsPed())
		victimPed = (CPed*)victim;

	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
	if (animAssoc) {
		animAssoc->blendDelta = -1000.0f;
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
	}

	if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE)
		return;

	if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
		bIsAttacking = false;
		return;
	}

	if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
		if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
			bIsAttacking = false;
		else
			bIsAttacking = true;

		return;
	}

	CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) {
		if (GetWeapon()->HitsGround(this, nil, victim))
			return;
	}

	if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
		if (IsPlayer() ||
			(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) {

			if (m_nPedState != PED_ATTACK) {
				m_nPedState = PED_ATTACK;
				bIsAttacking = false;
				animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
				animAssoc->SetRun();
				if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
					animAssoc->SetCurrentTime(0.0f);

				animAssoc->SetFinishCallback(FinishedAttackCB, this);
			}
		} else {
			StartFightAttack(CGeneral::GetRandomNumber() % 256);
		}
		return;
	}

	m_pSeekTarget = victim;
	if (m_pSeekTarget)
		m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);

	if (curWeapon->m_bCanAim) {
		CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
		CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
		if (obstacle)
			return;

		m_pLookTarget = victim;
		if (victim) {
			m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
			m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
		}
		if (m_pLookTarget) {
			SetAimFlag(m_pLookTarget);
		} else {
			SetAimFlag(m_fRotationCur);

			if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam())
				((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
		}
	}
	if (m_nPedState == PED_ATTACK) {
		bIsAttacking = true;
		return;
	}

	if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) {
		if (IsPlayer())
			CPad::GetPad(0)->ResetAverageWeapon();

		PointBlankNecessity pointBlankStatus;
		if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
			&& 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
			&& (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
			ClearAimFlag();

			// This condition is pointless
			if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
				StartFightAttack(200);
		} else {
			if (!curWeapon->m_bCanAim)
				m_pSeekTarget = nil;

			if (m_nPedState != PED_AIM_GUN)
				SetStoredState();

			m_nPedState = PED_ATTACK;
			SetMoveState(PEDMOVE_NONE);
			if (bCrouchWhenShooting) {
				animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
			} else {
				float animDelta = 8.0f;
				if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
					animDelta = 1000.0f;

				if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
					|| 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);
				}
			}

			animAssoc->SetRun();
			if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
				animAssoc->SetCurrentTime(0.0f);

			animAssoc->SetFinishCallback(FinishedAttackCB, this);
		}
		return;
	}

	if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP)
		SetWaitState(WAITSTATE_SURPRISE, nil);

	SetLookFlag(victim, false);
	SetLookTimer(100);
}

void
CPed::StartFightAttack(uint8 buttonPressure)
{
	if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds())
		return;

	if (m_nPedState == PED_FIGHT) {
		m_fightButtonPressure = buttonPressure;
		return;
	}

	if (m_nPedState != PED_AIM_GUN)
		SetStoredState();

	if (m_nWaitState != WAITSTATE_FALSE) {
		m_nWaitState = WAITSTATE_FALSE;
		RestoreHeadingRate();
	}

	m_nPedState = PED_FIGHT;
	m_fightButtonPressure = 0;
	RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);

	if (animAssoc) {
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
		animAssoc->blendDelta = -1000.0f;
	}

	animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
	if (!animAssoc)
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);

	if (animAssoc) {
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
		animAssoc->blendDelta = -1000.0f;
		RestoreHeadingRate();
	}

	SetMoveState(PEDMOVE_NONE);
	m_nStoredMoveState = PEDMOVE_NONE;

	CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;

	CPed *pedOnGround = nil;
	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;
	} else {
		m_lastFightMove = FIGHTMOVE_STDPUNCH;
	}

	if (pedOnGround && IsPlayer()) {
		m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
			pedOnGround->GetPosition().x, pedOnGround->GetPosition().y,
			GetPosition().x, GetPosition().y);

		m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
		m_fRotationCur = m_fRotationDest;
		m_lookTimer = 0;
		SetLookFlag(pedOnGround, true);
		SetLookTimer(1500);
	}
	animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
	animAssoc->SetFinishCallback(FinishFightMoveCB, this);
	m_fightState = FIGHTSTATE_NO_MOVE;
	m_takeAStepAfterAttack = false;
	bIsAttacking = true;

	if (IsPlayer())
		nPlayerInComboMove = 0;
}

void
CPed::LoadFightData(void)
{
	float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
	int damage, flags;
	char line[256], moveName[32], animName[32], hitLevel;
	int moveId = 0;

	CAnimBlendAssociation *animAssoc;

	int bp, buflen;
	int lp, linelen;

	buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r");

	for (bp = 0; bp < buflen; ) {
		// read file line by line
		for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
			line[linelen++] = work_buff[bp];
		}
		bp++;
		line[linelen] = '\0';

		// skip white space
		for (lp = 0; line[lp] <= ' '; lp++);

		if (lp >= linelen ||		// FIX: game uses == here, but this is safer if we have empty lines
			line[lp] == '#')
			continue;

		sscanf(
			&line[lp],
			"%s %f %f %f %f %c %s %d %d",
			&moveName,
			&startFireTime,
			&endFireTime,
			&comboFollowOnTime,
			&strikeRadius,
			&hitLevel,
			&animName,
			&damage,
			&flags);

		if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
			return;

		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':
				tFightMoves[moveId].hitLevel = HITLEVEL_GROUND;
				break;
			case 'H':
				tFightMoves[moveId].hitLevel = HITLEVEL_HIGH;
				break;
			case 'L':
				tFightMoves[moveId].hitLevel = HITLEVEL_LOW;
				break;
			case 'M':
				tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM;
				break;
			case 'N':
				tFightMoves[moveId].hitLevel = HITLEVEL_NULL;
				break;
			default:
				break;
		}

		if (strncmp(animName, "null", 4) != 0) {
			animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
			tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
		} else {
			tFightMoves[moveId].animId = ANIM_WALK;
		}
		moveId++;
	}
}

// Actually GetLocalDirectionTo(Turn/Look)
int
CPed::GetLocalDirection(const CVector2D &posOffset)
{
	float direction;

	for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI);

	for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);

	// 0-forward, 1-left, 2-backward, 3-right.
	return direction;
}

bool
CPed::FightStrike(CVector &touchedNodePos)
{
	CColModel *ourCol;
	CVector attackDistance;
	ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
	float maxDistanceToBeBeaten;
	CPed *nearPed;
	int state = m_fightState;
	bool pedFound = false;

	if (state == FIGHTSTATE_JUST_ATTACKED)
		return false;

	// Pointless code
	if (state > FIGHTSTATE_NO_MOVE)
		attackDistance = touchedNodePos - m_vecHitLastPos;

	for (int i = 0; i < m_numNearPeds; i++) {
		nearPed = m_nearPeds[i];
		if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
			maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f;
		else
			maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius;

		if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
			CVector nearPedCentre;
			nearPed->GetBoundCentre(nearPedCentre);
			CVector potentialAttackDistance = nearPedCentre - touchedNodePos;

			// He can beat us
			if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {

#ifdef PED_SKIN
				// Have to animate a skinned clump because the initial col model is useless
				if(IsClumpSkinned(GetClump()))
					ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->AnimatePedColModelSkinned(GetClump());
				else
#endif
				if (nearPed->m_nPedState == PED_FALL
					|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
					|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
					ourCol = &CTempColModels::ms_colModelPedGroundHit;
				} else {
#ifdef ANIMATE_PED_COL_MODEL
					ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(), RpClumpGetFrame(GetClump()));
#else
					ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
#endif
				}

				for (int j = 0; j < ourCol->numSpheres; j++) {
					attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
					attackDistance -= touchedNodePos;
					CColSphere *ourPieces = ourCol->spheres;
					float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;

					// We can beat him too
					if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
						pedFound = true;
						closestPedPiece = (ePedPieceTypes) ourPieces[j].piece;
						break;
					}
				}
			}
		}
		if (pedFound)
			break;
	}

	if (pedFound) {
		if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP)
			return false;

		float oldVictimHealth = nearPed->m_fHealth;
		CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
		int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;

		CVector2D diff (GetPosition() - nearPed->GetPosition());
		int direction = nearPed->GetLocalDirection(diff);
		if (IsPlayer()) {
			if (((CPlayerPed*)this)->m_bAdrenalineActive)
				damageMult = 20;
		} else {
			damageMult *= m_pedStats->m_attackStrength;
		}

		// Change direction if we used kick.
		if (m_lastFightMove == FIGHTMOVE_KICK) {
			if (CGeneral::GetRandomNumber() & 1) {
				direction++;
				if (direction > 3)
					direction -= 4;
			}
		}
		nearPed->ReactToAttack(this);

		// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
		int unk2;
		if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer())
			unk2 = 101;
		else
			unk2 = damageMult;

		nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
		PlayHitSound(nearPed);
		m_fightState = FIGHTSTATE_JUST_ATTACKED;
		RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
		if (!nearPed->DyingOrDead()) {
			nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
		}

		if (CGame::nastyGame
			&& tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM
			&& nearPed->m_nPedState == PED_DIE
			&& nearPed->GetIsOnScreen()) {

			// Just for blood particle. We will restore it below.
			attackDistance /= (10.0f * attackDistance.Magnitude());
			for(int i=0; i<4; i++) {
				CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0);
			}
		}
		if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
			float curVictimHealth = nearPed->m_fHealth;
			if (curVictimHealth > 0.0f
				&& (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer()
					|| nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f
					|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
					|| nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {

				nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
				if (nearPed->m_nPedState == PED_FALL)
					nearPed->bIsStanding = false;
			}
		}
		if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) {
			attackDistance = nearPed->GetPosition() - GetPosition();
			attackDistance.Normalise();
			attackDistance.z = 1.0f;
			nearPed->bIsStanding = false;

			float moveMult;
			if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
				moveMult = Min(damageMult * 0.6f, 4.0f);
			} else {
				if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) {
					moveMult = damageMult;
				} else {
					moveMult = Min(damageMult * 2.0f, 14.0f);
				}
			}

			nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance);
		}
		CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
	}

	if (m_fightState == FIGHTSTATE_NO_MOVE)
		m_fightState = FIGHTSTATE_1;

	m_vecHitLastPos = *touchedNodePos;
	return false;
}

void
CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
{
	if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead()))
		return;

	ClearLookFlag();
	ClearAimFlag();
	SetStoredState();
	m_nPedState = PED_FALL;
	CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId);
	
	if (fallAssoc) {
		fallAssoc->SetCurrentTime(0.0f);
		fallAssoc->blendAmount = 0.0f;
		fallAssoc->blendDelta = 8.0f;
		fallAssoc->SetRun();
	} else {
		fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f);
	}

	if (extraTime == -1) {
		m_getUpTimer = UINT32_MAX;
	} else if (fallAssoc) {
		if (IsPlayer()) {
			m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
				+ CTimer::GetTimeInMilliseconds()
				+ 500.0f;
		} else {
			m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
				+ CTimer::GetTimeInMilliseconds()
				+ extraTime
				+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
		}
	} else {
		m_getUpTimer = extraTime
			+ CTimer::GetTimeInMilliseconds()
			+ 1000
			+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
	}
	bFallenDown = true;
}

void
CPed::SetFlee(CEntity *fleeFrom, int time)
{
	if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom)
		return;

	SetStoredState();
	m_nPedState = PED_FLEE_ENTITY;
	bUsePedNodeSeek = true;
	SetMoveState(PEDMOVE_RUN);
	m_fleeFrom = fleeFrom;
	m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);

	if (time <= 0)
		m_fleeTimer = 0;
	else
		m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;

	float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
			GetPosition().x, GetPosition().y,
			fleeFrom->GetPosition().x, fleeFrom->GetPosition().y);

	m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
	if (m_fRotationCur - PI > m_fRotationDest) {
		m_fRotationDest += 2 * PI;
	} else if (PI + m_fRotationCur < m_fRotationDest) {
		m_fRotationDest -= 2 * PI;
	}
}

void
CPed::SetFlee(CVector2D const &from, int time)
{
	if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace)
		return;

	if (m_nPedState != PED_FLEE_ENTITY) {
		SetStoredState();
		m_nPedState = PED_FLEE_POS;
		SetMoveState(PEDMOVE_RUN);
		m_fleeFromPosX = from.x;
		m_fleeFromPosY = from.y;
	}

	bUsePedNodeSeek = true;
	m_pNextPathNode = nil;
	m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;

	float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
		GetPosition().x, GetPosition().y,
		from.x, from.y);

	m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
	if (m_fRotationCur - PI > m_fRotationDest) {
		m_fRotationDest += 2 * PI;
	} else if (PI + m_fRotationCur < m_fRotationDest) {
		m_fRotationDest -= 2 * PI;
	}
}

void
CPed::SetWaitState(eWaitState state, void *time)
{
	AnimationId waitAnim = NUM_ANIMS;
	CAnimBlendAssociation *animAssoc;

	if (!IsPedInControl())
		return;

	if (state != m_nWaitState)
		FinishedWaitCB(nil, this);

	switch (state) {
		case WAITSTATE_TRAFFIC_LIGHTS:
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
			SetMoveState(PEDMOVE_STILL);
			break;
		case WAITSTATE_CROSS_ROAD:
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000;
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
			break;
		case WAITSTATE_CROSS_ROAD_LOOK:
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f);

			if (time)
				m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
			else
				m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000);

			break;
		case WAITSTATE_LOOK_PED:
		case WAITSTATE_LOOK_SHOP:
		case WAITSTATE_LOOK_ACCIDENT:
		case WAITSTATE_FACEOFF_GANG:
			break;
		case WAITSTATE_DOUBLEBACK:
			m_headingRate = 0.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500;
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
			break;
		case WAITSTATE_HITWALL:
			m_headingRate = 2.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f);
			animAssoc->flags |= ASSOC_DELETEFADEDOUT;
			animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
			animAssoc->SetDeleteCallback(FinishedWaitCB, this);

			if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
				ClearObjective();
				RestorePreviousState();
				m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
			}
			break;
		case WAITSTATE_TURN180:
			m_headingRate = 0.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f);
			animAssoc->SetFinishCallback(FinishedWaitCB, this);
			animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
			break;
		case WAITSTATE_SURPRISE:
			m_headingRate = 0.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f);
			animAssoc->SetFinishCallback(FinishedWaitCB, this);
			break;
		case WAITSTATE_STUCK:
			SetMoveState(PEDMOVE_STILL);
			SetMoveAnim();
			m_headingRate = 0.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);

			if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
				ClearObjective();
				RestorePreviousState();
				m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
			}
			break;
		case WAITSTATE_LOOK_ABOUT:
			SetMoveState(PEDMOVE_STILL);
			SetMoveAnim();
			m_headingRate = 0.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
			break;
		case WAITSTATE_PLAYANIM_COWER:
			waitAnim = ANIM_HANDSCOWER;
		case WAITSTATE_PLAYANIM_HANDSUP:
			if (waitAnim == NUM_ANIMS)
				waitAnim = ANIM_HANDSUP;
		case WAITSTATE_PLAYANIM_HANDSCOWER:
			if (waitAnim == NUM_ANIMS)
				waitAnim = ANIM_HANDSCOWER;
			m_headingRate = 0.0f;
			if (time)
				m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
			else
				m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;

			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
			animAssoc->SetDeleteCallback(FinishedWaitCB, this);
			break;
		case WAITSTATE_PLAYANIM_DUCK:
			waitAnim = ANIM_DUCK_DOWN;
		case WAITSTATE_PLAYANIM_TAXI:
			if (waitAnim == NUM_ANIMS)
				waitAnim = ANIM_IDLE_TAXI;
		case WAITSTATE_PLAYANIM_CHAT:
			if (waitAnim == NUM_ANIMS)
				waitAnim = ANIM_IDLE_CHAT;
			if (time)
				m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
			else
				m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;

			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
			animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
			animAssoc->flags |= ASSOC_DELETEFADEDOUT;
			animAssoc->SetDeleteCallback(FinishedWaitCB, this);
			break;
		case WAITSTATE_FINISH_FLEE:
			SetMoveState(PEDMOVE_STILL);
			SetMoveAnim();
			m_headingRate = 0.0f;
			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500;
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
			break;
		default:
			m_nWaitState = WAITSTATE_FALSE;
			RestoreHeadingRate();
			return;
	}
	m_nWaitState = state;
}


void
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},
		{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
		{S39,S39,S39,S39,S33,S43,S39,S39,S39,S39},
		{S39,S39,S39,S39,S35,S39,S38,S38,S39,S39},
		{S39,S39,S39,S39,S33,S39,S41,S36,S39,S39},
		{S39,S39,S39,S39,S37,S40,S38,S38,S39,S39},
		{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
		{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
		{S39,S39,S39,S39,S34,S43,S44,S37,S39,S40},
		{S39,S39,S39,S39,S33,S39,S41,S37,S39,S40},
		{S39,S39,S39,S39,S39,S39,S39,S39,S33,S33}
	};

	// This is why first dimension is between FightMove 1 and 12.
	if (m_lastFightMove == FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT)
		return;

	uint16 soundId;

	// And this is why second dimension is between 13 and 22.
	if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) {

		if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {	
			soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
		} else {
			soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
		}
	} else {
		soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_lastFightMove - FIGHTMOVE_HITFRONT];
	}

	if (soundId != NO_SND)
		DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
}

void
CPed::Say(uint16 audio)
{
	uint16 audioToPlay = audio;

	if (IsPlayer()) {

		// Ofc this part isn't in VC.
		switch (audio) {
			case SOUND_PED_DEATH:
				audioToPlay = SOUND_PED_DAMAGE;
				break;
			case SOUND_PED_DAMAGE:
			case SOUND_PED_HIT:
			case SOUND_PED_LAND:
				break;
			case SOUND_PED_BULLET_HIT:
			case SOUND_PED_CAR_JACKED:
			case SOUND_PED_DEFEND:
				audioToPlay = SOUND_PED_HIT;
				break;
			default:
				return;
		}
	} else {
		if (3.0f + TheCamera.GetPosition().z < GetPosition().z)
			return;

		if (TheCamera.m_CameraAverageSpeed > 1.65f) {
#ifdef VC_PED_PORTS
			if (audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND)
#endif
				return;

		} else if (TheCamera.m_CameraAverageSpeed > 1.25f) {
			if (audio != SOUND_PED_DEATH &&
#ifdef VC_PED_PORTS
				audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND &&
#endif
				audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE)
				return;

		} else if (TheCamera.m_CameraAverageSpeed > 0.9f) {
			switch (audio) {
				case SOUND_PED_DEATH:
#ifdef VC_PED_PORTS
				case SOUND_PED_DAMAGE:
				case SOUND_PED_HIT:
				case SOUND_PED_LAND:
#endif
				case SOUND_PED_BURNING:
				case SOUND_PED_FLEE_SPRINT:
				case SOUND_PED_TAXI_WAIT:
				case SOUND_PED_EVADE:
				case SOUND_PED_CAR_COLLISION:
					break;
				default:
					return;
			}
		}
	}

	if (audioToPlay < m_queuedSound) {
		if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH
			|| CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
				+ m_lastSoundStart
				+ (uint32) CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime) <= CTimer::GetTimeInMilliseconds()) {
			m_queuedSound = audioToPlay;
		}
	}
}

void
CPed::CollideWithPed(CPed *collideWith)
{
	CAnimBlendAssociation *animAssoc;
	AnimationId animToPlay;

	bool weAreMissionChar = CharCreatedBy == MISSION_CHAR;
	bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR;
	CVector posDiff = collideWith->GetPosition() - GetPosition();
	int waitTime = 0;

	if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
		bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
		bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;

		if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {

			if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
				&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
#ifdef VC_PED_PORTS
					|| m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith
					|| collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
#endif			
					)) {

				if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {

					if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {

						if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {

							if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) {

								if (collideWith->m_nMoveState != PEDMOVE_STILL
									&& (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
									float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
									float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D();

									if (seekPosDist <= heAndSeekPosDist) {
										waitTime = 1000;
										collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
										collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
									} else {
										waitTime = 500;
										SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
										m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
									}
								} else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
									SetDirectionToWalkAroundObject(collideWith);
								}
							} else {
#ifdef VC_PED_PORTS
								if (FindPlayerPed() != m_pedInObjective
									|| m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
									|| collideWith == m_pedInObjective) {
#endif
									if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
										|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
										(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
										SetDirectionToWalkAroundObject(collideWith);
										if (!weAreMissionChar)
											Say(SOUND_PED_CHAT);
									} else {
										SetEvasiveStep(collideWith, 2);
									}
#ifdef VC_PED_PORTS
								} else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
									&& collideWith->m_pedInObjective == m_pedInObjective) {

									int colliderIsAtPlayerSafePosID = -1;
									int weAreAtPlayerSafePosID = -1;
									for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) {
										CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i];
										if (pedAtSafePos == this) {
											weAreAtPlayerSafePosID = i;
										} else if (pedAtSafePos == collideWith) {
											colliderIsAtPlayerSafePosID = i;
										}
									}
									bool weAreCloserToTargetThenCollider = false;
									if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
										weAreCloserToTargetThenCollider = true;

									if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) {
										if (!weAreCloserToTargetThenCollider) {
											int time = 300;
											SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
											m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
										}
									} else if (colliderIsAtPlayerSafePosID <= 0) {
										if (collideWith->m_pedInObjective == FindPlayerPed()) {
											// VC specific
											// ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
											int time = 500;
											SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
											m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
										}
									} else {
										int time = 300;
										SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
										m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
									}
								} else {
									SetDirectionToWalkAroundObject(collideWith);
								}
#endif
							}
						} else {
							if (m_pedStats->m_temper <= m_pedStats->m_fear
								|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED
								|| weAreMissionChar
								|| collideWith->m_nPedType == PEDTYPE_CIVFEMALE
								|| collideWith->m_nPedType == m_nPedType
								|| collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
								SetDirectionToWalkAroundObject(collideWith);
								Say(SOUND_PED_CHAT);
							} else {
								TurnBody();
								SetAttack(collideWith);
							}
							m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
						}
					}
				} else {
					if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
						if (heLooksToUs) {
							SetEvasiveStep(collideWith, 1);
							m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
						}
					} else if (weDontLookToHim && IsPedInControl()) {

						if (m_pedStats != collideWith->m_pedStats) {

							if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) {

								if (collideWith->IsPlayer()) {
									// He's on our right side
									if (DotProduct(posDiff,GetRight()) <= 0.0f)
										m_fRotationCur -= m_headingRate;
									else
										m_fRotationCur += m_headingRate;
								} else {
									// He's on our right side
									if (DotProduct(posDiff, GetRight()) <= 0.0f)
										m_fRotationCur -= m_headingRate;
									else
										m_fRotationCur += m_headingRate;
								}
							} else {
								SetLookFlag(collideWith, false);
								TurnBody();
								animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
								animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
								if (!heIsMissionChar) {
									CVector2D posDiff2D(posDiff);
									int direction = collideWith->GetLocalDirection(posDiff2D);
									collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5);
								}
							}
						}
					}
				}
			} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
#ifdef VC_PED_PORTS
			|| m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
#endif
			) {
				// He looks us and we're not at his right side
				if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
					CVector moveForce = GetRight();
					moveForce.z += 0.1f;
					ApplyMoveForce(moveForce);
					if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
						animToPlay = ANIM_HIT_LEFT;
					else
						animToPlay = ANIM_SHOT_LEFT_PARTIAL;
				} else if (heLooksToUs) {
					CVector moveForce = GetRight() * -1.0f;
					moveForce.z += 0.1f;
					ApplyMoveForce(moveForce);
					if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
						animToPlay = ANIM_HIT_RIGHT;
					else
						animToPlay = ANIM_SHOT_RIGHT_PARTIAL;
				} else {
					if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
						animToPlay = ANIM_HIT_BACK;
					else
						animToPlay = ANIM_SHOT_BACK_PARTIAL;
				}

				if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) {
					animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f);
					animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
					collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
					if (m_nPedState == PED_ATTACK)
						DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
				}
			} else {
				// We're at his right side
				if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) {
					CVector moveForce = GetRight() * -1.0f;
					moveForce.z += 0.1f;
					ApplyMoveForce(moveForce);
					if (heLooksToUs)
						animToPlay = ANIM_KO_SPIN_L;
					else
						animToPlay = ANIM_KD_RIGHT;
				} else {
					CVector moveForce = GetRight();
					moveForce.z += 0.1f;
					ApplyMoveForce(moveForce);
					if (heLooksToUs)
						animToPlay = ANIM_KO_SPIN_R;
					else
						animToPlay = ANIM_KD_LEFT;
				}

				if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
					DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);

				collideWith->SetFall(3000, animToPlay, 0);
			}
		} else {
			if (!IsPedInControl())
				return;

			if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL)
				return;

			if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {

				if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) {

					if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){
						SetEvasiveStep(collideWith, 2);
						m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
					} else if (collideWith->m_nMoveState > PEDMOVE_WALK) {
						waitTime = 2000;
						SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime);
					}
				}
			} else if (heLooksToUs
				&& collideWith->m_nPedState != PED_STEP_AWAY
				&& m_nPedState != PED_STEP_AWAY
				&& CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {

				SetEvasiveStep(collideWith, 1);
				m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
			}
		}

		if (IsPlayer()) {
			SetLookFlag(collideWith, true);
			SetLookTimer(800);
		}
	} else {
		bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
		SetFindPathAndFlee(collideWith, 5000, !isRunning);
	}
}

void
CPed::CreateDeadPedMoney(void)
{
	if (!CGame::nastyGame)
		return;

	int skin = m_modelIndex;
	if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
		return;

	int money = CGeneral::GetRandomNumber() % 60;
	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++) {
		// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
		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));
		}
	}
}

void
CPed::CreateDeadPedWeaponPickups(void)
{
	bool found = false;
	float angleToPed;
	CVector pickupPos;

	if (bInVehicle)
		return;

	for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {

		eWeaponType weapon = GetWeapon(i).m_eWeaponType;
		int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
		if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
			continue;

		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 pedPos = GetPosition();
		pedPos.z += 0.3f;

		CVector pedToPickup = pickupPos - pedPos;
		float distance = pedToPickup.Magnitude();

		// outer edge of pickup
		distance = (distance + 0.3f) / distance;
		CVector pickupPos2 = pedPos;
		pickupPos2 += distance * pedToPickup;

		// 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, AmmoForWeapon_OnStreet[weapon]));
	}
	ClearWeapons();
}

void
CPed::SetAttackTimer(uint32 time)
{
	if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
		m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
}

void
CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
{
	if (m_nPedState == PED_DRAG_FROM_CAR)
		return;

	bUsesCollision = false;
	m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	m_nLastPedState = PED_IDLE;
	SetMoveState(PEDMOVE_STILL);
	m_pSeekTarget = veh;
	m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
	m_vehEnterType = vehEnterType;
	if (m_vehEnterType == CAR_DOOR_LF) {
		if (veh->pDriver && veh->pDriver->IsPlayer())
			veh->m_status = STATUS_PLAYER_DISABLED;
		else
			veh->m_status = STATUS_ABANDONED;
	}
	RemoveInCarAnims();
	SetMoveState(PEDMOVE_NONE);
	LineUpPedWithCar(LINE_UP_TO_CAR_START);
	m_pVehicleAnim = nil;
	m_nPedState = PED_DRAG_FROM_CAR;
	bChangedSeat = false;
	bWillBeQuickJacked = quickJack;

	SetHeading(m_fRotationCur);

	Say(SOUND_PED_CAR_JACKED);
	SetRadioStation();
	veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType);
}

void
CPed::SetBuyIceCream(void)
{
	if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
		return;

	if (!m_carInObjective)
		return;

#ifdef FIX_ICECREAM

	// Simulating BuyIceCream
	CPed* driver = m_carInObjective->pDriver;
	if (driver) {
		m_nPedState = PED_BUY_ICECREAM;
		bFindNewNodeAfterStateRestore = true;
		SetObjectiveTimer(8000);
		SetChat(driver, 8000);
		driver->SetChat(this, 8000);
		return;
	}
#endif

	// Side of the Ice Cream van
	m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;

	if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
		m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
		m_nPedState = PED_BUY_ICECREAM;
	}
}

void
CPed::SetChat(CEntity *chatWith, uint32 time)
{
	if(m_nPedState != PED_CHAT)
		SetStoredState();

	m_nPedState = PED_CHAT;
	SetMoveState(PEDMOVE_STILL);
	SetLookFlag(chatWith, true);
	m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
	m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
}

void
CPed::SetDead(void)
{
#ifdef VC_PED_PORTS
	if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
#endif
		bUsesCollision = false;

	m_fHealth = 0.0f;
	if (m_nPedState == PED_DRIVING)
		bIsVisible = false;

	m_nPedState = PED_DEAD;
	m_pVehicleAnim = nil;
	m_pCollidingEntity = nil;

	CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	RemoveWeaponModel(weapon->m_nModelId);

	m_currentWeapon = WEAPONTYPE_UNARMED;
	CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250);
	if (this != FindPlayerPed()) {
		CreateDeadPedWeaponPickups();
		CreateDeadPedMoney();
	}

	m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
	m_deadBleeding = false;
	bDoBloodyFootprints = false;
	bVehExitWillBeInstant = false;
	CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
}

void
CPed::SetSeek(CEntity *seeking, float distanceToCountDone)
{
	if (!IsPedInControl())
		return;

	if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
		return;

	if (!seeking)
		return;

	if (m_nPedState != PED_SEEK_ENTITY)
		SetStoredState();

	m_nPedState = PED_SEEK_ENTITY;
	m_distanceToCountSeekDone = distanceToCountDone;
	m_pSeekTarget = seeking;
	m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
	SetMoveState(PEDMOVE_STILL);
}

void
CPed::SetSeek(CVector pos, float distanceToCountDone)
{
	if (!IsPedInControl()
		|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
		return;

	if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
		|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
		|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
		|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
		|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
		ClearPointGunAt();
	}

	if (m_nPedState != PED_SEEK_POS)
		SetStoredState();

	m_nPedState = PED_SEEK_POS;
	m_distanceToCountSeekDone = distanceToCountDone;
	m_vecSeekPos = pos;
}

void
CPed::DeadPedMakesTyresBloody(void)
{
	int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
	if (minX < 0) minX = 0;
	int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
	if (minY < 0) minY = 0;
	int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
	if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1;
	int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
	if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1;

	CWorld::AdvanceCurrentScanCode();

	for (int curY = minY; curY <= maxY; curY++) {
		for (int curX = minX; curX <= maxX; curX++) {
			CSector *sector = CWorld::GetSector(curX, curY);
			MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]);
			MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
		}
	}
}

void
CPed::Die(void)
{
	// UNUSED: This is a perfectly empty function.
}

uint8
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
{
	uint8 retVal = 2;

	float headZ = GetNodePosition(PED_HEAD).z;

	if (m_nPedState == PED_FALL)
		retVal = 1;

	float colZ = colPoint.point.z;
	if (colZ < headZ)
		retVal = 1;

	if (headZ + 0.2f <= colZ)
		retVal = 0;

	return retVal;
}

bool
CPed::DuckAndCover(void)
{
	if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer)
		return false;

	if (bKindaStayInSamePlace){

		if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) {
			if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
				m_pLookTarget = m_pedInObjective;
				m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
			}
			if (!bIsAimingGun)
				SetAimFlag(m_pedInObjective);

		} else {
			bCrouchWhenShooting = false;
			bKindaStayInSamePlace = false;
			bIsDucking = false;
			bDuckAndCover = false;
			m_headingRate = 10.0f;
			m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
			if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
				((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--;
		}
		return false;
	}

	bool justDucked = false;
	CVehicle *foundVeh = nil;
	float maxDist = 225.0f;
	bIsDucking = false;
	bCrouchWhenShooting = false;
	if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
		CVector pos = GetPosition();
		int16 lastVehicle;
		CEntity *vehicles[8];
		CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);

		for (int i = 0; i < lastVehicle; i++) {
			CVehicle *veh = (CVehicle*) vehicles[i];
			if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f
				&& !veh->bIsBus
				&& !veh->bIsVan
				&& !veh->bIsBig
				&& veh->m_numPedsUseItAsCover < 3) {
				float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr();
				if (dist < maxDist) {
					maxDist = dist;
					foundVeh = veh;
				}
			}
		}
		if (foundVeh) {
			// Unused.
			// CVector lfWheelPos, rfWheelPos;
			// foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos);
			// foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos);
			CVector rightSide, leftSide;

			// 3 persons can use the car as cover. Found the correct position for us.
			if (foundVeh->m_numPedsUseItAsCover == 2) {
				rightSide = CVector(1.5f, -0.5f, 0.0f);
				leftSide = CVector(-1.5f, -0.5f, 0.0f);
			} else if (foundVeh->m_numPedsUseItAsCover == 1) {
				rightSide = CVector(1.5f, 0.5f, 0.0f);
				leftSide = CVector(-1.5f, 0.5f, 0.0f);
			} else if (foundVeh->m_numPedsUseItAsCover == 0) {
				rightSide = CVector(1.5f, 0.0f, 0.0f);
				leftSide = CVector(-1.5f, 0.0f, 0.0f);
			}

			CMatrix vehMatrix(foundVeh->GetMatrix());
			CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition();

			CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition();

			CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide;
			CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide;

			CVector duckPos;
			if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr())
				duckPos = duckAtLeftSide;
			else
				duckPos = duckAtRightSide;

			if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false)
				&& CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) {
				SetSeek(duckPos, 1.0f);
				m_headingRate = 15.0f;
				bIsRunning = true;
				bDuckAndCover = true;
				justDucked = true;
				m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500;
				if (foundVeh->bIsLawEnforcer)
					m_carInObjective = foundVeh;

				// BUG? Shouldn't we register the reference?
				m_pSeekTarget = foundVeh;
				ClearPointGunAt();
			} else {
				m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000);
				bDuckAndCover = false;
			}
		} else {
			bDuckAndCover = false;
		}
	}

	if (!justDucked && !bDuckAndCover)
		return false;
	
	if (!Seek())
		return true;

	bKindaStayInSamePlace = true;
	bDuckAndCover = false;
	m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
	if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
		((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++;
	
	SetIdle();
	SetMoveState(PEDMOVE_STILL);
	SetMoveAnim();
	if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
		m_pLookTarget = m_pedInObjective;
		m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
	}

	m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000);
	return false;
}

void
CPed::EndFight(uint8 endType)
{
	if (m_nPedState != PED_FIGHT)
		return;

	m_lastFightMove = FIGHTMOVE_NULL;
	RestorePreviousState();
	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
	if (animAssoc)
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;

	switch (endType) {
		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 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 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;
		default:
			break;
	}
	m_nWaitTimer = 0;
}

void
CPed::EnterCar(void)
{
	if (IsNotInWreckedVehicle() && 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 = vecPedCarDoorAnimOffset;
	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;
	SetHeading(m_fRotationCur);
}

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 != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer
#ifdef VC_PED_PORTS
		&& bIsStanding
#endif
		)
		ClearFall();

	// VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III.
}

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_fightState > FIGHTSTATE_MOVE_FINISHED) {
		float animTime = currentAssoc->currentTime;
		FightMove &curMove = tFightMoves[m_lastFightMove];
		if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {

			CVector touchingNodePos(0.0f, 0.0f, 0.0f);

			switch (m_lastFightMove) {
				case FIGHTMOVE_STDPUNCH:
				case FIGHTMOVE_PUNCHHOOK:
				case FIGHTMOVE_BODYBLOW:
					TransformToNode(touchingNodePos, PED_HANDR);
					break;
				case FIGHTMOVE_IDLE:
				case FIGHTMOVE_SHUFFLE_F:
					break;
				case FIGHTMOVE_KNEE:
					TransformToNode(touchingNodePos, PED_LOWERLEGR);
					break;
				case FIGHTMOVE_HEADBUTT:
					TransformToNode(touchingNodePos, PED_HEAD);
					break;
				case FIGHTMOVE_PUNCHJAB:
					TransformToNode(touchingNodePos, PED_HANDL);
					break;
				case FIGHTMOVE_KICK:
				case FIGHTMOVE_LONGKICK:
				case FIGHTMOVE_ROUNDHOUSE:
				case FIGHTMOVE_GROUNDKICK:
					TransformToNode(touchingNodePos, PED_FOOTR);
					break;
			}

			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 != HITLEVEL_NULL) {
			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) {

					// Notice that it increases fight move index, because we're in combo!
					animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_lastFightMove].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, true);
						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, true);
				SetLookTimer(1500);
			} else if (goForward) {
				nextFightMove = FIGHTMOVE_SHUFFLE_F;
			} else {
				nextFightMove = FIGHTMOVE_STDPUNCH;
			}
		}

		if (nextFightMove != FIGHTMOVE_IDLE) {
			m_lastFightMove = nextFightMove;
			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);

			animAssoc->SetFinishCallback(FinishFightMoveCB, this);
			if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) {
				animAssoc->SetCurrentTime(0.0f);
				animAssoc->SetRun();
			}
			m_fightButtonPressure = 0;
		}
		m_fightState = FIGHTSTATE_NO_MOVE;
	} 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_fightState = FIGHTSTATE_NO_MOVE;
		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;
	}
}

// Some helper function which doesn't exist in og game.
inline void
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
{
	for (int i = 0; i < node->numLinks; i++) {

		CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.m_connections[i + node->firstLink]];

		if (testNode && testNode != closeNode && testNode != closeNode2) {
			CVector2D posDiff(ped->m_vecSeekPos - testNode->pos);
			float dist = posDiff.MagnitudeSqr();

			if (farDist.MagnitudeSqr() > dist) {

				if (closeDist.MagnitudeSqr() <= dist) {
					ped->m_pNextPathNode = closeNode;
					closeDist = posDiff;
				} else {
					ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode);
					farDist = posDiff;
				}
			}

			if (--runCount > 0)
				SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount);
		}
	}
}

bool
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
{
	if (m_pNextPathNode || !bUsePedNodeSeek)
		return false;

	CVector ourPos = GetPosition();

	int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f, false, false);

	CVector seekObjPos = m_vecSeekPos;
	seekObjPos.z += 1.0f;

	if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false))
		return false;

	m_pNextPathNode = nil;

	CVector2D seekPosDist (m_vecSeekPos - ourPos);

	CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId];
	CVector2D closeDist(m_vecSeekPos - closestNode->pos);

	SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil);

	// Above function decided that going to the next node is more logical than seeking the object.
	if (m_pNextPathNode) {

		CVector pathToNextNode = m_pNextPathNode->pos - ourPos;
		if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
			*bestCoords = m_pNextPathNode->pos;
			return true;
		}
		m_pNextPathNode = nil;
	}

	return false;
}

void
CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	if (ped->bIsPedDieAnimPlaying)
		ped->bIsPedDieAnimPlaying = false;
}

void
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) {
		ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
		animAssoc->blendDelta = -1000.0f;
	}
}

void
CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	if (animAssoc) {
		animAssoc->blendDelta = -4.0f;
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
	}

	if (ped->m_nPedState == PED_JUMP)
		ped->RestorePreviousState();

	ped->bIsLanding = false;
}

void
CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	ped->bResetWalkAnims = true;
	ped->bIsLanding = false;

	animAssoc->blendDelta = -1000.0f;
}

void
CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	if (ped->m_nPedState != PED_JUMP)
		return;

	CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
	forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f;

	CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
	if (!obstacle) {
		// Forward of forward
		forward += 0.15f * ped->GetForward();
		forward.z += 0.15f;
		obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
	}

	if (obstacle) {
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;

		// ANIM_HIT_WALL in VC (which makes more sense)
		CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
		handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
		handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
		ped->bIsLanding = true;
		return;
	}

	float velocityFromAnim = 0.1f;
	CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT);

	if (sprintAssoc) {
		velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f;
	} else {
		CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN);
		if (runAssoc) {
			velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f;
		}
	}

	if (ped->IsPlayer()
#ifdef VC_PED_PORTS
		|| ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer()
#endif
		)
		ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
	else
		ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
	
	if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()
#ifdef VC_PED_PORTS
		|| ped->m_pCurrentPhysSurface
#endif
		) {

#ifdef FREE_CAM
		if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) {
#else
		if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
#endif
			float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur);
			ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle);
			ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle);
		} else {
			ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur);
			ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur);
		}
#ifdef VC_PED_PORTS
		if (ped->m_pCurrentPhysSurface) {
			ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x;
			ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y;
		}
#endif
	}

	ped->bIsStanding = false;
	ped->bIsInTheAir = true;
	animAssoc->blendDelta = -1000.0f;
	CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE);

	if (ped->bDoBloodyFootprints) {
		CVector bloodPos(0.0f, 0.0f, 0.0f);
		ped->TransformToNode(bloodPos, PED_FOOTL);

		bloodPos.z -= 0.1f;
		bloodPos += 0.2f * ped->GetForward();

		CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
			0.26f * ped->GetForward().x,
			0.26f * ped->GetForward().y,
			0.14f * ped->GetRight().x,
			0.14f * ped->GetRight().y,
			255, 255, 0, 0, 4.0f, 3000, 1.0f);

		bloodPos = CVector(0.0f, 0.0f, 0.0f);
		ped->TransformToNode(bloodPos, PED_FOOTR);

		bloodPos.z -= 0.1f;
		bloodPos += 0.2f * ped->GetForward();
		CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
			0.26f * ped->GetForward().x,
			0.26f * ped->GetForward().y,
			0.14f * ped->GetRight().x,
			0.14f * ped->GetRight().y,
			255, 255, 0, 0, 4.0f, 3000, 1.0f);

		if (ped->m_bloodyFootprintCountOrDeathTime <= 40) {
			ped->m_bloodyFootprintCountOrDeathTime = 0;
			ped->bDoBloodyFootprints = false;
		} else {
			ped->m_bloodyFootprintCountOrDeathTime -= 40;
		}
	}
}

void
CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	ped->m_nWaitTimer = 0;
	ped->RestoreHeadingRate();
	ped->Wait();
}

void
CPed::Wait(void)
{
	AnimationId mustHaveAnim = NUM_ANIMS;
	CAnimBlendAssociation *animAssoc;
	CPed *pedWeLook;

	if (DyingOrDead()) {
		m_nWaitState = WAITSTATE_FALSE;
		RestoreHeadingRate();
		return;
	}

	switch (m_nWaitState) {

		case WAITSTATE_TRAFFIC_LIGHTS:
			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
					m_nWaitState = WAITSTATE_FALSE;
					SetMoveState(PEDMOVE_WALK);
				}
			}
			break;

		case WAITSTATE_CROSS_ROAD:
			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
					m_nWaitState = WAITSTATE_FALSE;
				else
					SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil);

				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
				if (animAssoc) {
					animAssoc->blendDelta = -8.0f;
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				}
			}
			break;

		case WAITSTATE_CROSS_ROAD_LOOK:
			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				m_nWaitState = WAITSTATE_FALSE;
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
				if (animAssoc) {
					animAssoc->blendDelta = -8.0f;
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				}
			}
			break;

		case WAITSTATE_DOUBLEBACK:
			if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
				uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds();
				if (timeLeft < 2500 && timeLeft > 2000) {
					m_nWaitTimer -= 500;
					CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
				}
			} else {
				m_nWaitState = WAITSTATE_FALSE;
				SetMoveState(PEDMOVE_WALK);
			}
			break;

		case WAITSTATE_HITWALL:
			if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
				if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
					m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
				}
			} else {
				m_nWaitState = WAITSTATE_FALSE;
			}
			break;

		case WAITSTATE_TURN180:
			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				m_nWaitState = WAITSTATE_FALSE;
				SetMoveState(PEDMOVE_WALK);
				m_fRotationCur = m_fRotationCur + PI;
				if (m_nPedState == PED_INVESTIGATE)
					ClearInvestigateEvent();
			}

			if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
				m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
			}
			break;

		case WAITSTATE_SURPRISE:
			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) {
					animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
					animAssoc->SetFinishCallback(FinishedWaitCB, this);
					m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
				} else {
					m_nWaitState = WAITSTATE_FALSE;
				}
			}
			break;

		case WAITSTATE_STUCK:
			if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer)
				break;

			animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);

			if (!animAssoc)
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180);
			if (!animAssoc)
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
			if (!animAssoc)
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);

			if (animAssoc) {
				if (animAssoc->IsPartial()) {
					animAssoc->blendDelta = -8.0f;
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				} else {
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
					CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
				}

				if (animAssoc->animId == ANIM_TURN_180) {
					m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur);
					m_nWaitState = WAITSTATE_FALSE;
					SetMoveState(PEDMOVE_WALK);
					m_nStoredMoveState = PEDMOVE_NONE;
					m_panicCounter = 0;
					return;
				}
			}

			AnimationId animToPlay;

			switch (CGeneral::GetRandomNumber() & 3) {
				case 0:
					animToPlay = ANIM_ROAD_CROSS;
					break;
				case 1:
					animToPlay = ANIM_IDLE_TIRED;
					break;
				case 2:
					animToPlay = ANIM_XPRESS_SCRATCH;
					break;
				case 3:
					animToPlay = ANIM_TURN_180;
					break;
				default:
					break;
			}

			animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);

			if (animToPlay == ANIM_TURN_180)
				animAssoc->SetFinishCallback(FinishedWaitCB, this);

			m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000);
			break;

		case WAITSTATE_LOOK_ABOUT:
			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				m_nWaitState = WAITSTATE_FALSE;
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
				if (animAssoc) {
					animAssoc->blendDelta = -8.0f;
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				}
			}
			break;

		case WAITSTATE_PLAYANIM_HANDSUP:
			mustHaveAnim = ANIM_HANDSUP;
			
		case WAITSTATE_PLAYANIM_HANDSCOWER:
			if (mustHaveAnim == NUM_ANIMS)
				mustHaveAnim = ANIM_HANDSCOWER;

			animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
			pedWeLook = (CPed*) m_pLookTarget;

			if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt)
				&& m_nPedState != PED_FLEE_ENTITY
				&& m_nPedState != PED_ATTACK
				&& CTimer::GetTimeInMilliseconds() <= m_nWaitTimer
				&& animAssoc) {

				TurnBody();
			} else {
				m_nWaitState = WAITSTATE_FALSE;
				m_nWaitTimer = 0;
				if (m_pLookTarget && m_pLookTarget->IsPed()) {

					if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {

						if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {

							if (GetWeapon()->IsTypeMelee()) {
#ifdef VC_PED_PORTS
								if(m_pedStats->m_flags & STAT_GUN_PANIC) {
#endif
								SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
								if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {

									bUsePedNodeSeek = true;
									m_pNextPathNode = nil;
								}
								if (m_nMoveState != PEDMOVE_RUN)
									SetMoveState(PEDMOVE_WALK);

								if (m_nPedType != PEDTYPE_COP) {
									ProcessObjective();
									SetMoveState(PEDMOVE_WALK);
								}
#ifdef VC_PED_PORTS
								} else {
									SetObjective(OBJECTIVE_NONE);
									SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
								}
#endif
							} else {
								SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget);
								SetObjectiveTimer(20000);
							}
						} else {
							SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
							if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS)
							{
								bUsePedNodeSeek = true;
								m_pNextPathNode = nil;
							}
							SetMoveState(PEDMOVE_RUN);
							Say(SOUND_PED_FLEE_RUN);
						}
					}
				}
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
				if (animAssoc) {
					animAssoc->blendDelta = -4.0f;
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				}
			}
			break;
		case WAITSTATE_PLAYANIM_COWER:
			mustHaveAnim = ANIM_HANDSCOWER;

		case WAITSTATE_PLAYANIM_DUCK:
			if (mustHaveAnim == NUM_ANIMS)
				mustHaveAnim = ANIM_DUCK_DOWN;

		case WAITSTATE_PLAYANIM_TAXI:
			if (mustHaveAnim == NUM_ANIMS)
				mustHaveAnim = ANIM_IDLE_TAXI;

		case WAITSTATE_PLAYANIM_CHAT:
			if (mustHaveAnim == NUM_ANIMS)
				mustHaveAnim = ANIM_IDLE_CHAT;

			if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
				animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
				if (animAssoc) {
					animAssoc->blendDelta = -4.0f;
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				}
				m_nWaitState = WAITSTATE_FALSE;
			}
#ifdef VC_PED_PORTS
			else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) {
				if (m_pedInObjective) {
					if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
						
						// VC also calls CleanUpOldReference here for old LookTarget.
						m_pLookTarget = m_pedInObjective;
						m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
						TurnBody();
					}
				}
			}
#endif
			break;

		case WAITSTATE_FINISH_FLEE:
			animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
			if (animAssoc) {
				if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
					animAssoc->flags |= ASSOC_DELETEFADEDOUT;
					CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
					int timer = 2000;
					m_nWaitState = WAITSTATE_FALSE;
					SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
				}
			} else {
				m_nWaitState = WAITSTATE_FALSE;
			}
			break;
		default:
			break;
	}

	if(!m_nWaitState)
		RestoreHeadingRate();
}

bool
CPed::Seek(void)
{
	float distanceToCountItDone = m_distanceToCountSeekDone;
	eMoveState nextMove = PEDMOVE_NONE;

	if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {

		if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT &&
			m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT && !bDuckAndCover) {
			
			if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
				&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {

				CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
									false, true, false, false, false, false);

				if (obstacle) {
					if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
						distanceToCountItDone = 2.5f;
					} else {
						CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex);
						float yLength = vehModel->GetColModel()->boundingBox.max.y
										- vehModel->GetColModel()->boundingBox.min.y;
						distanceToCountItDone = yLength * 0.55f;
					}
				}
			}
		}
	}

	if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY)
		ClearSeek();

	float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D();
	if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) {

		if (m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION) {

			if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
				nextMove = m_pedInObjective->m_nMoveState;
		} else
			nextMove = PEDMOVE_WALK;

	} else if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION) {

		if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning)
			nextMove = PEDMOVE_RUN;
		else
			nextMove = PEDMOVE_WALK;

	} else if (seekPosDist <= 2.0f) {

		if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
			nextMove = m_pedInObjective->m_nMoveState;

	} else {
		nextMove = PEDMOVE_RUN;
	}

	if (m_nPedState == PED_SEEK_ENTITY) {
		if (m_pSeekTarget->IsPed()) {
			if (((CPed*)m_pSeekTarget)->bInVehicle)
				distanceToCountItDone += 2.0f;
		}
	}

	if (seekPosDist >= distanceToCountItDone) {
		if (bIsRunning)
			nextMove = PEDMOVE_RUN;

		if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) {

			if (m_actionX != 0.0f && m_actionY != 0.0f) {

				m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
					m_actionX, m_actionY,
					GetPosition().x, GetPosition().y);

				float neededTurn = Abs(m_fRotationDest - m_fRotationCur);

				if (neededTurn > PI)
					neededTurn = TWOPI - neededTurn;

				if (neededTurn > HALFPI) {
					if (seekPosDist >= 1.0f) {
						if (seekPosDist < 2.0f) {
							if (bIsRunning)
								nextMove = PEDMOVE_RUN;
							else
								nextMove = PEDMOVE_WALK;
						}
					} else {
						nextMove = PEDMOVE_STILL;
					}
				}

				CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY);
				if (moveDist.Magnitude() < 0.5f) {
					m_nPedStateTimer = 0;
					m_actionX = 0;
					m_actionY = 0;
				}
			}
		} else {
			m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
				m_vecSeekPos.x, m_vecSeekPos.y,
				GetPosition().x, GetPosition().y);

			float neededTurn = Abs(m_fRotationDest - m_fRotationCur);

			if (neededTurn > PI)
				neededTurn = TWOPI - neededTurn;

			if (neededTurn > HALFPI) {
				if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) {
					if (seekPosDist < 2.0f)
						nextMove = PEDMOVE_WALK;
				} else {
					nextMove = PEDMOVE_STILL;
				}
			}
		}

		if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove)
			|| (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {

			SetMoveState(nextMove);
		}
		
		SetMoveAnim();
		return false;
	}

	if ((m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) {
		m_nPedStateTimer = 0;
		m_actionX = 0;
		m_actionY = 0;
	}

	if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) {
		if (m_pNextPathNode)
			m_pNextPathNode = nil;
		else
			bScriptObjectiveCompleted = true;

		bUsePedNodeSeek = true;
	}

	if (SeekFollowingPath(nil))
		m_nCurPathNode++;

	return true;
}

bool
CPed::SeekFollowingPath(CVector *unused)
{
	return m_nCurPathNode <= m_nPathNodes && m_nPathNodes;
}

void
CPed::Flee(void)
{
	if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) {
		bool mayFinishFleeing = true;
		if (m_nPedState == PED_FLEE_ENTITY) {
			if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < sq(30.0f))
				mayFinishFleeing = false;
		}

		if (mayFinishFleeing) {
			eMoveState moveState = m_nMoveState;
			ClearFlee();

			if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
				RestorePreviousObjective();

			if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) {
				SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil);
			}
			return;
		}
		m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000;
	}

	if (bUsePedNodeSeek) {
		CPathNode *realLastNode = nil;
		uint8 nextDirection = 0;
		uint8 curDirectionShouldBe = 9; // means not defined yet

		if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()
			&& m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) {

			if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer)  {

				curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
				if (m_nPathDir < curDirectionShouldBe)
					m_nPathDir += 8;

				int dirDiff = m_nPathDir - curDirectionShouldBe;
				if (dirDiff > 2 && dirDiff < 6) {
					realLastNode = nil;
					m_pLastPathNode = m_pNextPathNode;
					m_pNextPathNode = nil;
				}
			}

			if (m_pNextPathNode) {
				m_vecSeekPos = m_pNextPathNode->pos;
				if (m_nMoveState == PEDMOVE_RUN)
					bIsRunning = true;

				eMoveState moveState = m_nMoveState;
				if (Seek()) {
					realLastNode = m_pLastPathNode;
					m_pLastPathNode = m_pNextPathNode;
					m_pNextPathNode = nil;
				}
				bIsRunning = false;
				SetMoveState(moveState);
			}
		}

		if (!m_pNextPathNode) {
			if (curDirectionShouldBe == 9) {
				curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
			}
			ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
				curDirectionShouldBe,
				&nextDirection);

			if (curDirectionShouldBe < nextDirection)
				curDirectionShouldBe += 8;
			
			if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) {
				m_nPathDir = nextDirection;
				m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
			} else {
				bUsePedNodeSeek = false;
				SetMoveState(PEDMOVE_RUN);
				Flee();
			}
		}
		return;
	}

	if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {

		float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints(
			GetPosition().x,
			GetPosition().y,
			ms_vec2DFleePosition.x,
			ms_vec2DFleePosition.y);

		m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos);

		if (m_fRotationCur - PI > m_fRotationDest)
			m_fRotationDest += TWOPI;
		else if (PI + m_fRotationCur < m_fRotationDest)
			m_fRotationDest -= TWOPI;
	}

	if (CTimer::GetTimeInMilliseconds() & 0x20) {
		//CVector forwardPos = GetPosition();
		CMatrix forwardMat(GetMatrix());
		forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f));
		CVector forwardPos = forwardMat.GetPosition();

		CEntity *foundEnt;
		CColPoint foundCol;
		bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0);

		if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) {
			m_fRotationDest += DEGTORAD(112.5f);
			m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
		}
	}

	if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer)
		return;

	if (!m_collidingEntityWhileFleeing)
		return;

	double damagingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;

	if (damagingThingPriorityMult <= 1.5) {

		double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
			GetPosition().x,
			GetPosition().y,
			m_collidingEntityWhileFleeing->GetPosition().x,
			m_collidingEntityWhileFleeing->GetPosition().y);
		angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);

		// It includes projectiles, but is everything collides with us included?
		double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints(
			m_vecDamageNormal.x,
			m_vecDamageNormal.y,
			0.0f,
			0.0f);
		angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing);

		if (angleToFleeEntity - PI > angleToFleeDamagingThing)
			angleToFleeDamagingThing += TWOPI;
		else if (PI + angleToFleeEntity < angleToFleeDamagingThing)
			angleToFleeDamagingThing -= TWOPI;

		if (damagingThingPriorityMult <= 1.0f) {
			// Range [0.0, 1.0]

			float angleToFleeBoth = (angleToFleeDamagingThing + angleToFleeEntity) * 0.5f;

			if (m_fRotationDest - PI > angleToFleeBoth)
				angleToFleeBoth += TWOPI;
			else if (PI + m_fRotationDest < angleToFleeBoth)
				angleToFleeBoth -= TWOPI;
	
			m_fRotationDest = (1.0f - damagingThingPriorityMult) * m_fRotationDest + damagingThingPriorityMult * angleToFleeBoth;
		} else {
			// Range (1.0, 1.5]

			double adjustedMult = (damagingThingPriorityMult - 1.0f) * 2.0f;
			m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeDamagingThing;
		}
	} else {
		m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
			m_vecDamageNormal.x,
			m_vecDamageNormal.y,
			0.0f,
			0.0f);
		m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
	}

	m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);

	if (m_fRotationCur - PI > m_fRotationDest)
		m_fRotationDest += TWOPI;
	else if (PI + m_fRotationCur < m_fRotationDest)
		m_fRotationDest -= TWOPI;

}

void
CPed::FollowPath(void)
{
	m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x;
	m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y;
	m_vecSeekPos.z = GetPosition().z;
	
	// Mysterious code
/*	int v4 = 0;
	int maxNodeIndex = m_nPathNodes - 1;
	if (maxNodeIndex > 0) {
		if (maxNodeIndex > 8)  {
			while (v4 < maxNodeIndex - 8)
				v4 += 8;
		}

		while (v4 < maxNodeIndex)
			v4++;

	}
*/
	if (Seek()) {
		m_nCurPathNode++;
		if (m_nCurPathNode == m_nPathNodes)
			RestorePreviousState();
	}
}

CVector
CPed::GetFormationPosition(void)
{
	CPed *referencePed = m_pedInObjective;

	if (referencePed->m_nPedState == PED_DEAD) {
		CPed *referencePedOfReference = referencePed->m_pedInObjective;
		if (!referencePedOfReference) {
			m_pedInObjective = nil;
			return GetPosition();
		}
		m_pedInObjective = referencePed = referencePedOfReference;
	}

	CVector formationOffset;
	switch (m_pedFormation) {
		case FORMATION_REAR:
			formationOffset = CVector(0.0f, -1.5f, 0.0f);
			break;
		case FORMATION_REAR_LEFT:
			formationOffset = CVector(-1.5f, -1.5f, 0.0f);
			break;
		case FORMATION_REAR_RIGHT:
			formationOffset = CVector(1.5f, -1.5f, 0.0f);
			break;
		case FORMATION_FRONT_LEFT:
			formationOffset = CVector(-1.5f, 1.5f, 0.0f);
			break;
		case FORMATION_FRONT_RIGHT:
			formationOffset = CVector(1.5f, 1.5f, 0.0f);
			break;
		case FORMATION_LEFT:
			formationOffset = CVector(-1.5f, 0.0f, 0.0f);
			break;
		case FORMATION_RIGHT:
			formationOffset = CVector(1.5f, 0.0f, 0.0f);
			break;
		case FORMATION_FRONT:
			formationOffset = CVector(0.0f, 1.5f, 0.0f);
			break;
		default:
			formationOffset = CVector(0.0f, 0.0f, 0.0f);
			break;
	}
	return formationOffset + referencePed->GetPosition();
}

void
CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
{
	CVector *enterOffset = nil;
	if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver
		|| m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0]
		|| m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1]
		|| m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2])
	{
		enterOffset = &vecPedQuickDraggedOutCarAnimOffset;
	}

	CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF);
	CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);

	// Right front door is closer
	if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) {

		if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {

			CPed *rfPassenger = veh->pPassengers[0];
			if (!rfPassenger
				|| rfPassenger->m_leader != this && !rfPassenger->bDontDragMeOutCar && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
				|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {

				if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0
					|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
					m_vehEnterType = CAR_DOOR_RF;
					posToOpen = rfPos;
					return;
				}
			}
		} else {
			if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset))
				return;
		}
		m_vehEnterType = CAR_DOOR_LF;
		posToOpen = lfPos;
		return;
	}

	if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
		m_vehEnterType = CAR_DOOR_LF;
		posToOpen = lfPos;
		return;
	}

	if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
		m_vehEnterType = CAR_DOOR_RF;
		posToOpen = rfPos;
	}
}

bool
CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
{
	CVector rfPos, lrPos, rrPos;
	bool canEnter = false;

	CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->m_modelIndex);

	switch (veh->m_modelIndex) {
		case MI_BUS:
			m_vehEnterType = CAR_DOOR_RF;
			posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
			return true;
		case MI_RHINO:
		default:
			break;
	}

	CVector2D rfPosDist(999.0f, 999.0f);
	CVector2D lrPosDist(999.0f, 999.0f);
	CVector2D rrPosDist(999.0f, 999.0f);

	if (!veh->pPassengers[0]
		&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
		&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) {

		rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
		canEnter = true;
		rfPosDist = rfPos - GetPosition();
	}
	if (vehModel->m_numDoors == 4) {
		if (!veh->pPassengers[1]
			&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
			&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) {
			lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR);
			canEnter = true;
			lrPosDist = lrPos - GetPosition();
		}
		if (!veh->pPassengers[2]
			&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
			&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) {
			rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR);
			canEnter = true;
			rrPosDist = rrPos - GetPosition();
		}

		// When the door we should enter is blocked by some object.
		if (!canEnter)
			veh->ShufflePassengersToMakeSpace();
	}

	CVector2D nextToCompare = rfPosDist;
	posToOpen = rfPos;
	m_vehEnterType = CAR_DOOR_RF;
	if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
		m_vehEnterType = CAR_DOOR_LR;
		posToOpen = lrPos;
		nextToCompare = lrPosDist;
	}

	if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
		m_vehEnterType = CAR_DOOR_RR;
		posToOpen = rrPos;
	}
	return canEnter;
}

int
CPed::GetNextPointOnRoute(void)
{
	int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;

	// Route is complete
	if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) {

		switch (m_routeType) {
			case PEDROUTE_STOP_WHEN_DONE:
				nextPoint = -1;
				break;
			case PEDROUTE_GO_BACKWARD_WHEN_DONE:
				m_routePointsBeingPassed = -m_routePointsBeingPassed;
				nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
				break;
			case PEDROUTE_GO_TO_START_WHEN_DONE:
				m_routePointsPassed = -1;
				nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
				break;
			default:
				break;
		}
	}
	return nextPoint;
}

// These categories are purely random, most of ped models have no correlation. So I don't think making an enum.
uint8
CPed::GetPedRadioCategory(uint32 modelIndex)
{
	switch (modelIndex) {
		case MI_MALE01:
		case MI_FEMALE03:
		case MI_PROSTITUTE2:
		case MI_WORKER1:
		case MI_MOD_MAN:
		case MI_MOD_WOM:
		case MI_ST_WOM:
		case MI_FAN_WOM:
			return 3;
		case MI_TAXI_D:
		case MI_PIMP:
		case MI_MALE02:
		case MI_FEMALE02:
		case MI_FATFEMALE01:
		case MI_FATFEMALE02:
		case MI_DOCKER1:
		case MI_WORKER2:
		case MI_FAN_MAN2:
			return 9;
		case MI_GANG01:
		case MI_GANG02:
		case MI_SCUM_MAN:
		case MI_SCUM_WOM:
		case MI_HOS_WOM:
		case MI_CONST1:
			return 1;
		case MI_GANG03:
		case MI_GANG04:
		case MI_GANG07:
		case MI_GANG08:
		case MI_CT_MAN2:
		case MI_CT_WOM2:
		case MI_B_MAN3:
		case MI_SHOPPER3:
			return 4;
		case MI_GANG05:
		case MI_GANG06:
		case MI_GANG11:
		case MI_GANG12:
		case MI_CRIMINAL02:
		case MI_B_WOM2:
		case MI_ST_MAN:
		case MI_HOS_MAN:
			return 5;
		case MI_FATMALE01:
		case MI_LI_MAN2:
		case MI_SHOPPER1:
		case MI_CAS_MAN:
			return 6;
		case MI_PROSTITUTE:
		case MI_P_WOM2:
		case MI_LI_WOM2:
		case MI_B_WOM3:
		case MI_CAS_WOM:
			return 2;
		case MI_P_WOM1:
		case MI_DOCKER2:
		case MI_STUD_MAN:
			return 7;
		case MI_CT_MAN1:
		case MI_CT_WOM1:
		case MI_LI_MAN1:
		case MI_LI_WOM1:
		case MI_B_MAN1:
		case MI_B_MAN2:
		case MI_B_WOM1:
		case MI_SHOPPER2:
		case MI_STUD_WOM:
			return 8;
		default:
			return 0;
	}
}

// Some kind of VC leftover I think
int
CPed::GetWeaponSlot(eWeaponType weaponType)
{
	if (HasWeapon(weaponType))
		return weaponType;
	else
		return -1;
}

void
CPed::GoToNearestDoor(CVehicle *veh)
{
	CVector posToOpen;
	GetNearestDoor(veh, posToOpen);
	SetSeek(posToOpen, 0.5f);
	SetMoveState(PEDMOVE_RUN);
}

bool
CPed::HaveReachedNextPointOnRoute(float distToCountReached)
{
	if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached)
		return false;

	m_routePointsPassed += m_routePointsBeingPassed;
	return true;
}

void
CPed::Idle(void)
{
	CVehicle *veh = m_pMyVehicle;
	if (veh && veh->m_nGettingOutFlags && m_vehEnterType) {

		if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) {

			if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {

				CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType);
				CVector doorDist = GetPosition() - doorPos;

				if (doorDist.MagnitudeSqr() < sq(0.5f)) {
					SetMoveState(PEDMOVE_WALK);
					return;
				}
			}
		}
	}

	CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
	CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
	int waitTime;

	if (m_nMoveState == PEDMOVE_STILL) {

		eWeaponType curWeapon = GetWeapon()->m_eWeaponType;
		if (!armedIdleAssoc ||
			CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) {

			if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT
				|| !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {

				m_moved = CVector2D(0.0f, 0.0f);
				return;
			}
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f);
			waitTime = CGeneral::GetRandomNumberInRange(4000, 7500);
		} else {
			armedIdleAssoc->blendDelta = -2.0f;
			armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
			waitTime = CGeneral::GetRandomNumberInRange(3000, 8500);
		}
		m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime;
	} else {
		if (armedIdleAssoc) {
			armedIdleAssoc->blendDelta = -8.0f;
			armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
			m_nWaitTimer = 0;
		}
		if (!IsPlayer())
			SetMoveState(PEDMOVE_STILL);
	}
	m_moved = CVector2D(0.0f, 0.0f);
}

void
CPed::InTheAir(void)
{
	CColPoint foundCol;
	CEntity *foundEnt;

	CVector ourPos = GetPosition();
	CVector bitBelow = GetPosition();
	bitBelow.z -= 4.04f;

	if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
		if (!DyingOrDead()) {
			if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
				if (GetPosition().z - foundCol.point.z < 1.3f
#ifdef VC_PED_PORTS
					|| bIsStanding
#endif
					)
					SetLanding();
			} else {
				if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
					if (m_vecMoveSpeed.z < -0.1f)
						CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f);
				}
			}
		}
	}
}

void
CPed::SetLanding(void)
{
	if (DyingOrDead())
		return;

	CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
	CAnimBlendAssociation *landAssoc;

	RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
	if (fallAssoc) {
		landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
		DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);

		if (IsPlayer())
			Say(SOUND_PED_LAND);

	} else {
		landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND);
		DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
	}

	landAssoc->SetFinishCallback(PedLandCB, this);
	bIsInTheAir = false;
	bIsLanding = true;
}

void
CPed::Initialise(void)
{
	debug("Initialising CPed...\n");
	CPedType::Initialise();
	LoadFightData();
	SetAnimOffsetForEnterOrExitVehicle();
	debug("CPed ready\n");
}

void
CPed::SetAnimOffsetForEnterOrExitVehicle(void)
{
	// FIX: If there were no translations on enter anims, there were overflows all over this function.

	CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy;
	CAnimBlendSequence *seq = enterAssoc->sequences;
	CAnimManager::UncompressAnimation(enterAssoc);
	if (seq->numFrames > 0) {
		if (!seq->HasTranslation())
			vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
		else {
			KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
			vecPedDraggedOutCarAnimOffset = lastFrame->translation;
		}
	}

	enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LHS)->hierarchy;
	seq = enterAssoc->sequences;
	CAnimManager::UncompressAnimation(enterAssoc);
	if (seq->numFrames > 0) {
		if (!seq->HasTranslation())
			vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
		else {
			KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
			vecPedCarDoorAnimOffset = lastFrame->translation;
		}
	}

	enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS)->hierarchy;
	seq = enterAssoc->sequences;
	CAnimManager::UncompressAnimation(enterAssoc);
	if (seq->numFrames > 0) {
		if (!seq->HasTranslation())
			vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f);
		else {
			KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
			vecPedCarDoorLoAnimOffset = lastFrame->translation;
		}
	}

	enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_QJACKED)->hierarchy;
	seq = enterAssoc->sequences;
	CAnimManager::UncompressAnimation(enterAssoc);
	if (seq->numFrames > 0) {
		if (!seq->HasTranslation())
			vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
		else {
			KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
			vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation;
		}
	}

	enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy;
	seq = enterAssoc->sequences;
	CAnimManager::UncompressAnimation(enterAssoc);
	if (seq->numFrames > 0) {
		if (!seq->HasTranslation())
			vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
		else {
			KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
			vecPedVanRearDoorAnimOffset = lastFrame->translation;
		}
	}

	enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy;
	seq = enterAssoc->sequences;
	CAnimManager::UncompressAnimation(enterAssoc);
	if (seq->numFrames > 0) {
		if (!seq->HasTranslation())
			vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
		else {
			KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
			vecPedTrainDoorAnimOffset = lastFrame->translation;
		}
	}
}

void
CPed::InvestigateEvent(void)
{
	CAnimBlendAssociation *animAssoc;
	AnimationId animToPlay;
	AssocGroupId animGroup;

	if (m_nWaitState == WAITSTATE_TURN180)
		return;

	if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {

		if (m_standardTimer) {
			if (m_eventType < EVENT_ASSAULT_NASTYWEAPON)
				SetWaitState(WAITSTATE_TURN180, nil);

			m_standardTimer = 0;
		} else {
			ClearInvestigateEvent();
		}
		return;
	}

	CVector2D vecDist = m_eventOrThreat - GetPosition();
	float distSqr = vecDist.MagnitudeSqr();
	if (sq(m_distanceToCountSeekDone) >= distSqr) {

		m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f);
		SetMoveState(PEDMOVE_STILL);

		switch (m_eventType) {
			case EVENT_DEAD_PED:
			case EVENT_HIT_AND_RUN:
			case EVENT_HIT_AND_RUN_COP:

				if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
					animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);

					if (animAssoc) {
						animAssoc->blendDelta = -8.0f;
						animAssoc->flags |= ASSOC_DELETEFADEDOUT;
						if (m_pEventEntity)
							SetLookFlag(m_pEventEntity, true);

						SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));

					} else if (CGeneral::GetRandomNumber() & 3) {
						ClearLookFlag();
						CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);

						SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
						Say(SOUND_PED_CHAT_EVENT);

					} else {
						ClearInvestigateEvent();
					}
				}
				break;
			case EVENT_FIRE:
			case EVENT_EXPLOSION:

				if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
					animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM);
					if (!animAssoc)
						animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);

					if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) {
						CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 14.0f);
						SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));

					} else if (CGeneral::GetRandomNumber() & 3) {
						CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f);
						SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000));
						Say(SOUND_PED_CHAT_EVENT);

					} else {
						m_standardTimer = 0;
					}

				} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
					animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
					if (!animAssoc)
						animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);

					if (!animAssoc)
						animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);

					if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) {
						if (CGeneral::GetRandomNumber() & 1)
							animToPlay = ANIM_IDLE_HBHB;
						else
							animToPlay = ANIM_XPRESS_SCRATCH;

						CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
						SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));

					} else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) {
						animAssoc->blendDelta = -8.0f;
						animAssoc->flags |= ASSOC_DELETEFADEDOUT;
						if (CGeneral::GetRandomNumber() & 1) {
							animToPlay = ANIM_IDLE_STANCE;
							animGroup = m_animGroup;
						} else {
							animToPlay = ANIM_XPRESS_SCRATCH;
							animGroup = ASSOCGRP_STD;
						}

						CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
						SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));

					} else {
						if (CGeneral::GetRandomNumber() & 1) {
							animToPlay = ANIM_IDLE_STANCE;
							animGroup = m_animGroup;
						} else {
							animToPlay = ANIM_IDLE_HBHB;
							animGroup = ASSOCGRP_STD;
						}

						CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
						SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
					}
					Say(SOUND_PED_CHAT_EVENT);
				}
				break;
			case EVENT_ICECREAM:
			case EVENT_SHOPSTALL:

				m_fRotationDest = m_fAngleToEvent;
				if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {

					if (m_lookTimer) {
						animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);

						if (animAssoc) {
							animAssoc->blendDelta = -8.0f;
							animAssoc->flags |= ASSOC_DELETEFADEDOUT;
							if (m_eventType == EVENT_ICECREAM)
								animToPlay = ANIM_IDLE_CHAT;
							else
								animToPlay = ANIM_XPRESS_SCRATCH;
							CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f);
							SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000));

						} else {
							animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
							if (animAssoc) {
								animAssoc->blendDelta = -8.0f;
								animAssoc->flags |= ASSOC_DELETEFADEDOUT;
								ClearInvestigateEvent();
							} else {
								animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
								if (animAssoc) {
									animAssoc->blendDelta = -8.0f;
									animAssoc->flags |= ASSOC_DELETEFADEDOUT;
								}
								ClearInvestigateEvent();
							}
						}
					} else {
						CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
						SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
					}
				}
				break;
			default:
				return;
		}
	} else {
		m_vecSeekPos.x = m_eventOrThreat.x;
		m_vecSeekPos.y = m_eventOrThreat.y;
		m_vecSeekPos.z = GetPosition().z;
		Seek();

		if (m_eventType < EVENT_ICECREAM) {
			if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) {
				SetMoveState(PEDMOVE_RUN);
				return;
			}
		}
		if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) {
			SetMoveState(PEDMOVE_WALK);
			return;
		}
		if (distSqr > 1.44f) {
			SetMoveState(PEDMOVE_WALK);
			return;
		}

		for (int i = 0; i < m_numNearPeds; i++) {
			if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) {
				SetMoveState(PEDMOVE_STILL);
				return;
			}
		}

		SetMoveState(PEDMOVE_WALK);
	}
}

bool
CPed::IsPedDoingDriveByShooting(void)
{
	if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
		if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
			return true;
	}
	return false;
}

bool
CPed::IsPedShootable(void)
{
	return m_nPedState <= PED_STATES_NO_ST;
}

bool
CPed::IsRoomToBeCarJacked(void)
{
	if (!m_pMyVehicle)
		return false;

	CVector offset;
	if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) {
		offset = vecPedDraggedOutCarAnimOffset;
	} else {
		offset = vecPedQuickDraggedOutCarAnimOffset;
	}

	offset.z = 0.0f;
	if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) {
		return true;
	}

	return false;
}

void
CPed::KillPedWithCar(CVehicle *car, float impulse)
{
	CVehicleModelInfo *vehModel;
	CColModel *vehColModel;
	uint8 damageDir;
	PedNode nodeToDamage;
	eWeaponType killMethod;

	if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
		if (!this->m_pCollidingEntity || car->m_status == STATUS_PLAYER)
			this->m_pCollidingEntity = car;
		return;
	}

	if (m_nPedState == PED_DEAD)
		return;

	if (m_pCurSurface) {
		if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer()))
			return;
	}

	CVector distVec = GetPosition() - car->GetPosition();

	if ((impulse > 12.0f || car->m_modelIndex == MI_TRAIN) && !IsPlayer()) {
		nodeToDamage = PED_TORSO;
		killMethod = WEAPONTYPE_RAMMEDBYCAR;
		uint8 randVal = CGeneral::GetRandomNumber() & 3;

		if (car == FindPlayerVehicle()) {
			float carSpeed = car->m_vecMoveSpeed.Magnitude();
			uint8 shakeFreq;
			if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) {
				shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f;
			} else {
				shakeFreq = 250.0f;
			}
			CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
		}
		bIsStanding = false;
		damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed);
		vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->m_modelIndex);
		vehColModel = vehModel->GetColModel();
		float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());

		if (car->m_modelIndex == MI_TRAIN) {
			killMethod = WEAPONTYPE_RUNOVERBYCAR;
			nodeToDamage = PED_HEAD;
			m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
			m_vecMoveSpeed.z = 0.0f;
			if (damageDir == 1 || damageDir == 3)
				damageDir = 2;
			if (CGame::nastyGame)
				DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);

		// Car doesn't look to us
		} else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){

			if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) {

				// We're at the right of the car
				if (carRightAndDistDotProd <= 0.0f)
					nodeToDamage = PED_UPPERARML;
				else
					nodeToDamage = PED_UPPERARMR;

				if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) {
					killMethod = WEAPONTYPE_RUNOVERBYCAR;
					m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
					m_vecMoveSpeed.z = 0.0f;
					if (damageDir == 1 || damageDir == 3)
						damageDir = 2;
					if (CGame::nastyGame)
						DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);

				}
			} else {
				float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward());

				// carFrontAndDistDotProd <= 0.0 car looks to us
				if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) {
					killMethod = WEAPONTYPE_RUNOVERBYCAR;
					nodeToDamage = PED_HEAD;
					m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
					m_vecMoveSpeed.z = 0.0f;
					if (damageDir == 1 || damageDir == 3)
						damageDir = 2;

					if (CGame::nastyGame)
						DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);

				} else {
					nodeToDamage = PED_MID;
					float vehColMaxY = vehColModel->boundingBox.max.y;
					float vehColMinY = vehColModel->boundingBox.min.y;
					float vehColMaxZ = vehColModel->boundingBox.max.z;
					float carFrontZ = car->GetForward().z;
					float carHighestZ, carLength;

					if (carFrontZ < -0.2f) {
						// Highest point of car's back
						carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z;
						carLength = vehColMaxY - vehColMinY;

					} else if (carFrontZ > 0.1f) {
						// Highest point of car's front
						carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
						float highestZDist = carHighestZ - GetPosition().z;
						if (highestZDist > 0.0f) {
							GetPosition().z += 0.5f * highestZDist;
							carHighestZ += highestZDist * 0.25f;
						}
						carLength = vehColMaxY;

					} else {
						// Highest point of car's front
						carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
						carLength = vehColMaxY;
					}

					float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude());

					// TODO: What are we doing down here?
					float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ;

					// After this point, distVec isn't distVec anymore.
					distVec = car->m_vecMoveSpeed;
					distVec.Normalise();
					distVec *= 0.2 * unknown;

					if (damageDir != 1 && damageDir != 3)
						distVec.z += unknown;
					else
						distVec.z += 1.5f * unknown;

					m_vecMoveSpeed = distVec;
					damageDir += 2;
					if (damageDir > 3)
						damageDir = damageDir - 4;

					if (car->m_vehType == VEHICLE_TYPE_CAR) {
						CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision();

						if (bonnet) {
							if (CGeneral::GetRandomNumber() & 1) {
								bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f));
							} else {
								bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f));
							}
							CVector forceDir = car->GetUp() * 10.0f;
							bonnet->ApplyTurnForce(forceDir, car->GetForward());
						}
					}
				}
			}
		}

		if (car->pDriver) {
			CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000);
#ifdef TOGGLEABLE_BETA_FEATURES
			if (bMakePedsRunToPhonesToReportCrimes)
				m_ped_flagI40 = true;
#endif
		}

		ePedPieceTypes pieceToDamage;
		switch (nodeToDamage) {
			case PED_HEAD:
				pieceToDamage = PEDPIECE_HEAD;
				break;
			case PED_UPPERARML:
				pieceToDamage = PEDPIECE_LEFTARM;
				break;
			case PED_UPPERARMR:
				pieceToDamage = PEDPIECE_RIGHTARM;
				break;
			default:
				pieceToDamage = PEDPIECE_MID;
				break;
		}
		CPed::InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);

		if (DyingOrDead()
			&& bIsPedDieAnimPlaying && !m_pCollidingEntity) {
			m_pCollidingEntity = car;
		}
		if (nodeToDamage == PED_MID)
			bKnockedUpIntoAir = true;
		else
			bKnockedUpIntoAir = false;

		distVec.Normalise();

#ifdef VC_PED_PORTS
		distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
#endif
		car->ApplyMoveForce(distVec * -100.0f);
		Say(SOUND_PED_DEFEND);

	} else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f
		|| impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) {

		bIsStanding = false;
		uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed);
		float damage;
		if (IsPlayer() && car->m_modelIndex == MI_TRAIN)
			damage = 150.0f;
		else
			damage = 30.0f;
	
		CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
		CPed::SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);

		if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
			&& !m_pCollidingEntity
			&& (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {

			m_pCollidingEntity = car;
		}

		bKnockedUpIntoAir = false;
		if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
			m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
		}
		m_vecMoveSpeed.z = 0.0f;
		distVec.Normalise();
#ifdef VC_PED_PORTS
		distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
#endif
		car->ApplyMoveForce(distVec * -60.0f);
		Say(SOUND_PED_DEFEND);
	}

#ifdef VC_PED_PORTS
	// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
	if (IsGangMember()) {
		CPed *driver = car->pDriver;
		if (driver && driver->IsPlayer()
#ifdef FIX_BUGS
			&& (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
#endif
			) {
			RegisterThreatWithGangPeds(driver);
		}
	}
#endif
}

void
CPed::Look(void)
{
	// UNUSED: This is a perfectly empty function.
}

bool
CPed::LookForInterestingNodes(void)
{
	CBaseModelInfo *model;
	CPtrNode *ptrNode;
	CVector effectPos;
	CVector effectDist;
	C2dEffect *effect;
	CMatrix *objMat;

	if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) {
		return false;
	}
	bool found = false;
	uint8 randVal = CGeneral::GetRandomNumber() % 256;

	int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
	if (minX < 0) minX = 0;
	int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
	if (minY < 0) minY = 0;
	int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
#ifdef FIX_BUGS
	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif

	int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
#ifdef FIX_BUGS
	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif

	for (int curY = minY; curY <= maxY && !found; curY++) {
		for (int curX = minX; curX <= maxX && !found; curX++) {
			CSector *sector = CWorld::GetSector(curX, curY);

			for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
				CVehicle *veh = (CVehicle*)ptrNode->item;
				model = veh->GetModelInfo();
				if (model->m_num2dEffects != 0) {
					for (int e = 0; e < model->m_num2dEffects; e++) {
						effect = model->Get2dEffect(e);
						if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
							objMat = &veh->GetMatrix();
							effectPos = veh->GetMatrix() * effect->pos;
							effectDist = effectPos - GetPosition();
							if (effectDist.MagnitudeSqr() < sq(8.0f)) {
								found = true;
								break;
							}
						}
					}
				}
			}
			for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
				CObject *obj = (CObject*)ptrNode->item;
				model = CModelInfo::GetModelInfo(obj->m_modelIndex);
				if (model->m_num2dEffects != 0) {
					for (int e = 0; e < model->m_num2dEffects; e++) {
						effect = model->Get2dEffect(e);
						if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
							objMat = &obj->GetMatrix();
							effectPos = obj->GetMatrix() * effect->pos;
							effectDist = effectPos - GetPosition();
							if (effectDist.MagnitudeSqr() < sq(8.0f)) {
								found = true;
								break;
							}
						}
					}
				}
			}
			for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
				CBuilding *building = (CBuilding*)ptrNode->item;
				model = CModelInfo::GetModelInfo(building->m_modelIndex);
				if (model->m_num2dEffects != 0) {
					for (int e = 0; e < model->m_num2dEffects; e++) {
						effect = model->Get2dEffect(e);
						if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
							objMat = &building->GetMatrix();
							effectPos = building->GetMatrix() * effect->pos;
							effectDist = effectPos - GetPosition();
							if (effectDist.MagnitudeSqr() < sq(8.0f)) {
								found = true;
								break;
							}
						}
					}
				}
			}
			for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
				CBuilding *building = (CBuilding*)ptrNode->item;
				model = CModelInfo::GetModelInfo(building->m_modelIndex);
				if (model->m_num2dEffects != 0) {
					for (int e = 0; e < model->m_num2dEffects; e++) {
						effect = model->Get2dEffect(e);
						if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
							objMat = &building->GetMatrix();
							effectPos = building->GetMatrix() * effect->pos;
							effectDist = effectPos - GetPosition();
							if (effectDist.MagnitudeSqr() < sq(8.0f)) {
								found = true;
								break;
							}
						}
					}
				}
			}
		}
	}

	if (!found)
		return false;

	CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir);
	float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f);
	randVal = CGeneral::GetRandomNumber() % 256;
	if (randVal <= m_randomSeed % 256) {
		m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
		SetLookFlag(angleToFace, true);
		SetLookTimer(1000);
		return false;
	}

	switch (effect->attractor.flags) {
		case ATTRACTORFLAG_ICECREAM:
			SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace);
			break;
		case ATTRACTORFLAG_STARE:
			SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(effectPos), 1.0f,
								CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
								angleToFace);
			break;
		default:
			return true;
	}
	return true;
}

void
CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
{
	if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR)
		return;

	SetStoredState();
	bFindNewNodeAfterStateRestore = false;
	m_nPedState = PED_INVESTIGATE;
	m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
	m_eventType = event;
	m_eventOrThreat = pos;
	m_distanceToCountSeekDone = distanceToCountDone;
	m_fAngleToEvent = angle;

	if (m_eventType >= EVENT_ICECREAM)
		m_lookTimer = 0;
	else
		CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f);

}

void
CPed::LookForSexyCars(void)
{
	CEntity *vehicles[8];
	CVehicle *veh;
	int foundVehId = 0;
	int bestPriceYet = 0;
	int16 lastVehicle;

	if (!IsPedInControl() && m_nPedState != PED_DRIVING)
		return;

	if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
		CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);

		for (int vehId = 0; vehId < lastVehicle; vehId++) {
			veh = (CVehicle*)vehicles[vehId];
			if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) {
				foundVehId = vehId;
				bestPriceYet = veh->pHandling->nMonetaryValue;
			}
		}
		if (lastVehicle > 0 && bestPriceYet > 40000)
			SetLookFlag(vehicles[foundVehId], false);

		m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
	}
}

void
CPed::LookForSexyPeds(void)
{
	if ((!IsPedInControl() && m_nPedState != PED_DRIVING)
		|| m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE)
		return;

	for (int i = 0; i < m_numNearPeds; i++) {
		if (CanSeeEntity(m_nearPeds[i])) {
			if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) {
				CPed *nearPed = m_nearPeds[i];
				if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness)
					&& nearPed->m_nPedType == PEDTYPE_CIVFEMALE) {

					SetLookFlag(nearPed, true);
					m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
					Say(SOUND_PED_CHAT_SEXY);
					return;
				}
			}
		}
	}
	m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
} 

void
CPed::MakeTyresMuddySectorList(CPtrList &list)
{
	for (CPtrNode *node = list.first; node; node = node->next) {
		CVehicle *veh = (CVehicle*)node->item;
		if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) {
			veh->m_scanCode = CWorld::GetCurrentScanCode();

			if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) {

				if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f
					&& veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) {

					for(int wheel = 0; wheel < 4; wheel++) {

						if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel]
							&& ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) {

							CColModel *vehCol = veh->GetModelInfo()->GetColModel();
							CVector approxWheelOffset;
							switch (wheel) {
								case 0:
									approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
									break;
								case 1:
									approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
									break;
								case 2:
									approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
									break;
								case 3:
									approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
									break;
								default:
									break;
							}

							// I hope so
							CVector wheelPos = veh->GetMatrix() * approxWheelOffset;
							if (Abs(wheelPos.z - GetPosition().z) < 2.0f) {

								if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) {
									if (CGame::nastyGame) {
										((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true;
										DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f);
									}
									veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f));
									
									CVector vehAndWheelDist = wheelPos - veh->GetPosition();
									veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist);

									if (veh == FindPlayerVehicle()) {
										CPad::GetPad(0)->StartShake(300, 70);
									}
								}
							}
						}
					}
				}
			}
		}
	}
}

void
CPed::Mug(void)
{
	if (m_pSeekTarget && m_pSeekTarget->IsPed()) {

		if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) {
			if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f)
				m_wepSkills = 50;

			Say(SOUND_PED_MUGGING);
			((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED);
		} else {
			SetWanderPath(CGeneral::GetRandomNumber() & 7);
			SetFlee(m_pSeekTarget, 20000);
		}

	} else {
		SetIdle();
	}
}

void
CPed::MoveHeadToLook(void)
{
	CVector lookPos;

	if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
		ClearLookFlag();
	} else if (m_nPedState == PED_DRIVING) {
		m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
	}

	if (m_pLookTarget) {

		if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {

			CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU);
			if (fuckUAssoc) {

				float animTime = fuckUAssoc->currentTime;
				if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) {

					bool lookingToCop = false;
					if (m_pLookTarget->m_modelIndex == MI_POLICE
						|| m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) {

						lookingToCop = true;
					}

					if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) {
						AddWeaponModel(MI_FINGERS);
						((CPlayerPed*)this)->AnnoyPlayerPed(true);

					} else if ((CGeneral::GetRandomNumber() & 3) == 0) {
						AddWeaponModel(MI_FINGERS);
					}
				}
			}
		}

		if (m_pLookTarget->IsPed()) {
			((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
		} else {
			lookPos = m_pLookTarget->GetPosition();
		}

		if (!m_pedIK.LookAtPosition(lookPos)) {
			if (!bKeepTryingToLook) {
				ClearLookFlag();
			}
			return;
		}

		if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
			return;

		if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
			return;

		bool notRocketLauncher = false;
		bool notTwoHanded = false;
		AnimationId animToPlay = NUM_ANIMS;

		if (!GetWeapon()->IsType2Handed())
			notTwoHanded = true;

		if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
			notRocketLauncher = true;

		if (IsPlayer() && notRocketLauncher) {

			if (m_pLookTarget->IsPed()) {

				if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) {

					// FIX: Unreachable and meaningless condition
#ifndef FIX_BUGS
					if (m_pedStats->m_temper < 47)
#endif
						animToPlay = ANIM_FIGHT_PPUNCH;
				} else {
					animToPlay = ANIM_FUCKU;
				}
			} else if (m_pedStats->m_temper > 49 || m_pLookTarget->m_modelIndex == MI_POLICE) {
				animToPlay = ANIM_FUCKU;
			}
		} else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) {
			animToPlay = ANIM_FUCKU;
		}

		if (animToPlay != NUM_ANIMS) {
			CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);

			if (newAssoc) {
				newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
				newAssoc->flags |= ASSOC_DELETEFADEDOUT;
				if (newAssoc->animId == ANIM_FUCKU)
					newAssoc->SetDeleteCallback(FinishFuckUCB, this);
			}
		}
		bShakeFist = false;
		return;
	}

	if (999999.0f == m_fLookDirection) {
		ClearLookFlag();
		return;
	}

	if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
		if (!bKeepTryingToLook) {
			ClearLookFlag();
			return;
		}
	}
}

void
FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
			ped->RemoveWeaponModel(0);
}

void
CPed::Pause(void)
{
	m_moved = CVector2D(0.0f, 0.0f);
	if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer)
		ClearPause();
}

void
CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	CVehicle *veh = ped->m_pMyVehicle;
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	if (!ped->IsNotInWreckedVehicle())
		return;

	if (!ped->EnteringCar()) {
		ped->QuitEnteringCar();
		return;
	}
	if (ped->m_fHealth == 0.0f) {
		ped->QuitEnteringCar();
		return;
	}
	bool itsVan = !!veh->bIsVan;
	bool itsBus = !!veh->bIsBus;
#ifdef FIX_BUGS
	bool itsLow = !!veh->bLowVehicle;
#endif
	eDoors enterDoor;
	AnimationId enterAnim;

	switch (ped->m_vehEnterType) {
		case CAR_DOOR_RF:
			itsVan = false;
			enterDoor = DOOR_FRONT_RIGHT;
			break;
		case CAR_DOOR_RR:
			enterDoor = DOOR_REAR_RIGHT;
			break;
		case CAR_DOOR_LF:
			itsVan = false;
			enterDoor = DOOR_FRONT_LEFT;
			break;
		case CAR_DOOR_LR:
			enterDoor = DOOR_REAR_LEFT;
			break;
		default:
			break;
	}

	if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) {

		veh->AutoPilot.m_nCruiseSpeed = 0;
		if (ped->m_nPedState == PED_CARJACK) {
			ped->PedAnimDoorOpenCB(nil, ped);
			return;
		}
		if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
			if (itsVan) {
				enterAnim = ANIM_VAN_GETIN;
			} else if (itsBus) {
				enterAnim = ANIM_COACH_IN_R;
#ifdef FIX_BUGS
			} else if (itsLow) {
				enterAnim = ANIM_CAR_GETIN_LOW_RHS;
#endif
			} else {
				enterAnim = ANIM_CAR_GETIN_RHS;
			}
		} else if (itsVan) {
			enterAnim = ANIM_VAN_GETIN_L;
		} else if (itsBus) {
			enterAnim = ANIM_COACH_IN_L;
#ifdef FIX_BUGS
		} else if (itsLow) {
			enterAnim = ANIM_CAR_GETIN_LOW_LHS;
#endif
		} else {
			enterAnim = ANIM_CAR_GETIN_LHS;
		}
		ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim);
		ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);

	} else if (veh->CanPedOpenLocks(ped)) {

		veh->AutoPilot.m_nCruiseSpeed = 0;
		if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
			if (itsVan) {
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN);
			} else if (itsBus) {
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R);
			} else {
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS);
			}
		} else if (itsVan) {
			ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L);
		} else if (itsBus) {
			ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L);
		} else {

			if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) {

				if (!veh->bLowVehicle
					&& veh->pDriver->CharCreatedBy != MISSION_CHAR
					&& veh->pDriver->m_nPedState == PED_DRIVING) {

					ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_QJACK);
					ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
					veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true);

					if (veh->pDriver->IsGangMember())
						veh->pDriver->RegisterThreatWithGangPeds(ped);
					return;
				}
			}
			ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_LHS);
		}
		ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);

	} else {
		if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT)
			ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_RHS);
		else
			ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_LHS);

		ped->bCancelEnteringCar = true;
		ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
	}
}

void
CPed::ProcessControl(void)
{
	CColPoint foundCol;
	CEntity *foundEnt = nil;

	if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
		return;

	int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
	if (!bFadeOut) {
		if (alpha < 255) {
			alpha += 16;
			if (alpha > 255)
				alpha = 255;
		}
	} else {
		alpha -= 8;
		if (alpha < 0)
			alpha = 0;
	}

	CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha);
	bIsShooting = false;
	BuildPedLists();
	bIsInWater = false;
	ProcessBuoyancy();

	if (m_nPedState != PED_ARRESTED) {
		if (m_nPedState == PED_DEAD) {
			DeadPedMakesTyresBloody();
#ifndef VC_PED_PORTS
			if (CGame::nastyGame) {
#else
			if (CGame::nastyGame && !bIsInWater) {
#endif
				uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
				float timeDependentDist;
				if (remainingBloodyFpTime >= 2000) {
					if (remainingBloodyFpTime <= 7000)
						timeDependentDist = (remainingBloodyFpTime - 2000) / 5000.0f * 0.75f;
					else
						timeDependentDist = 0.75f;
				} else {
					timeDependentDist = 0.0f;
				}

				for (int i = 0; i < m_numNearPeds; ++i) {
					CPed *nearPed = m_nearPeds[i];
					if (!nearPed->DyingOrDead()) {
						CVector dist = nearPed->GetPosition() - GetPosition();
						if (dist.MagnitudeSqr() < sq(timeDependentDist)) {
							nearPed->m_bloodyFootprintCountOrDeathTime = 200;
							nearPed->bDoBloodyFootprints = true;
							if (nearPed->IsPlayer()) {
								if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) {
									int16 camMode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
									if (camMode != CCam::MODE_SNIPER
										&& camMode != CCam::MODE_ROCKETLAUNCHER
										&& camMode != CCam::MODE_M16_1STPERSON
										&& camMode != CCam::MODE_1STPERSON
										&& camMode != CCam::MODE_HELICANNON_1STPERSON
										&& !TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn()) {

										nearPed->SetLookFlag(this, true);
										nearPed->SetLookTimer(500);
									}
								}
							}
						}
					}
				}

				if (remainingBloodyFpTime > 2000) {
					CVector bloodPos = GetPosition();
					if (remainingBloodyFpTime - 2000 >= 5000) {
						if (!m_deadBleeding) {
							CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
								0.75f, 0.0f, 0.0f, -0.75f, 255, 255, 0, 0, 4.0f, 40000, 1.0f);
							m_deadBleeding = true;
						}
					} else {
						CShadows::StoreStaticShadow(
							(uintptr)this + 17, SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
							(remainingBloodyFpTime - 2000) / 5000.0f * 0.75f, 0.0f,
							0.0f, (remainingBloodyFpTime - 2000) / 5000.0f * -0.75f,
							255, 255, 0, 0, 4.0f, 1.0f, 40.0f, false, 0.0f);
					}
				}
			}
			if (ServiceTalkingWhenDead())
				ServiceTalking();

#ifdef VC_PED_PORTS
			if (bIsInWater) {
				bIsStanding = false;
				m_ped_flagA2 = false;
				CPhysical::ProcessControl();
			}
#endif
			return;
		}

		m_ped_flagA2 = false;
		if (bIsStanding) {
			if (!CWorld::bForceProcessControl) {
				if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->bIsInSafePosition) {
					bWasPostponed = true;
					return;
				}
			}
		}

		if (!IsPedInControl() || m_nWaitState != WAITSTATE_FALSE || 0.01f * CTimer::GetTimeStep() <= m_fDistanceTravelled
			|| (m_nStoredMoveState != PEDMOVE_WALK && m_nStoredMoveState != PEDMOVE_RUN && m_nStoredMoveState != PEDMOVE_SPRINT))
			m_panicCounter = 0;
		else if (m_panicCounter < 50)
			++m_panicCounter;

		if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding)
			SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);

		bCollidedWithMyVehicle = false;

		CEntity *collidingEnt = m_pDamageEntity;
#ifndef VC_PED_PORTS
		if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
#else
		if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
#endif
			bHitSomethingLastFrame = false;
			if (m_nPedStateTimer <= 500 && bIsInTheAir) {
				if (m_nPedStateTimer)
					m_nPedStateTimer--;
			} else if (m_nPedStateTimer < 1001) {
				m_nPedStateTimer = 0;
			}
		} else {
			if (m_panicCounter == 50 && IsPedInControl()) {
				SetWaitState(WAITSTATE_STUCK, nil);
				// Leftover
				/*
				if (m_nPedType < PEDTYPE_COP) {

				} else {

				}
				*/
#ifndef VC_PED_PORTS
			} else {
#else
			} else if (collidingEnt) {
#endif
				switch (collidingEnt->m_type)
				{
				case ENTITY_TYPE_BUILDING:
				case ENTITY_TYPE_OBJECT:
				{
					CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex);
					CColModel *collidingCol = collidingModel->GetColModel();
					if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_CHANGE_THEN_SMASH
						|| collidingCol->boundingBox.max.x < 3.0f
						&& collidingCol->boundingBox.max.y < 3.0f) {

						if (!IsPlayer()) {
							SetDirectionToWalkAroundObject(collidingEnt);
							break;
						}
					}
					if (IsPlayer()) {
						bHitSomethingLastFrame = true;
						break;
					}

					float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints(
						GetPosition().x,
						GetPosition().y,
						m_vecDamageNormal.x + GetPosition().x,
						m_vecDamageNormal.y + GetPosition().y);

					float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit);

					if (neededTurn > PI)
						neededTurn = TWOPI - neededTurn;

					float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest);

#ifdef VC_PED_PORTS
					if (m_nPedState == PED_FOLLOW_PATH) {
						if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) {
							SetJump();

							// Moved break into here, for compatibility with III
							break;
						}
						// break;
					}
#endif
					if (m_pedInObjective &&
						(m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) {

						if (m_pedInObjective->IsPlayer()
							&& (neededTurn < DEGTORAD(20.0f) || m_panicCounter > 10)) {
							if (CanPedJumpThis(collidingEnt)) {
								SetJump();
							} else if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
								SetWaitState(WAITSTATE_LOOK_ABOUT, nil);
							} else {
								SetWaitState(WAITSTATE_PLAYANIM_TAXI, nil);
								m_headingRate = 0.0f;
								SetLookFlag(m_pedInObjective, true);
								SetLookTimer(3000);
								Say(SOUND_PED_TAXI_CALL);
							}
						} else {
							m_pLookTarget = m_pedInObjective;
							m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
							TurnBody();
						}
					} else {
						if (m_nPedType != PEDTYPE_COP && neededTurn < DEGTORAD(15.0f) && m_nWaitState == WAITSTATE_FALSE) {
							if ((m_nStoredMoveState == PEDMOVE_RUN || m_nStoredMoveState == PEDMOVE_SPRINT) && m_vecDamageNormal.z < 0.3f) {
								CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
								if (!runAssoc)
									runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);

								if (runAssoc && runAssoc->blendAmount > 0.9f && runAssoc->IsRunning()) {
									SetWaitState(WAITSTATE_HITWALL, nil);
								}
							}
						}
						if (m_nPedState == PED_FLEE_POS) {
							CVector2D fleePos = collidingEnt->GetPosition();
							uint32 oldFleeTimer = m_fleeTimer;
							SetFlee(fleePos, 5000);
							if (oldFleeTimer != m_fleeTimer)
								m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;

						} else {
							if (m_nPedState == PED_FLEE_ENTITY && (neededTurn < DEGTORAD(25.0f) || m_panicCounter > 10)) {
								m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
								m_collidingEntityWhileFleeing = collidingEnt;
								m_collidingEntityWhileFleeing->RegisterReference((CEntity **) &m_collidingEntityWhileFleeing);

								uint8 currentDir = floorf((PI + m_fRotationCur) / DEGTORAD(45.0f));
								uint8 nextDir;
								ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, currentDir, &nextDir);

							} else {
								if (neededTurn < DEGTORAD(60.0f)) {
									CVector posToHead = m_vecDamageNormal * 4.0f;
									posToHead.z = 0.0f;
									posToHead += GetPosition();
									int closestNodeId = ThePaths.FindNodeClosestToCoors(posToHead, PATH_PED,
										999999.9f, false, false);
									float angleToFace;

									if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
										if (m_nPedState != PED_SEEK_POS && m_nPedState != PED_SEEK_CAR) {
											if (m_nPedState == PED_WANDER_PATH) {
												m_pNextPathNode = &ThePaths.m_pathNodes[closestNodeId];
												angleToFace = CGeneral::GetRadianAngleBetweenPoints(
													m_pNextPathNode->pos.x, m_pNextPathNode->pos.y,
													GetPosition().x, GetPosition().y);
											} else {
												if (ThePaths.m_pathNodes[closestNodeId].pos.x == 0.0f
													|| ThePaths.m_pathNodes[closestNodeId].pos.y == 0.0f) {
													posToHead = (3.0f * m_vecDamageNormal) + GetPosition();
													posToHead.x += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
													posToHead.y += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
												} else {
													posToHead.x = ThePaths.m_pathNodes[closestNodeId].pos.x;
													posToHead.y = ThePaths.m_pathNodes[closestNodeId].pos.y;
												}
												angleToFace = CGeneral::GetRadianAngleBetweenPoints(
													posToHead.x, posToHead.y,
													GetPosition().x, GetPosition().y);

												if (m_nPedState != PED_FOLLOW_PATH)
													m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
											}
										} else {
											angleToFace = CGeneral::GetRadianAngleBetweenPoints(
												ThePaths.m_pathNodes[closestNodeId].pos.x,
												ThePaths.m_pathNodes[closestNodeId].pos.y,
												GetPosition().x,
												GetPosition().y);

											CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].pos - GetPosition();
											CVector2D distToSeekPos = m_vecSeekPos - GetPosition();

											if (DotProduct2D(distToNode, distToSeekPos) < 0.0f) {
												m_fRotationCur = m_fRotationDest;
												break;
											}
										}
									} else {
										float angleToFaceAwayDamage = CGeneral::GetRadianAngleBetweenPoints(
											m_vecDamageNormal.x,
											m_vecDamageNormal.y,
											0.0f,
											0.0f);

										if (angleToFaceAwayDamage < m_fRotationCur)
											angleToFaceAwayDamage += TWOPI;

										float neededTurn = angleToFaceAwayDamage - m_fRotationCur;

										if (neededTurn <= PI) {
											angleToFace = 0.5f * neededTurn + m_fRotationCur;
											m_fRotationCur += DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
										} else {
											angleToFace = m_fRotationCur - (TWOPI - neededTurn) * 0.5f;
											m_fRotationCur -= DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
										}

										m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
										if (m_nPedType == PEDTYPE_COP) {
											if (m_pedInObjective) {
												float angleToLookCriminal = CGeneral::GetRadianAngleBetweenPoints(
													m_pedInObjective->GetPosition().x,
													m_pedInObjective->GetPosition().y,
													GetPosition().x,
													GetPosition().y);

												angleToLookCriminal = CGeneral::LimitRadianAngle(angleToLookCriminal);
												angleToFace = CGeneral::LimitRadianAngle(angleToFace);

												if (angleToLookCriminal < angleToFace)
													angleToLookCriminal += TWOPI;

												float neededTurnToCriminal = angleToLookCriminal - angleToFace;

												if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) {
													((CCopPed*)this)->m_bStopAndShootDisabledZone = true;
												}
											}
										}
									}
									m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);

									if (m_fRotationCur - PI > m_fRotationDest) {
										m_fRotationDest += TWOPI;
									} else if (PI + m_fRotationCur < m_fRotationDest) {
										m_fRotationDest -= TWOPI;
									}

									if (oldDestRot == m_fRotationDest && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
										m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
										m_fRotationDest += HALFPI;
									}
								}
							}
						}
					}

					if (m_nPedState != PED_WANDER_PATH && m_nPedState != PED_FLEE_ENTITY)
						m_pNextPathNode = nil;

					bHitSomethingLastFrame = true;
					break;
				}
				case ENTITY_TYPE_VEHICLE:
				{
					CVehicle* collidingVeh = ((CVehicle*)collidingEnt);
					float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();

					if (collidingVeh == m_pMyVehicle)
						bCollidedWithMyVehicle = true;
#ifdef VC_PED_PORTS
					float oldHealth = m_fHealth;
					bool playerSufferSound = false;

					if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
						if (IsPedInControl()
							&& (!IsPlayer()
								|| m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT
								|| m_objective == OBJECTIVE_RUN_TO_AREA
								|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {

							if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
								if (!bVehEnterDoorIsBlocked) {
									if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {

										// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
										SetDirectionToWalkAroundObject(collidingVeh);
										CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
									} else {
										if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
											|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {

											// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
											SetDirectionToWalkAroundObject(collidingVeh);
											CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;

										} else if (m_fleeFrom != collidingVeh) {
											SetFlee(collidingVeh, 4000);
											bUsePedNodeSeek = false;
											SetMoveState(PEDMOVE_WALK);
										}
									}
								}
							} else {
								float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest);
								if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) {
									SetJump();
								}
							}
						} else if (IsPlayer() && !bIsInTheAir) {

							if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
								&& !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) {

								((CPlayerPed*)this)->AnnoyPlayerPed(false);
								SetLookFlag(collidingVeh, true);
								SetLookTimer(1300);

								eWeaponType weaponType = GetWeapon()->m_eWeaponType;
								if (weaponType == WEAPONTYPE_UNARMED
									|| weaponType == WEAPONTYPE_BASEBALLBAT
									|| weaponType == WEAPONTYPE_COLT45
									|| weaponType == WEAPONTYPE_UZI) {
									bShakeFist = true;
								}
							} else {
								SetLookFlag(collidingVeh, true);
								SetLookTimer(500);
							}
						}
					} else {
						float adjustedImpulse = m_fDamageImpulse;
						if (IsPlayer()) {
							if (bIsStanding) {
								float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal);
								if (forwardVecAndDamageDirDotProd < 0.0f) {
									adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse;
									if (adjustedImpulse < 0.0f)
										adjustedImpulse = 0.0f;
								}
							}
						}
						if (m_fMass / 20.0f < adjustedImpulse)
							DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse);

						if (IsPlayer()) {
							if (adjustedImpulse > 20.0f)
								adjustedImpulse = 20.0f;

							if (adjustedImpulse > 5.0f) {
								if (adjustedImpulse <= 13.0f)
									playerSufferSound = true;
								else
									Say(SOUND_PED_DAMAGE);
							}

							CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
							CVector colMinVec = collidingCol->boundingBox.min;
							CVector colMaxVec = collidingCol->boundingBox.max;

							CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();

							// TLVC = To look vehicle center

							float angleToVehFront = collidingVeh->GetForward().Heading();
							float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
							angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);

							// I don't know why do we use that
							float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);

							CVector vehDist = GetPosition() - collidingVeh->GetPosition();
							vehDist.Normalise();

							float vehRightVecAndSpeedDotProd;

							if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
								if (angleDiffFromLookingFrontTLVC <= 0.0f) {
									vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);

									// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
									if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {

										// Car's right faces towards us and isn't coming directly to us
										if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
											&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
											SetEvasiveStep(collidingVeh, 1);
										}
									}
								} else {
									vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);

									if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
										if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
											&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
											SetEvasiveStep(collidingVeh, 1);
										}
									}
								}
							} else {
								vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
							}

							if (vehRightVecAndSpeedDotProd <= 0.1f) {
								if (m_nPedState != PED_FIGHT) {
									SetLookFlag(collidingVeh, true);
									SetLookTimer(700);
								}
							} else {
								bIsStanding = false;
								CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
								int dir = GetLocalDirection(collidingEntMoveDir);
								SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);

								float damage;
								if (collidingVeh->m_modelIndex == MI_TRAIN) {
									damage = 50.0f;
								} else {
									damage = 20.0f;
								}

								InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
								Say(SOUND_PED_DAMAGE);
							}
						} else {
							KillPedWithCar(collidingVeh, m_fDamageImpulse);
						}
						
						/* VC specific
						if (m_pCollidingEntity != collidingEnt)
							bPushedAlongByCar = true;
						*/
					}
					if (m_fHealth < oldHealth && playerSufferSound)
						Say(SOUND_PED_HIT);
#else
					if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
						if (!IsPedInControl()
							|| IsPlayer()
							&& m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT
							&& m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
							&& m_objective != OBJECTIVE_RUN_TO_AREA) {

							if (IsPlayer() && !bIsInTheAir) {

								if (IsPedInControl()
									&& ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
									&& !bIsLooking
									&& CTimer::GetTimeInMilliseconds() > m_lookTimer
									&& collidingVeh->pDriver) {

									((CPlayerPed*)this)->AnnoyPlayerPed(false);
									SetLookFlag(collidingVeh, true);
									SetLookTimer(1300);

									eWeaponType weaponType = GetWeapon()->m_eWeaponType;
									if (weaponType == WEAPONTYPE_UNARMED
										|| weaponType == WEAPONTYPE_BASEBALLBAT
										|| weaponType == WEAPONTYPE_COLT45
										|| weaponType == WEAPONTYPE_UZI) {
										bShakeFist = true;
									}
								} else {
									SetLookFlag(collidingVeh, true);
									SetLookTimer(500);
								}
							}

						} else if (!bVehEnterDoorIsBlocked) {
							if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {

								SetDirectionToWalkAroundObject(collidingVeh);

							} else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
								|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {

								CPed::SetDirectionToWalkAroundObject(collidingVeh);
								CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;

							} else if (m_fleeFrom != collidingVeh) {
								SetFlee(collidingVeh, 4000);
								bUsePedNodeSeek = false;
								SetMoveState(PEDMOVE_WALK);
							}
						}
					} else {
						DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
						if (IsPlayer()) {
							CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
							CVector colMinVec = collidingCol->boundingBox.min;
							CVector colMaxVec = collidingCol->boundingBox.max;

							CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();

							// TLVC = To look vehicle center

							float angleToVehFront = collidingVeh->GetForward().Heading();
							float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
							angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);

							// I don't know why do we use that
							float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);

							CVector vehDist = GetPosition() - collidingVeh->GetPosition();
							vehDist.Normalise();

							float vehRightVecAndSpeedDotProd;

							if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
								if (angleDiffFromLookingFrontTLVC <= 0.0f) {
									vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);

									// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
									if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {

										// Car's right faces towards us and isn't coming directly to us
										if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
											&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
											SetEvasiveStep(collidingVeh, 1);
										}
									}
								} else {
									vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);

									if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
										if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
											&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
											SetEvasiveStep(collidingVeh, 1);
										}
									}
								}
							} else {
								vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
							}

							if (vehRightVecAndSpeedDotProd <= 0.1f) {
								if (m_nPedState != PED_FIGHT) {
									SetLookFlag(collidingVeh, true);
									SetLookTimer(700);
								}
							} else {
								bIsStanding = false;
								CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
								int dir = GetLocalDirection(collidingEntMoveDir);
								SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
								CPed *driver = collidingVeh->pDriver;

								float damage;
								if (driver && driver->IsPlayer()) {
									damage = vehRightVecAndSpeedDotProd * 1000.0f;
								} else if (collidingVeh->m_modelIndex == MI_TRAIN) {
									damage = 50.0f;
								} else {
									damage = 20.0f;
								}

								InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
								Say(SOUND_PED_DAMAGE);
							}
						} else {
							KillPedWithCar(collidingVeh, m_fDamageImpulse);
						}
					}
#endif
					break;
				}
				case ENTITY_TYPE_PED:
				{
					CollideWithPed((CPed*)collidingEnt);
					if (((CPed*)collidingEnt)->IsPlayer()) {
						CPlayerPed *player = ((CPlayerPed*)collidingEnt);
						Say(SOUND_PED_CHAT);
						if (m_nMoveState > PEDMOVE_STILL && player->IsPedInControl()) {
							if (player->m_fMoveSpeed < 1.0f) {
								if (!player->bIsLooking) {
									if (CTimer::GetTimeInMilliseconds() > player->m_lookTimer) {
										player->AnnoyPlayerPed(false);
										player->SetLookFlag(this, true);
										player->SetLookTimer(1300);
										eWeaponType weapon = player->GetWeapon()->m_eWeaponType;
										if (weapon == WEAPONTYPE_UNARMED
											|| weapon == WEAPONTYPE_BASEBALLBAT
											|| weapon == WEAPONTYPE_COLT45
											|| weapon == WEAPONTYPE_UZI) {
											player->bShakeFist = true;
										}
									}
								}
							}
						}
					}
					break;
				}
				default:
					break;
				}
			}
			CVector forceDir;
			if (!bIsInTheAir && m_nPedState != PED_JUMP
#ifdef VC_PED_PORTS
				&& m_fDamageImpulse > 0.0f
#endif
				) {

				forceDir = m_vecDamageNormal;
				forceDir.z = 0.0f;
				if (!bIsStanding) {
					forceDir *= 4.0f;
				} else {
					forceDir *= 0.5f;
				}

				ApplyMoveForce(forceDir);
			}
			if ((bIsInTheAir && !DyingOrDead())
#ifdef VC_PED_PORTS
				|| (!bIsStanding && !m_ped_flagA2 && m_nPedState == PED_FALL)
#endif		
			) {
				if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) {
					forceDir = GetPosition() - m_vecHitLastPos;
				} else {
					m_nPedStateTimer = 0;
					m_vecHitLastPos = GetPosition();
					forceDir = CVector(0.0f, 0.0f, 0.0f);
				}

				CVector offsetToCheck;
				m_nPedStateTimer++;

				float adjustedTs = Max(CTimer::GetTimeStep(), 0.01f);

				CPad *pad0 = CPad::GetPad(0);
				if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr())
					&& (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) {

					if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING
						&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
						offsetToCheck.x = -forceDir.y;
#ifdef VC_PED_PORTS
						offsetToCheck.z = 1.0f;
#else
						offsetToCheck.z = 0.0f;
#endif
						offsetToCheck.y = forceDir.x;
						offsetToCheck.Normalise();

						CVector posToCheck = GetPosition() + offsetToCheck;

						// These are either obstacle or ground to land, I don't know which one.
						float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
						CColPoint obstacleForFlying, obstacleForFlyingOtherDir;

						// Check is there any room for being knocked up in reverse direction of force
						if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, nil)) {
							obstacleForFlyingZ = obstacleForFlying.point.z;
						} else {
							obstacleForFlyingZ = 500.0f;
						}
						
						posToCheck = GetPosition() - offsetToCheck;

						// Now check for direction of force this time
						if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, nil)) {
							obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
						} else {
							obstacleForFlyingOtherDirZ = 501.0f;
						}
#ifdef VC_PED_PORTS
						uint8 flyDir = 0;
						float feetZ = GetPosition().z - FEET_OFFSET;
						if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
							if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
								flyDir = 2;
						} else {
							flyDir = 1;
						}

						if (flyDir != 0 && !bSomeVCflag1) {
							GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
							GetPosition().z += FEET_OFFSET;
							GetMatrix().UpdateRW();
							SetLanding();
							bIsStanding = true;
						}
#endif
						if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
							offsetToCheck *= -1.0f;
						}
						offsetToCheck.z = 1.0f;
						forceDir = 4.0f * offsetToCheck;
						forceDir.z = 4.0f;
						ApplyMoveForce(forceDir);

						GetPosition() += 0.25f * offsetToCheck;

						m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f);
						m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
						m_fRotationDest = m_fRotationCur;
						SetHeading(m_fRotationCur);

						if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) {
							CPed::SetFall(1000, ANIM_KO_SKID_BACK, true);
						}
						bIsInTheAir = false;
					} else if (m_vecDamageNormal.z > 0.4f) {
#ifndef VC_PED_PORTS
						forceDir = m_vecDamageNormal;
						forceDir.z = 0.0f;
						forceDir.Normalise();
						ApplyMoveForce(2.0f * forceDir);
#else
						if (m_nPedState == PED_JUMP) {
							if (m_nWaitTimer <= 2000) {
								if (m_nWaitTimer < 1000)
									m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f;
							} else {
								m_nWaitTimer = 0;
							}
						}
						forceDir = m_vecDamageNormal;
						forceDir.z = 0.0f;
						forceDir.Normalise();
						if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) {
							ApplyMoveForce(2.0f * forceDir);
						} else {
							ApplyMoveForce(-4.0f * forceDir);
						}
#endif
					}
				} else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) {
					if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) {
						int16 padWalkX = pad0->GetPedWalkLeftRight();
						int16 padWalkY = pad0->GetPedWalkUpDown();
						if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
							m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
							m_fRotationDest -= TheCamera.Orientation;
							m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
							m_fRotationCur = m_fRotationDest;
							SetHeading(m_fRotationCur);
						}
						SetJump();
						m_nPedStateTimer = 0;
						m_vecHitLastPos = GetPosition();

						// Why? forceDir is unused after this point.
						forceDir = CVector(0.0f, 0.0f, 0.0f);
					} else if (IsPlayer()) {
						int16 padWalkX = pad0->GetPedWalkLeftRight();
						int16 padWalkY = pad0->GetPedWalkUpDown();
						if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
							m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
							m_fRotationDest -= TheCamera.Orientation;
							m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
							m_fRotationCur = m_fRotationDest;
							SetHeading(m_fRotationCur);
						}
						CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);

						if (!jumpAssoc)
							jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE);

						if (jumpAssoc) {
							jumpAssoc->blendDelta = -3.0f;
							jumpAssoc->flags |= ASSOC_DELETEFADEDOUT;
						}
						if (m_nPedState == PED_JUMP)
							m_nPedState = PED_IDLE;
					} else {
						CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);

						if (!jumpAssoc)
							jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE);

						if (jumpAssoc) {
							jumpAssoc->blendDelta = -3.0f;
							jumpAssoc->flags |= ASSOC_DELETEFADEDOUT;
						}
					}
				} else {
					offsetToCheck = GetPosition();
					offsetToCheck.z += 0.5f;

					if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
#ifdef VC_PED_PORTS
						if (!bSomeVCflag1 || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
							GetPosition().z = FEET_OFFSET + foundCol.point.z;
							GetMatrix().UpdateRW();
							if (bSomeVCflag1)
								bSomeVCflag1 = false;
						}
#else
						GetPosition().z = FEET_OFFSET + foundCol.point.z;
						GetMatrix().UpdateRW();
#endif
						SetLanding();
						bIsStanding = true;
					}
				}
			} else if (m_nPedStateTimer < 1001) {
				m_nPedStateTimer = 0;
			}
		}

		if (bIsDucking)
			Duck();

		if (bStartWanderPathOnFoot) {
			if (IsPedInControl()) {
				ClearAll();
				SetWanderPath(m_nPathDir);
				bStartWanderPathOnFoot = false;
			} else if (m_nPedState == PED_DRIVING) {
				bWanderPathAfterExitingCar = true;
				SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
			}
		}

		if (!bIsStanding && m_vecMoveSpeed.z > 0.25f) {
			float airResistance = Pow(0.95f, CTimer::GetTimeStep());

			m_vecMoveSpeed *= airResistance;
		}
#ifdef VC_PED_PORTS
		if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f
			|| (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL)
			|| m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f
			|| m_nPedState == PED_JUMP
			|| bIsInTheAir
			|| m_pCurrentPhysSurface) {

			CPhysical::ProcessControl();
		} else {
			bHasContacted = false;
			bIsInSafePosition = false;
			bWasPostponed = false;
			bHasHitWall = false;
			m_nCollisionRecords = 0;
			bHasCollided = false;
			m_nDamagePieceType = 0;
			m_fDamageImpulse = 0.0f;
			m_pDamageEntity = nil;
			m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
			m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
		}
#else
		CPhysical::ProcessControl();
#endif
		if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
			if (m_nPedState != PED_DEAD) {
				CalculateNewVelocity();
				CalculateNewOrientation();
			}
			UpdatePosition();
			PlayFootSteps();
			if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
				SetInTheAir();
#ifdef VC_PED_PORTS
				bSomeVCflag1 = false;
#endif
			}
#ifdef VC_PED_PORTS
			if (bSomeVCflag1) {
				CVector posToCheck = GetPosition();
				posToCheck.z += 0.9f;
				if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
					bSomeVCflag1 = false;
			}
#endif
			ProcessObjective();
			if (!bIsAimingGun) {
				if (bIsRestoringGun)
					RestoreGunPosition();
			} else {
				AimGun();
			}

			if (bIsLooking) {
				MoveHeadToLook();
			} else if (bIsRestoringLook) {
				RestoreHeadPosition();
			}

			if (bIsInTheAir)
				InTheAir();

			if (bUpdateAnimHeading) {
				if (m_nPedState != PED_GETUP && m_nPedState != PED_FALL) {
					m_fRotationCur -= HALFPI;
					m_fRotationDest = m_fRotationCur;
					bUpdateAnimHeading = false;
				}
			}

			if (m_nWaitState != WAITSTATE_FALSE)
				Wait();

			if (m_nPedState != PED_IDLE) {
				CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
				if(idleAssoc) {
					idleAssoc->blendDelta = -8.0f;
					idleAssoc->flags |= ASSOC_DELETEFADEDOUT;
				}
			}

			switch (m_nPedState) {
				case PED_IDLE:
					Idle();
					break;
				case PED_LOOK_ENTITY:
				case PED_LOOK_HEADING:
					Look();
					break;
				case PED_WANDER_RANGE:
					WanderRange();
					CheckAroundForPossibleCollisions();
					break;
				case PED_WANDER_PATH:
					WanderPath();
					break;
				case PED_SEEK_POS:
				case PED_SEEK_ENTITY:
				case PED_PURSUE:
				case PED_SNIPER_MODE:
				case PED_ROCKET_ODE:
				case PED_DUMMY:
				case PED_FACE_PHONE:
				case PED_MAKE_CALL:
				case PED_MUG:
				case PED_AI_CONTROL:
				case PED_FOLLOW_ROUTE:
				case PED_CPR:
				case PED_SOLICIT:
				case PED_BUY_ICECREAM:
				case PED_STEP_AWAY:
				case PED_UNKNOWN:
				case PED_STATES_NO_AI:
				case PED_JUMP:
				case PED_STAGGER:
				case PED_DIVE_AWAY:
				case PED_STATES_NO_ST:
				case PED_ARREST_PLAYER:
				case PED_PASSENGER:
				case PED_TAXI_PASSENGER:
				case PED_OPEN_DOOR:
				case PED_DEAD:
				case PED_DRAG_FROM_CAR:
				case PED_EXIT_CAR:
				case PED_STEAL_CAR:
					break;
				case PED_ENTER_CAR:
				case PED_CARJACK:
				{
#ifdef CANCELLABLE_CAR_ENTER
					if (!IsPlayer() || !m_pVehicleAnim)
						break;

					CPad *pad = CPad::GetPad(0);

					if (pad->ArePlayerControlsDisabled())
						break;

					int vehAnim = m_pVehicleAnim->animId;

					int16 padWalkX = pad->GetPedWalkLeftRight();
					int16 padWalkY = pad->GetPedWalkUpDown();
					if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
						if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
							vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
							bCancelEnteringCar = true;
						} else if (vehAnim == ANIM_CAR_QJACK) {
							if (m_pVehicleAnim->GetTimeLeft() > 0.69f && m_pVehicleAnim->GetTimeLeft() < 0.72f) {
								QuitEnteringCar();
								RestorePreviousObjective();
							}
						}
					}
#endif
					break;
				}
				case PED_FLEE_POS:
					ms_vec2DFleePosition.x = m_fleeFromPosX;
					ms_vec2DFleePosition.y = m_fleeFromPosY;
					Flee();
					break;
				case PED_FLEE_ENTITY:
					if (!m_fleeFrom) {
						SetIdle();
						break;
					}

					if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
						break;

					ms_vec2DFleePosition = m_fleeFrom->GetPosition();
					Flee();
					break;
				case PED_FOLLOW_PATH:
					CPed::FollowPath();
					break;
				case PED_PAUSE:
					CPed::Pause();
					break;
				case PED_ATTACK:
					CPed::Attack();
					break;
				case PED_FIGHT:
					CPed::Fight();
					break;
				case PED_CHAT:
					CPed::Chat();
					break;
				case PED_AIM_GUN:
					if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
						((CPed*)m_pPointGunAt)->ReactToPointGun(this);
					}
					PointGunAt();
					break;
				case PED_SEEK_CAR:
					SeekCar();
					break;
				case PED_SEEK_IN_BOAT:
					SeekBoatPosition();
					break;
				case PED_INVESTIGATE:
					InvestigateEvent();
					break;
				case PED_ON_FIRE:
					if (IsPlayer())
						break;

					if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) {
						if (m_fleeFrom) {
							ms_vec2DFleePosition = m_fleeFrom->GetPosition();
						} else {
							ms_vec2DFleePosition.x = m_fleeFromPosX;
							ms_vec2DFleePosition.y = m_fleeFromPosY;
						}
						Flee();
					} else {
						if (m_pFire)
							m_pFire->Extinguish();
					}
					break;
				case PED_FALL:
					Fall();
					break;
				case PED_GETUP:
					SetGetUp();
					break;
				case PED_ENTER_TRAIN:
					EnterTrain();
					break;
				case PED_EXIT_TRAIN:
					ExitTrain();
					break;
				case PED_DRIVING:
				{
					if (!m_pMyVehicle) {
						bInVehicle = false;
						FlagToDestroyWhenNextProcessed();
						return;
					}

					if (m_pMyVehicle->pDriver != this || m_pMyVehicle->IsBoat()) {
						LookForSexyPeds();
						LookForSexyCars();
						break;
					}

					if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE || !m_pMyVehicle->pDriver->IsPlayer()) {
						break;
					}

					CPad* pad = CPad::GetPad(0);

#ifdef CAR_AIRBREAK
					if (!pad->ArePlayerControlsDisabled()) {
						if (pad->GetHorn()) {
							float c = Cos(m_fRotationCur);
							float s = Sin(m_fRotationCur);
							m_pMyVehicle->GetRight() = CVector(1.0f, 0.0f, 0.0f);
							m_pMyVehicle->GetForward() = CVector(0.0f, 1.0f, 0.0f);
							m_pMyVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
							if (pad->GetAccelerate()) {
								m_pMyVehicle->ApplyMoveForce(GetForward() * 30.0f);
							} else if (pad->GetBrake()) {
								m_pMyVehicle->ApplyMoveForce(-GetForward() * 30.0f);
							} else {
								int16 lr = pad->GetSteeringLeftRight();
								if (lr < 0) {
									//m_pMyVehicle->ApplyTurnForce(20.0f * -GetRight(), GetForward());
									m_pMyVehicle->ApplyMoveForce(-GetRight() * 30.0f);
								} else if (lr > 0) {
									m_pMyVehicle->ApplyMoveForce(GetRight() * 30.0f);
								} else {
									m_pMyVehicle->ApplyMoveForce(0.0f, 0.0f, 50.0f);
								}
							}
						}
					}
#endif
					float steerAngle = m_pMyVehicle->m_fSteerAngle;
					CAnimBlendAssociation *lDriveAssoc;
					CAnimBlendAssociation *rDriveAssoc;
					CAnimBlendAssociation *lbAssoc;
					CAnimBlendAssociation *sitAssoc;
					if (m_pMyVehicle->bLowVehicle) {
						sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT);

						if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
							break;
						}

						lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
						lbAssoc = nil;
						rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
					} else {
						sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT);

						if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
							break;
						}

						lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
						rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
						lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);

						if (lbAssoc &&
							TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON
							&& TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_LEFT) {
							lbAssoc->blendDelta = -1000.0f;
						}
					}

					CAnimBlendAssociation *driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);

					if (!driveByAssoc)
						driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);

					if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc) {
						if (steerAngle == 0.0f || driveByAssoc) {
							if (lDriveAssoc)
								lDriveAssoc->blendAmount = 0.0f;
							if (rDriveAssoc)
								rDriveAssoc->blendAmount = 0.0f;

						} else if (steerAngle <= 0.0f) {
							if (lDriveAssoc)
								lDriveAssoc->blendAmount = 0.0f;

							if (rDriveAssoc)
								rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
							else if (m_pMyVehicle->bLowVehicle)
								CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_R);
							else
								CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_R);

						} else {
							if (rDriveAssoc)
								rDriveAssoc->blendAmount = 0.0f;

							if (lDriveAssoc)
								lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
							else if (m_pMyVehicle->bLowVehicle)
								CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_L);
							else
								CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_L);
						}

						if (lbAssoc)
							lbAssoc->blendDelta = -4.0f;
					} else {

						if ((TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON
							|| TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking != LOOKING_LEFT)
							&& (!lbAssoc || lbAssoc->blendAmount < 1.0f)) {
							CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LB, 4.0f);
						}
					}
					break;
				}
				case PED_DIE:
					Die();
					break;
				case PED_HANDS_UP:
					if (m_pedStats->m_temper <= 50) {
						if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSCOWER)) {
							CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER);
							Say(SOUND_PED_HANDS_COWER);
						}
					} else if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP)) {
						CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP);
						Say(SOUND_PED_HANDS_UP);
					}
					break;
			}
			SetMoveAnim();
			if (bPedIsBleeding) {
				if (CGame::nastyGame) {
					if (!(CTimer::GetFrameCounter() & 3)) {
						CVector cameraDist = GetPosition() - TheCamera.GetPosition();
						if (cameraDist.MagnitudeSqr() < sq(50.0f)) {

							float length = (CGeneral::GetRandomNumber() & 127) * 0.0015f + 0.15f;
							CVector bloodPos(
								((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f,
								((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f,
								1.0f);
							bloodPos += GetPosition();

							CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, length, 0.0f,
								0.0f, -length, 255, 255, 0, 0, 4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f);
						}
					}
				}
			}
			ServiceTalking();
			if (bInVehicle && !m_pMyVehicle)
				bInVehicle = false;
#ifndef VC_PED_PORTS
			m_pCurrentPhysSurface = nil;
#endif
		} else {
			if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer())
				|| bIsInWater || !bUsesCollision) {
				SetDead();
			}
			m_pCurrentPhysSurface = nil;
		}
	}
}

void
CPed::SetInTheAir(void)
{
	if (bIsInTheAir)
		return;

	bIsInTheAir = true;
	CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_GLIDE, 4.0f);

	if (m_nPedState == PED_ATTACK) {
		ClearAttack();
		ClearPointGunAt();
	} else if (m_nPedState == PED_FIGHT) {
		EndFight(ENDFIGHT_FAST);
	}

}

void
CPed::RestoreHeadPosition(void)
{
	if (m_pedIK.RestoreLookAt()) {
		bIsRestoringLook = false;
	}
}

void
CPed::PointGunAt(void)
{
	CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
	CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
	if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f)
		weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);

	if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) {
		weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart);
		weaponAssoc->flags &= ~ASSOC_RUNNING;

		if (weaponInfo->m_bCanAimWithArm)
			m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
		else
			m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
	}
}

void
CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle);
	
	if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
		return;

	if (ped->EnteringCar()) {
		bool isLow = !!veh->bLowVehicle;

		if (!veh->bIsBus)
			veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_CLOSEDOOR_LHS, 1.0f);

		eDoors door;
		switch (ped->m_vehEnterType) {
			case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break;
			case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break;
			case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break;
			case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break;
			default: assert(0);
		}

		if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SMASHED)
			veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK);

		if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) {
			PedSetInCarCB(nil, ped);
		} else if (ped->m_vehEnterType == CAR_DOOR_RF
				&& (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF ||
					(veh->pDriver != nil && 
						(veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE
#ifdef VC_PED_PORTS
							&& veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
							|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {

			if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
#ifdef VC_PED_PORTS
				|| ped->m_nPedState == PED_CARJACK
#endif
				)
				veh->bIsBeingCarJacked = false;

			ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
			PedSetInCarCB(nil, ped);

			ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
			if (!ped->IsPlayer())
				ped->bFleeAfterExitingCar = true;

			ped->bUsePedNodeSeek = true;
			ped->m_pNextPathNode = nil;

		} else {
			if (animAssoc)
				animAssoc->blendDelta = -1000.0f;

			if (isLow)
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSHUFFLE_RHS);
			else
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SHUFFLE_RHS);

			ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped);
		}
	} else {
#ifdef VC_PED_PORTS
		if (ped->m_nPedState != PED_DRIVING)
#endif
			ped->QuitEnteringCar();
	}
}

void
CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle);

	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	if (veh->bLowVehicle) {
		veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR_LOW, 1.0f);
	} else {
		veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, 1.0f);
	}

	veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF;

	if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING)
		veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK);
}

void
CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	CVehicle* veh = ped->m_pMyVehicle;

	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	if (!ped->IsNotInWreckedVehicle())
		return;

	if (!ped->EnteringCar()) {
		ped->QuitEnteringCar();
		return;
	}

	eDoors door;
	CPed *pedInSeat = nil;
	switch (ped->m_vehEnterType) {
		case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break;
		case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break;
		case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break;
		case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break;
		default: assert(0);
	}

	if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) {
		ped->QuitEnteringCar();
		return;
	}

	bool isVan = veh->bIsVan;
	bool isBus = veh->bIsBus;
	bool isLow = veh->bLowVehicle;
	bool vehUpsideDown = veh->IsUpsideDown();
	if (ped->bCancelEnteringCar) {
		if (ped->IsPlayer()) {
			if (veh->pDriver) {
				if (veh->pDriver->m_nPedType == PEDTYPE_COP) {
					FindPlayerPed()->SetWantedLevelNoDrop(1);
				}
			}
		}
#ifdef CANCELLABLE_CAR_ENTER
		if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) {
			((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
		}
#endif
		ped->QuitEnteringCar();
		ped->RestorePreviousObjective();
		ped->bCancelEnteringCar = false;
		return;
	}
	if (!veh->IsDoorMissing(door) && veh->IsCar()) {
		((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
	}

	if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) {
		ped->QuitEnteringCar();
		if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR)
			ped->SetFall(1000, ANIM_KO_SPIN_R, false);
		else
			ped->SetFall(1000, ANIM_KO_SPIN_L, false);
		
		return;
	}
	veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_OPEN_LHS, 1.0f);

	if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_RF)
		isVan = false;

	if (ped->m_nPedState != PED_CARJACK || isBus) {
		AnimationId animToPlay;
		if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {

			if (isVan) {
				animToPlay = ANIM_VAN_GETIN;
			} else if (isBus) {
				animToPlay = ANIM_COACH_IN_R;
			} else if (isLow) {
				animToPlay = ANIM_CAR_GETIN_LOW_RHS;
			} else {
				animToPlay = ANIM_CAR_GETIN_RHS;
			}
		} else if (isVan) {
			animToPlay = ANIM_VAN_GETIN_L;
		} else if (isBus) {
			animToPlay = ANIM_COACH_IN_L;
		} else if (isLow) {
			animToPlay = ANIM_CAR_GETIN_LOW_LHS;
		} else {
			animToPlay = ANIM_CAR_GETIN_LHS;
		}
		ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
		ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
	} else {
		CPed *pedToDragOut = nil;
		switch (ped->m_vehEnterType) {
			case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break;
			case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break;
			case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break;
			case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break;
			default: assert(0);
		}

		if (vehUpsideDown) {
			ped->QuitEnteringCar();
			if (ped->m_nPedType == PEDTYPE_COP)
				((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
		}

		if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
			if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) {
				if (pedToDragOut->m_nPedState != PED_DRIVING) {
					ped->QuitEnteringCar();
					pedToDragOut = nil;
				} else {
					if (isLow)
						ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_RHS);
					else
						ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_RHS);

					ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
				}
			} else if (ped->m_nPedType == PEDTYPE_COP) {
				ped->QuitEnteringCar();
				if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) {
					veh->m_status = STATUS_PLAYER_DISABLED;
					((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
				} else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) {
					((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING);
				}
			} else {
				// BUG: Probably we will sit on top of the passenger if his m_ped_flagF4 is true.
				if (isLow)
					ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
				else
					ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);

				ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
			}
		} else {
			if (pedToDragOut) {
				if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) {

					// BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC.
					ped->QuitEnteringCar();
					pedToDragOut = nil;
				} else {
					if (isLow)
						ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_LHS);
					else
						ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LHS);
					
					ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
				}
			} else {
				if (isLow)
					ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
				else
					ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);

				ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
			}
		}

		if (pedToDragOut) {
			pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, false);
			if (pedToDragOut->IsGangMember())
				pedToDragOut->RegisterThreatWithGangPeds(ped);
		}
	}

	if (veh->pDriver && ped) {
		veh->pDriver->SetLookFlag(ped, true);
		veh->pDriver->SetLookTimer(1000);
	}
	return;
}

void
CPed::SetJump(void)
{
	if (!bInVehicle &&
#ifdef VC_PED_PORTS
		m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
#endif
		(m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
		SetStoredState();
		m_nPedState = PED_JUMP;
		CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
		jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
		m_fRotationDest = m_fRotationCur;
	}
}

bool
CPed::ServiceTalkingWhenDead(void)
{
	return m_queuedSound == SOUND_PED_DEATH;
}

void
CPed::RemoveInCarAnims(void)
{
	if (!IsPlayer())
		return;

	CAnimBlendAssociation *animAssoc;

	if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) {
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
	} else {
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
		if (animAssoc)
			animAssoc->blendDelta = -1000.0f;
	}

#ifdef VC_PED_PORTS
	animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT);
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;
#endif

	animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;
}

void
CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*) arg;

	CVehicle *veh = ped->m_pMyVehicle;
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
		return;

	if (!ped->EnteringCar()) {
#ifdef VC_PED_PORTS
		if(ped->m_nPedState != PED_DRIVING)
#endif
			ped->QuitEnteringCar();
		return;
	}

	if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) {
		PedSetInCarCB(nil, ped);
		ped->m_nLastPedState = ped->m_nPedState;
		ped->m_nPedState = PED_ARRESTED;
		ped->bGonnaKillTheCarJacker = false;
		if (veh) {
			veh->m_nNumGettingIn = 0;
			veh->m_nGettingInFlags = 0;	
			veh->bIsHandbrakeOn = true;
			veh->m_status = STATUS_PLAYER_DISABLED;
		}
		return;
	}
	if (ped->IsPlayer() && ped->m_vehEnterType == CAR_DOOR_LF
		&& (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f)
		&& veh->IsCar()) {
		if (((CAutomobile*)veh)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) != DOOR_STATUS_MISSING)
			((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);

		PedSetInCarCB(nil, ped);
		return;
	}
	bool isVan = !!veh->bIsVan;
	bool isBus = !!veh->bIsBus;
	bool isLow = !!veh->bLowVehicle;
	eDoors enterDoor;
	switch (ped->m_vehEnterType) {
		case CAR_DOOR_RF:
			isVan = false;
			enterDoor = DOOR_FRONT_RIGHT;
			break;
		case CAR_DOOR_RR:
			enterDoor = DOOR_REAR_RIGHT;
			break;
		case CAR_DOOR_LF:
			isVan = false;
			enterDoor = DOOR_FRONT_LEFT;
			break;
		case CAR_DOOR_LR:
			enterDoor = DOOR_REAR_LEFT;
			break;
		default:
			break;
	}
	if (!veh->IsDoorMissing(enterDoor)) {
		if (veh->IsCar())
			((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING);
	}
	CPed *driver = veh->pDriver;
	if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
		if (veh->bIsBus) {
			driver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
			if (driver->IsPlayer()) {
				veh->bIsHandbrakeOn = true;
				veh->m_status = STATUS_PLAYER_DISABLED;
			}
			driver->bBusJacked = true;
			veh->bIsBeingCarJacked = false;
			PedSetInCarCB(nil, ped);
			if (ped->m_nPedType == PEDTYPE_COP
				|| ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT
				|| ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
				ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
			}
			ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400;
			return;
		}
		if (driver != ped && ped->m_vehEnterType != CAR_DOOR_LF) {
			if (!driver->IsPlayer()) {
				driver->bUsePedNodeSeek = true;
				driver->m_pLastPathNode = nil;
				if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear
					|| driver->CharCreatedBy == MISSION_CHAR
					|| veh->VehicleCreatedBy == MISSION_VEHICLE) {
					driver->bFleeAfterExitingCar = true;
				} else {
					driver->bGonnaKillTheCarJacker = true;
					veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped);

					if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) {
						FindPlayerPed()->SetWantedLevelNoDrop(1);
					}
				}
			}
			if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY)
				&& (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) {
				veh->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
				veh->pDriver->Say(SOUND_PED_CAR_JACKED);
#ifdef VC_PED_PORTS
				veh->pDriver->SetRadioStation();
#endif
			} else {
				ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
			}
		}
	}
	if (veh->IsDoorMissing(enterDoor) || isBus) {
		PedAnimDoorCloseCB(nil, ped);
	} else {
		AnimationId animToPlay;
		if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
			if (isVan) {
				animToPlay = ANIM_VAN_CLOSE;
			} else if (isLow) {
				animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS;
			} else {
				animToPlay = ANIM_CAR_CLOSEDOOR_RHS;
			}
		} else if (isVan) {
			animToPlay = ANIM_VAN_CLOSE_L;
		} else if (isLow) {
			animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS;
		} else {
			animToPlay = ANIM_CAR_CLOSEDOOR_LHS;
		}
		ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
		ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped);
	}
}

void
CPed::SetPedPositionInTrain(void)
{
	LineUpPedWithTrain();
}

void
CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	CVehicle* veh = ped->m_pMyVehicle;
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	if (ped->EnteringCar()) {
		if (!ped->IsNotInWreckedVehicle())
			return;

		bool isLow = !!veh->bLowVehicle;

		int padNo;
		if (ped->IsPlayer()) {

			// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
			switch (ped->m_nPedType) {
				case PEDTYPE_PLAYER1:
					padNo = 0;
					break;
				case PEDTYPE_PLAYER2:
					padNo = 1;
					break;
				case PEDTYPE_PLAYER3:
					padNo = 2;
					break;
				case PEDTYPE_PLAYER4:
					padNo = 3;
					break;
			}
			CPad *pad = CPad::GetPad(padNo);

			if (!pad->ArePlayerControlsDisabled()) {

				if (pad->GetTarget()
					|| pad->NewState.LeftStickX
					|| pad->NewState.LeftStickY
					|| pad->NewState.DPadUp
					|| pad->NewState.DPadDown
					|| pad->NewState.DPadLeft
					|| pad->NewState.DPadRight) {
					ped->QuitEnteringCar();
					ped->RestorePreviousObjective();
					return;
				}
			}
		}

		if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
			AnimationId animToPlay;
			if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
				if (isLow)
					animToPlay = ANIM_CAR_GETIN_LOW_RHS;
				else
					animToPlay = ANIM_CAR_GETIN_RHS;
			} else if (isLow) {
				animToPlay = ANIM_CAR_GETIN_LOW_LHS;
			} else {
				animToPlay = ANIM_CAR_GETIN_LHS;
			}
			ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
			ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
		} else {
			ped->QuitEnteringCar();
		}
	} else {
		ped->QuitEnteringCar();
	}
}

void
CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	CVehicle* veh = ped->m_pMyVehicle;
	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	if (!veh) {
		PedSetOutCarCB(nil, ped);
		return;
	}
#ifdef VC_PED_PORTS
	CVector posForZ = ped->GetPosition();
	CPedPlacement::FindZCoorForPed(&posForZ);
	if (ped->GetPosition().z - 0.5f > posForZ.z) {
		PedSetOutCarCB(nil, ped);
		return;
	}
#endif
	veh->m_nStaticFrames = 0;
	veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f);
	veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f);
	if (!veh->bIsBus)
		veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f);

	/* 
	// Duplicate and only in PC for some reason
	if (!veh) {
		PedSetOutCarCB(nil, ped);
		return;
	}
	*/
	eDoors door;
	switch (ped->m_vehEnterType) {
		case CAR_DOOR_RF:
			door = DOOR_FRONT_RIGHT;
			break;
		case CAR_DOOR_RR:
			door = DOOR_REAR_RIGHT;
			break;
		case CAR_DOOR_LF:
			door = DOOR_FRONT_LEFT;
			break;
		case CAR_DOOR_LR:
			door = DOOR_REAR_LEFT;
			break;
		default:
			break;
	}
	bool closeDoor = false;
	if (!veh->IsDoorMissing(door))
		closeDoor = true;

	int padNo;
	if (ped->IsPlayer()) {

		// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
		switch (ped->m_nPedType) {
			case PEDTYPE_PLAYER1:
				padNo = 0;
				break;
			case PEDTYPE_PLAYER2:
				padNo = 1;
				break;
			case PEDTYPE_PLAYER3:
				padNo = 2;
				break;
			case PEDTYPE_PLAYER4:
				padNo = 3;
				break;
		}
		CPad* pad = CPad::GetPad(padNo);
		bool engineIsIntact = false;
		if (veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225) {
			engineIsIntact = true;
		}
		if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS
			&& (pad->GetTarget()
				|| pad->NewState.LeftStickX
				|| pad->NewState.LeftStickY
				|| pad->NewState.DPadUp
				|| pad->NewState.DPadDown
				|| pad->NewState.DPadLeft
				|| pad->NewState.DPadRight)
			|| veh->bIsBus
			|| veh->m_pCarFire
			|| engineIsIntact) {
			closeDoor = false;
		}
	}

#ifdef VC_PED_PORTS
	if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
		closeDoor = false;
#endif

	if (!closeDoor) {
		if (!veh->IsDoorMissing(door) && !veh->bIsBus) {
			((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
		}
		PedSetOutCarCB(nil, ped);
		return;
	}

	if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
		// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
		if (!veh->IsDoorMissing(door))
			((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
	} else {
		switch (door) {
			case DOOR_FRONT_LEFT:
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS);
				break;
			case DOOR_FRONT_RIGHT:
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS);
				break;
			case DOOR_REAR_LEFT:
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS);
				break;
			case DOOR_REAR_RIGHT:
				ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS);
				break;
			default:
				break;
		}
	}

	if (ped->m_pVehicleAnim)
		ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped);
	return;
}

void
CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	if (!animAssoc) {
		ped->ClearLookFlag();
		if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
			return;

		ped->RestorePreviousState();
	} else if (animAssoc->animId == ANIM_EV_DIVE) {
		ped->bUpdateAnimHeading = true;
		ped->ClearLookFlag();
		if (ped->m_nPedState == PED_DIVE_AWAY)
		{
			ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1;
			ped->m_nPedState = PED_FALL;
		}
		animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
	} else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) {
		ped->ClearLookFlag();
		if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
			return;

		ped->RestorePreviousState();
	} else if (ped->m_nPedState != PED_ARRESTED) {
		animAssoc->flags |= ASSOC_DELETEFADEDOUT;
		if (animAssoc->blendDelta >= 0.0f)
			animAssoc->blendDelta = -4.0f;

		ped->ClearLookFlag();
		if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) {
			ped->RestorePreviousState();
		}
	}
}

void
CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	if (ped->m_nPedState == PED_GETUP)
		RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f);

	ped->bFallenDown = false;
	animAssoc->blendDelta = -1000.0f;
	if (ped->m_nPedState == PED_GETUP)
		ped->RestorePreviousState();

	if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY)
		ped->SetMoveState(PEDMOVE_STILL);
	else
		ped->SetMoveState(PEDMOVE_RUN);

	ped->SetMoveAnim();
	ped->bGetUpAnimStarted = false;
}

void
CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed* ped = (CPed*)arg;

	animAssoc->blendDelta = -1000.0f;
	ped->bIsLanding = false;

	if (ped->m_nPedState == PED_JUMP)
		ped->RestorePreviousState();
}

void
CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed *ped = (CPed*)arg;

	ped->bUsesCollision = true;
	ped->RestartNonPartialAnims();
	bool itsRearDoor = false;

	if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
		itsRearDoor = true;

	CMatrix pedMat(ped->GetMatrix());
	CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset));
	posAfterBeingDragged += ped->GetPosition();
#ifndef VC_PED_PORTS
	posAfterBeingDragged.z += 1.0f;
#endif
	CPedPlacement::FindZCoorForPed(&posAfterBeingDragged);
	ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	ped->GetPosition() = posAfterBeingDragged;

	if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedDraggedOutCarAnimOffset)) {
		ped->PositionPedOutOfCollision();
	}

	if (!ped->CanSetPedState())
		return;
	
	if (!ped->m_pMyVehicle) {
		ped->SetIdle();
		ped->SetGetUp();
		return;
	}

	CPed *driver = ped->m_pMyVehicle->pDriver;

	if (ped->IsPlayer()) {
		ped->SetIdle();

	} else if (ped->bFleeAfterExitingCar) {
		ped->bFleeAfterExitingCar = false;
		ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);

	} else if (ped->bWanderPathAfterExitingCar) {
		ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
		ped->bWanderPathAfterExitingCar = false;

	} else if (ped->bGonnaKillTheCarJacker) {
		// Kill objective is already set at this point.

		ped->bGonnaKillTheCarJacker = false;
		if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) {
			if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
				ped->m_nPedState = PED_NONE;
				ped->m_nLastPedState = PED_NONE;
				ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
			} else {
				ped->ClearObjective();
				ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
			}
		}

	} else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
		&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver
		&& driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) {

#ifndef VC_PED_PORTS
		if (CGeneral::GetRandomNumber() & 1)
			ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver);
		else
#endif
			ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);

	} else {
#ifdef VC_PED_PORTS
		if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
			&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !driver
			&& FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
			ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
		else
#endif
		{
			ped->m_nPedState = PED_NONE;
			ped->m_nLastPedState = PED_NONE;
			ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000);
		}
	}
	ped->SetGetUp();
}

void
CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	CVehicle *veh = ped->m_pMyVehicle;

	// Pointless code
	if (!veh)
		return;

#ifdef VC_PED_PORTS
	// Situation of entering car as a driver while there is already a driver exiting atm.
	CPed *driver = veh->pDriver;
	if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_VEHICLE
		&& (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {

		if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
			ped->QuitEnteringCar();
			return;
		}
		if (driver->CharCreatedBy == MISSION_CHAR) {
			PedSetOutCarCB(nil, veh->pDriver);
			if (driver->m_pMyVehicle) {
				driver->PositionPedOutOfCollision();
			} else {
				driver->m_pMyVehicle = veh;
				driver->PositionPedOutOfCollision();
				driver->m_pMyVehicle = nil;
			}
			veh->pDriver = nil;
		} else {
			driver->SetDead();
			driver->FlagToDestroyWhenNextProcessed();
			veh->pDriver = nil;
		}
	}
#endif

	if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
		return;

	ped->bInVehicle = true;
	if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
		if (veh->pDriver) {
			if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
				CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1000;
				CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000;
				CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000;
				CWorld::Players[CWorld::PlayerInFocus].m_pHooker = (CCivilianPed*)ped;
			}
		}
	}
	if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
#ifdef VC_PED_PORTS
		|| ped->m_nPedState == PED_CARJACK
#endif
		)
		veh->bIsBeingCarJacked = false;

	if (veh->m_nNumGettingIn)
		--veh->m_nNumGettingIn;

	if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive)
		((CPlayerPed*)ped)->ClearAdrenaline();

	if (veh->IsBoat()) {
		if (ped->IsPlayer()) {
#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
			CCarCtrl::RegisterVehicleOfInterest(veh);
#endif
			if (veh->m_status == STATUS_SIMPLE) {
				veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
				veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
			}
			veh->m_status = STATUS_PLAYER;
			AudioManager.PlayerJustGotInCar();
		}
		veh->SetDriver(ped);
		if (!veh->bEngineOn)
			veh->bEngineOn = true;

		ped->m_nPedState = PED_DRIVING;
		ped->StopNonPartialAnims();
		return;
	}

	if (ped->m_pVehicleAnim)
		ped->m_pVehicleAnim->blendDelta = -1000.0f;

	ped->bDoBloodyFootprints = false;
	if (veh->m_nAlarmState == -1)
		veh->m_nAlarmState = 15000;

	if (ped->IsPlayer()) {
		if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
			if (veh->m_status == STATUS_SIMPLE) {
				veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
				veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
			}
			veh->m_status = STATUS_PLAYER;
		}
		AudioManager.PlayerJustGotInCar();
	} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
		if (veh->m_status == STATUS_SIMPLE) {
			veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
			veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
		}
		veh->m_status = STATUS_PHYSICS;
	}
	
	if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
		for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) {
			CPed *passenger = veh->pPassengers[i];
			if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) {
				passenger->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
#ifdef VC_PED_PORTS
				passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
#endif
			}
		}
	}
	// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
#ifndef VC_PED_PORTS
	else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
		if (ped->m_nPedState == PED_CARJACK) {
			veh->AddPassenger(ped, 0);
			ped->m_nPedState = PED_DRIVING;
			ped->RestorePreviousObjective();
			ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
		} else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) {
			veh->AutoPilot.m_nCruiseSpeed = 17;
		}
	}
#endif

	if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) {
		veh->SetDriver(ped);
		if (veh->VehicleCreatedBy == PARKED_VEHICLE) {
			veh->VehicleCreatedBy = RANDOM_VEHICLE;
			++CCarCtrl::NumRandomCars;
			--CCarCtrl::NumParkedCars;
		}
		if (veh->bIsAmbulanceOnDuty) {
			veh->bIsAmbulanceOnDuty = false;
			--CCarCtrl::NumAmbulancesOnDuty;
		}
		if (veh->bIsFireTruckOnDuty) {
			veh->bIsFireTruckOnDuty = false;
			--CCarCtrl::NumFiretrucksOnDuty;
		}
		if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
			veh->ChangeLawEnforcerState(true);

		if (!veh->bEngineOn) {
			veh->bEngineOn = true;
			DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
		}
		if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR
			&& ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) {

			CCarCtrl::JoinCarWithRoadSystem(veh);
			veh->AutoPilot.m_nCarMission = MISSION_CRUISE;
			veh->AutoPilot.m_nTempAction = TEMPACT_NONE;
			veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
			veh->AutoPilot.m_nCruiseSpeed = 25;
		}
		ped->m_nPedState = PED_DRIVING;
		if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {

			if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
				ped->m_prevObjective = OBJECTIVE_NONE;

			ped->RestorePreviousObjective();
		}

	} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
		switch (ped->m_vehEnterType) {
			if (!veh->bIsBus) {
				case CAR_DOOR_RF:
					veh->AddPassenger(ped, 0);
					break;
				case CAR_DOOR_RR:
					veh->AddPassenger(ped, 2);
					break;
				case CAR_DOOR_LR:
					veh->AddPassenger(ped, 1);
					break;
			}
			default:
				veh->AddPassenger(ped);
				break;
		}
		ped->m_nPedState = PED_DRIVING;
		if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
			ped->m_prevObjective = OBJECTIVE_NONE;

		ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
		if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
			veh->AutoPilot.m_nCruiseSpeed = 17;
#endif
	}

	veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);

	if (veh->bIsBus && !veh->m_nGettingInFlags)
		((CAutomobile*)veh)->SetBusDoorTimer(1000, 1);

	switch (ped->m_objective) {
		case OBJECTIVE_KILL_CHAR_ON_FOOT:
		case OBJECTIVE_KILL_CHAR_ANY_MEANS:
		case OBJECTIVE_LEAVE_VEHICLE:
		case OBJECTIVE_FOLLOW_CAR_IN_CAR:
		case OBJECTIVE_GOTO_AREA_ANY_MEANS:
		case OBJECTIVE_GOTO_AREA_ON_FOOT:
		case OBJECTIVE_RUN_TO_AREA:
			break;
		default:
			ped->SetObjective(OBJECTIVE_NONE);
	}

	if (veh->pDriver == ped) {
		if (veh->bLowVehicle) {
			ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(),	ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
		} else {
			ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
		}
	} else if (veh->bLowVehicle) {
		ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f);
	} else {
		ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f);
	}
	
	ped->StopNonPartialAnims();
	if (veh->bIsBus)
		ped->bRenderPedInCar = false;

	// FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check.
#ifndef FIX_BUGS
	if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) {
#else
	if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) {
#endif
		CCarCtrl::RegisterVehicleOfInterest(veh);

		if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE)
			CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500);

		veh->bHasBeenOwnedByPlayer = true;
	}
	ped->bChangedSeat = true;
}

void
CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	CPed *ped = (CPed*)arg;
	CTrain *veh = (CTrain*)ped->m_pMyVehicle;

	if (!veh)
		return;

	ped->bInVehicle = true;
	ped->m_nPedState = PED_DRIVING;
	ped->RestorePreviousObjective();
	ped->SetMoveState(PEDMOVE_STILL);
	veh->AddPassenger(ped);
}

void
CPed::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
{
	/*
	CPed *ped = (CPed*)arg;

	if (ped->m_nPedState == PED_STAGGER)
		// nothing
	*/
}

// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB, but it's not true, someone made it up.
bool
CPed::RunToReportCrime(eCrimeType crimeToReport)
{
#ifdef TOGGLEABLE_BETA_FEATURES
	if (!bMakePedsRunToPhonesToReportCrimes)
		return false;

	if (bRunningToPhone)
		return true;
#else
	// They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it.
	if (m_nPedState == PED_SEEK_POS)
		return false;
#endif

	CVector pos = GetPosition();
	int phoneId = gPhoneInfo.FindNearestFreePhone(&pos);

	if (phoneId == -1)
		return false;

	CPhone *phone = &gPhoneInfo.m_aPhones[phoneId];
	if (phone->m_nState != PHONE_STATE_FREE)
		return false;

	bRunningToPhone = true;
	SetSeek(phone->m_pEntity->GetPosition() - phone->m_pEntity->GetForward(), 1.3f); // original: phone.m_vecPos, 0.3f
	SetMoveState(PEDMOVE_RUN);
	bIsRunning = true; // not there in original
	m_phoneId = phoneId;
	m_crimeToReportOnPhone = crimeToReport;
	return true;
}

void
CPed::RegisterThreatWithGangPeds(CEntity *attacker)
{
	CPed *attackerPed = nil;
	if (attacker) {
		if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
			if (attacker->IsPed()) {
				attackerPed = (CPed*)attacker;
			} else {
				if (!attacker->IsVehicle())
					return;

				attackerPed = ((CVehicle*)attacker)->pDriver;
				if (!attackerPed)
					return;
			}

			if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) {
				for (int i = 0; i < m_numNearPeds; ++i) {
					CPed *nearPed = m_nearPeds[i];
					if (nearPed->IsPointerValid()) {
						if (nearPed != this && nearPed->m_nPedType == m_nPedType)
							nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType);
					}
				}
			}
		}
	}

	if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) {
		if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->m_modelIndex != MI_TOYZ) {
			int16 lastVehicle;
			CEntity *vehicles[8];
			CWorld::FindObjectsInRange(GetPosition(), 30.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);

			if (lastVehicle > 8)
				lastVehicle = 8;

			for (int j = 0; j < lastVehicle; ++j) {
				CVehicle *nearVeh = (CVehicle*) vehicles[j];

				if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
					CPed *nearVehDriver = nearVeh->pDriver;

					if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {

						if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
							nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
							nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
							nearVeh->m_status = STATUS_PHYSICS;
							nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
							nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
						}
					}
				}
			}
		}
	}
}

void
CPed::ReactToPointGun(CEntity *entWithGun)
{
	CPed *pedWithGun = (CPed*)entWithGun;
	int waitTime;

	if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR)
		return;

	if (m_leader == pedWithGun)
		return;

	if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER ||
		(GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f)
		return;

	if (m_leader) {
		if (FindPlayerPed() == m_leader)
			return;

		ClearLeader();
	}
	if (m_pedStats->m_flags & STAT_GUN_PANIC
		&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
		&& m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) {

		waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
		SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime);
		Say(SOUND_PED_HANDS_COWER);
		m_pLookTarget = pedWithGun;
		m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
		SetMoveState(PEDMOVE_NONE);

	} else if (m_nPedType != pedWithGun->m_nPedType) {
		if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
			RegisterThreatWithGangPeds(pedWithGun);
		}

		if (m_nPedType == PEDTYPE_COP) {
			if (pedWithGun->IsPlayer()) {
				((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2);
			}
			if (bCrouchWhenShooting || bKindaStayInSamePlace) {
				SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
			}

		} else if (m_nPedType != PEDTYPE_COP
			&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
			&& (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun)
			&& m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {

			waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
			SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime);
			Say(SOUND_PED_HANDS_UP);
			m_pLookTarget = pedWithGun;
			m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
			SetMoveState(PEDMOVE_NONE);
			if (m_nPedState == PED_FLEE_ENTITY) {
				m_fleeFrom = pedWithGun;
				m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
			}

			if (FindPlayerPed() == pedWithGun && bRichFromMugging) {
				int money = CGeneral::GetRandomNumberInRange(100, 300);
				int pickupCount = money / 40 + 1;
				int moneyPerPickup = money / pickupCount;

				for (int i = 0; i < pickupCount; i++) {
					// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
					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));
					}
				}
				bRichFromMugging = false;
			}
		}
	}
}

void
CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	CVehicle *veh = ped->m_pMyVehicle;

	bool startedToRun = false;
	ped->bUsesCollision = true;
	ped->m_actionX = 0.0f;
	ped->m_actionY = 0.0f;
	ped->bVehExitWillBeInstant = false;
	if (veh && veh->IsBoat())
		ped->ApplyMoveSpeed();

	if (ped->m_objective == OBJECTIVE_LEAVE_VEHICLE)
		ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
	else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
		ped->m_fHealth = 0.0f;
		ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
	}
#endif

	ped->bInVehicle = false;
	if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) {
		ped->PositionPedOutOfCollision();
	}

	if (ped->m_nPedState == PED_EXIT_CAR) {
		if (ped->m_nPedType == PEDTYPE_COP)
			ped->SetIdle();
		else
			ped->RestorePreviousState();

		veh = ped->m_pMyVehicle;
		if (ped->bFleeAfterExitingCar && veh) {
			ped->bFleeAfterExitingCar = false;
			ped->SetFlee(veh->GetPosition(), 12000);
			ped->bUsePedNodeSeek = true;
			ped->m_pNextPathNode = nil;
			if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
				ped->SetMoveState(PEDMOVE_SPRINT);
				ped->Say(SOUND_PED_FLEE_SPRINT);
			} else {
				ped->SetMoveState(PEDMOVE_RUN);
				ped->Say(SOUND_PED_FLEE_RUN);
			}
			startedToRun = true;

			// This is not a good way to do this...
			ped->m_nLastPedState = PED_WANDER_PATH;

		} else if (ped->bWanderPathAfterExitingCar) {
			ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
			ped->bWanderPathAfterExitingCar = false;
			if (ped->m_nPedType == PEDTYPE_PROSTITUTE)
				ped->SetObjectiveTimer(30000);
			ped->m_nLastPedState = PED_NONE;

		} else if (ped->bGonnaKillTheCarJacker) {

			// Kill objective is already given at this point.
			ped->bGonnaKillTheCarJacker = false;
			if (ped->m_pedInObjective) {
				if (!(CGeneral::GetRandomNumber() & 1)
					&& ped->m_nPedType != PEDTYPE_COP
					&& (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) {
					ped->ClearObjective();
					ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
				}
				ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500;
			}
			int waitTime = 1500;
			ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime);
			ped->SetMoveState(PEDMOVE_RUN);
			startedToRun = true;
		} else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) {
			ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
		}
	}
#ifdef VC_PED_PORTS
	else {
		ped->m_nPedState = PED_IDLE;
	}
#endif

	if (animAssoc)
		animAssoc->blendDelta = -1000.0f;

	ped->RestartNonPartialAnims();
	ped->m_pVehicleAnim = nil;
	CVector posFromZ = ped->GetPosition();
	CPedPlacement::FindZCoorForPed(&posFromZ);
	ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	ped->GetPosition() = posFromZ;
	veh = ped->m_pMyVehicle;
	if (veh) {
		if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
			if (veh->pDriver) {
				if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
					CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0;
					CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0;
					CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
					CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100;
					if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0)
						CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0;
				}
			}
		}
		veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
		if (veh->pDriver == ped) {
			veh->RemoveDriver();
			veh->m_status = STATUS_ABANDONED;
			if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
				veh->m_nDoorLock = CARLOCK_UNLOCKED;
			if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
				veh->ChangeLawEnforcerState(false);
		} else {
			veh->RemovePassenger(ped);
		}

		if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
			float angleAfterExit;
			if (ped->m_vehEnterType == CAR_DOOR_LF) {
				angleAfterExit = HALFPI + veh->GetForward().Heading();
			} else {
				angleAfterExit = veh->GetForward().Heading() - HALFPI;
			}
			ped->SetHeading(angleAfterExit);
			ped->m_fRotationDest = angleAfterExit;
			ped->m_fRotationCur = angleAfterExit;
			if (!ped->bBusJacked)
				ped->SetMoveState(PEDMOVE_WALK);
		}
		if (CGarages::IsPointWithinAnyGarage(ped->GetPosition()))
			veh->bLightsOn = false;
	}

	if (ped->IsPlayer())
		AudioManager.PlayerJustLeftCar();

	ped->ReplaceWeaponWhenExitingVehicle();

	ped->bOnBoat = false;
	if (ped->bBusJacked) {
		ped->SetFall(1500, ANIM_KO_SKID_BACK, false);
		ped->bBusJacked = false;
	}
	ped->m_nStoredMoveState = PEDMOVE_NONE;
	if (!ped->IsPlayer()) {
		// It's a shame...
#ifdef FIX_BUGS
		int createdBy = ped->CharCreatedBy;
#else
		int createdBy = !ped->CharCreatedBy;
#endif

		if (createdBy == MISSION_CHAR && !startedToRun)
			ped->SetMoveState(PEDMOVE_WALK);
	}
}

// It was inlined in III but not in VC.
inline void
CPed::ReplaceWeaponWhenExitingVehicle(void)
{
	eWeaponType weaponType = GetWeapon()->m_eWeaponType;

	// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
	if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
		if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
			SetCurrentWeapon(m_storedWeapon);
			m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
		}
	} else {
		AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
	}
}

// Same, it's inlined in III.
inline void
CPed::RemoveWeaponWhenEnteringVehicle(void)
{
	if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
		if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
			m_storedWeapon = GetWeapon()->m_eWeaponType;
		SetCurrentWeapon(WEAPONTYPE_UZI);
	} else {
		CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
		RemoveWeaponModel(ourWeapon->m_nModelId);
	}
}

void
CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	CVehicle *veh = ped->m_pMyVehicle;

	if (ped->m_pVehicleAnim)
		ped->m_pVehicleAnim->blendDelta = -1000.0f;

	ped->bUsesCollision = true;
	ped->m_pVehicleAnim = nil;
	ped->bInVehicle = false;
	ped->m_nPedState = PED_IDLE;
	ped->RestorePreviousObjective();
	ped->SetMoveState(PEDMOVE_STILL);

	CMatrix pedMat(ped->GetMatrix());
	ped->m_fRotationCur = HALFPI + veh->GetForward().Heading();
	ped->m_fRotationDest = ped->m_fRotationCur;
	CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset);
	posAfterExit += ped->GetPosition();
	CPedPlacement::FindZCoorForPed(&posAfterExit);
	ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	ped->GetPosition() = posAfterExit;
	ped->SetHeading(ped->m_fRotationCur);
	veh->RemovePassenger(ped);
}

bool
CPed::PlacePedOnDryLand(void)
{
	float waterLevel = 0.0f;
	CEntity *foundEnt = nil;
	CColPoint foundCol;
	float foundColZ;

	CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);

	CVector potentialGround = GetPosition();
	potentialGround.z = waterLevel;

	if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
		return false;

	CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition();
	potentialGroundDist.z = 0.0f;
	potentialGroundDist.Normalise();

	CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
	posToCheck.z = 3.0f + waterLevel;

	if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
		foundColZ = foundCol.point.z;
		if (foundColZ >= waterLevel) {
			posToCheck.z = 0.8f + foundColZ;
			GetPosition() = posToCheck;
			bIsStanding = true;
			m_ped_flagA2 = true;
			return true;
		}
	}

	posToCheck = 5.0f * potentialGroundDist + GetPosition();
	posToCheck.z = 3.0f + waterLevel;

	if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil))
		return false;

	foundColZ = foundCol.point.z;
	if (foundColZ < waterLevel)
		return false;

	posToCheck.z = 0.8f + foundColZ;
	GetPosition() = posToCheck;
	bIsStanding = true;
	m_ped_flagA2 = true;
	return true;
}

void
CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
{
	CPed *ped = (CPed*)arg;

	CVehicle *veh = ped->m_pMyVehicle;

	CVector finalPos;
	CVector draggedOutOffset;
	CVector finalLocalPos;

	CMatrix pedMat(ped->GetMatrix());
	ped->bUsesCollision = true;
	ped->RestartNonPartialAnims();
	draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset;
	if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
		draggedOutOffset.x = -draggedOutOffset.x;

	finalLocalPos = Multiply3x3(pedMat, draggedOutOffset);
	finalPos = finalLocalPos + ped->GetPosition();
	CPedPlacement::FindZCoorForPed(&finalPos);
	ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	ped->GetPosition() = finalPos;

	if (veh) {
		ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI;
		ped->m_fRotationCur = ped->m_fRotationDest;
		ped->CalculateNewOrientation();

		if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset))
			ped->PositionPedOutOfCollision();
	}

	if (!ped->CanSetPedState())
		return;

	ped->SetIdle();
	if (veh) {
		if (ped->bFleeAfterExitingCar) {
			ped->bFleeAfterExitingCar = false;
			ped->SetFlee(veh->GetPosition(), 14000);

		} else if (ped->bWanderPathAfterExitingCar) {
			ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
			ped->bWanderPathAfterExitingCar = false;

		} else if (ped->bGonnaKillTheCarJacker) {
			ped->bGonnaKillTheCarJacker = false;
			if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) {
				if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT)
					ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective);

			} else {
				CPed *driver = veh->pDriver;
				if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
					ped->SetFlee(veh->GetPosition(), 14000);
				} else {
					ped->ClearObjective();
					ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
				}
				ped->bUsePedNodeSeek = true;
				ped->m_pNextPathNode = nil;
				ped->Say(SOUND_PED_FLEE_RUN);
			}
		} else {
			if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
				&& ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
				&& veh->pDriver && veh->pDriver->IsPlayer()
				&& !CTheScripts::IsPlayerOnAMission()) {

#ifndef VC_PED_PORTS
				if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) {
					ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver);
				} else
#endif
					ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);

			} else {
#ifdef VC_PED_PORTS
				if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
					&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !veh->pDriver
					&& FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
					ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
				else
#endif
				{
					ped->SetFindPathAndFlee(veh->GetPosition(), 10000);
					if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
						ped->SetMoveState(PEDMOVE_SPRINT);
						ped->Say(SOUND_PED_FLEE_SPRINT);
					} else {
						ped->Say(SOUND_PED_FLEE_RUN);
					}
				}
			}
		}
	}
	if (ped->m_nLastPedState == PED_IDLE)
		ped->m_nLastPedState = PED_WANDER_PATH;
}

bool
CPed::PositionPedOutOfCollision(void)
{
	CVehicle *veh;
	CVector posNearVeh;
	CVector posSomewhereClose;
	bool putNearVeh = false;
	bool putSomewhereClose = false;
	int smallestDistNearVeh = 999;
	int smallestDistSomewhereClose = 999;

	if (!m_pMyVehicle)
		return false;

	CVector vehPos = m_pMyVehicle->GetPosition();
	CVector potentialPos;
	potentialPos.y = GetPosition().y - 3.5f;
	potentialPos.z = GetPosition().z;

	for (int yTry = 0; yTry < 15; yTry++) {
		potentialPos.x = GetPosition().x - 3.5f;

		for (int xTry = 0; xTry < 15; xTry++) {
			CPedPlacement::FindZCoorForPed(&potentialPos);
			CVector distVec = potentialPos - vehPos;
			float dist = distVec.Magnitude();

			// Makes close distances bigger for some reason.
			float mult = (0.6f + dist) / dist;
			CVector adjustedPotentialPos = distVec * mult + vehPos;
			if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false)
				&& !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {

				float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
				veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
				if (veh) {
					if (potentialChangeSqr < smallestDistNearVeh) {
						posNearVeh = potentialPos;
						putNearVeh = true;
						smallestDistNearVeh = potentialChangeSqr;
					}
				} else if (potentialChangeSqr < smallestDistSomewhereClose) {
					smallestDistSomewhereClose = potentialChangeSqr;
					posSomewhereClose = potentialPos;
					putSomewhereClose = true;
				}
			}
			potentialPos.x += 0.5f;
		}
		potentialPos.y += 0.5f;
	}

	if (!putSomewhereClose && !putNearVeh)
		return false;

	// We refrain from using posNearVeh, probably because of it may be top of the vehicle.
	if (putSomewhereClose) {
		GetPosition() = posSomewhereClose;
	} else {
		CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
		GetPosition() = posNearVeh;
		GetPosition().z += vehSize.z;
	}
	return true;
}

bool
CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
{
	bool foundIt = false;

	CVector helperPos = GetPosition();
	helperPos.z = pos->z - 0.5f;

	CVector foundPos = *pos;
	foundPos.z -= 0.5f;

	// If there is another car between target car and us.
	if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {

		CColModel *vehCol = veh->GetModelInfo()->GetColModel();
		CVector *colMin = &vehCol->boundingBox.min;
		CVector *colMax = &vehCol->boundingBox.max;

		CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
		CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
		CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
		CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);

		leftRearPos = veh->GetMatrix() * leftRearPos;
		rightRearPos = veh->GetMatrix() * rightRearPos;
		leftFrontPos = veh->GetMatrix() * leftFrontPos;
		rightFrontPos = veh->GetMatrix() * rightFrontPos;

		// Makes helperPos veh-ped distance vector.
		helperPos -= veh->GetPosition();

		// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
		// On every run it returns another pos. for ped, with same distance to the veh.
		// Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
		helperPos = veh->GetMatrix() * helperPos;

		float vehForwardHeading = veh->GetForward().Heading();

		// I'm absolutely not sure about these namings.
		// NTVF = needed turn if we're looking to vehicle front and wanna look to...

		float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
		float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);

		float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
		float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);

		float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
		float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);

		float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
		float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);

		bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;

		bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;

		bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;

		bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;

		// Only order of conditions are different among enterTypes.
		if (m_vehEnterType == CAR_DOOR_RR) {
			if (canHeadToRr) {
				foundPos = rightRearPos;
				foundIt = true;
			} else if (canHeadToRf) {
				foundPos = rightFrontPos;
				foundIt = true;
			} else if (canHeadToLr) {
				foundPos = leftRearPos;
				foundIt = true;
			} else if (canHeadToLf) {
				foundPos = leftFrontPos;
				foundIt = true;
			}
		} else if(m_vehEnterType == CAR_DOOR_RF) {
			if (canHeadToRf) {
				foundPos = rightFrontPos;
				foundIt = true;
			} else if (canHeadToRr) {
				foundPos = rightRearPos;
				foundIt = true;
			} else if (canHeadToLf) {
				foundPos = leftFrontPos;
				foundIt = true;
			} else if (canHeadToLr) {
				foundPos = leftRearPos;
				foundIt = true;
			}
		} else if (m_vehEnterType == CAR_DOOR_LF) {
			if (canHeadToLf) {
				foundPos = leftFrontPos;
				foundIt = true;
			} else if (canHeadToLr) {
				foundPos = leftRearPos;
				foundIt = true;
			} else if (canHeadToRf) {
				foundPos = rightFrontPos;
				foundIt = true;
			} else if (canHeadToRr) {
				foundPos = rightRearPos;
				foundIt = true;
			}
		} else if (m_vehEnterType == CAR_DOOR_LR) {
			if (canHeadToLr) {
				foundPos = leftRearPos;
				foundIt = true;
			} else if (canHeadToLf) {
				foundPos = leftFrontPos;
				foundIt = true;
			} else if (canHeadToRr) {
				foundPos = rightRearPos;
				foundIt = true;
			} else if (canHeadToRf) {
				foundPos = rightFrontPos;
				foundIt = true;
			}
		}
	}
	if (!foundIt)
		return false;

	helperPos = GetPosition() - foundPos;
	helperPos.z = 0.0f;
	if (helperPos.MagnitudeSqr() <= sq(0.5f))
		return false;

	pos->x = foundPos.x;
	pos->y = foundPos.y;
	return true;
}

void
CPed::Render(void)
{
	if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
		bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
		CEntity::Render();

#ifdef PED_SKIN
		if(IsClumpSkinned(GetClump())){
			renderLimb(PED_HEAD);
			renderLimb(PED_HANDL);
			renderLimb(PED_HANDR);
		}
		if(m_pWeaponModel && IsClumpSkinned(GetClump())){
			RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
			int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
			RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
			RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
			*RwFrameGetMatrix(frame) = *mat;
			RwFrameUpdateObjects(frame);
			RpAtomicRender(m_pWeaponModel);
		}
#endif
	}
}

#ifdef PED_SKIN
static RpMaterial*
SetLimbAlphaCB(RpMaterial *material, void *data)
{
	((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
	return material;
}

void
CPed::renderLimb(int node)
{
	RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
	int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
	RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
	CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
	RpAtomic *atomic;
	switch(node){
	case PED_HEAD:
		atomic = mi->getHead();
		break;
	case PED_HANDL:
		atomic = mi->getLeftHand();
		break;
	case PED_HANDR:
		atomic = mi->getRightHand();
		break;
	default:
		return;
	}
	if(atomic == nil)
		return;

	RwFrame *frame = RpAtomicGetFrame(atomic);
	*RwFrameGetMatrix(frame) = *mat;
	RwFrameUpdateObjects(frame);
	int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
	RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha);
	RpAtomicRender(atomic);
}
#endif

void
CPed::ProcessObjective(void)
{
	if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
		ClearObjective();
		bClearObjective = false;
	}
	UpdateFromLeader();

	CVector carOrOurPos;
	CVector targetCarOrHisPos;
	CVector distWithTarget;

	if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
		if (bInVehicle) {
			if (!m_pMyVehicle) {
				bInVehicle = false;
				return;
			}
			carOrOurPos = m_pMyVehicle->GetPosition();
		} else {
			carOrOurPos = GetPosition();
		}

		if (m_pedInObjective) {
			if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
				targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition();
			} else {
				targetCarOrHisPos = m_pedInObjective->GetPosition();
			}
			distWithTarget = targetCarOrHisPos - carOrOurPos;
		} else if (m_carInObjective) {
			targetCarOrHisPos = m_carInObjective->GetPosition();
			distWithTarget = targetCarOrHisPos - carOrOurPos;
		}

		switch (m_objective) {
			case OBJECTIVE_NONE:
			case OBJECTIVE_GUARD_AREA:
			case OBJECTIVE_FOLLOW_CAR_IN_CAR:
			case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE:
			case OBJECTIVE_DESTROY_OBJ:
			case OBJECTIVE_23:
			case OBJECTIVE_24:
			case OBJECTIVE_SET_LEADER:
				break;
			case OBJECTIVE_IDLE:
				SetIdle();
				m_objective = OBJECTIVE_NONE;
				SetMoveState(PEDMOVE_STILL);
				break;
			case OBJECTIVE_FLEE_TILL_SAFE:
				if (InVehicle()) {
					SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
					bFleeAfterExitingCar = true;
				} else if (m_nPedState != PED_FLEE_POS) {
					SetFlee(GetPosition(), 10000);
					bUsePedNodeSeek = true;
					m_pNextPathNode = nil;
				}
				break;
			case OBJECTIVE_GUARD_SPOT:
			{
				distWithTarget = m_vecSeekPosEx - GetPosition();
				if (m_pedInObjective) {
					SetLookFlag(m_pedInObjective, true);
					m_pLookTarget = m_pedInObjective;
					m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
					TurnBody();
				}
				float distWithTargetSc = distWithTarget.Magnitude();
				if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) {
					if (m_pedInObjective) {
						if (distWithTargetSc <= m_distanceToCountSeekDoneEx)
							SetIdle();
						else
							SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
					} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
						int threatType = ScanForThreats();
						SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500));

						// Second condition is pointless and isn't there in Mobile.
						if (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) {
							if (m_threatEntity->IsPed())
								SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
						}
					}
				} else {
					SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
				}
				break;
			}
			case OBJECTIVE_WAIT_IN_CAR:
				m_nPedState = PED_DRIVING;
				break;
			case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
				m_nPedState = PED_DRIVING;
				break;
			case OBJECTIVE_KILL_CHAR_ANY_MEANS:
			{
				if (m_pedInObjective) {
					if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
						&& m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops
						&& !bKindaStayInSamePlace) {

						SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
						break;
					}
					if (InVehicle()) {
						if (distWithTarget.Magnitude() >= 20.0f
							|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) {
							if (m_pMyVehicle->pDriver == this
								&& !m_pMyVehicle->m_nGettingInFlags) {
								m_pMyVehicle->m_status = STATUS_PHYSICS;
								m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
								if (m_nPedType == PEDTYPE_COP) {
									m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
									m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
								} else {
									m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
									m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
								}
								m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
							}
						} else {
							bool targetHasVeh = m_pedInObjective->bInVehicle;
							if (!targetHasVeh
								|| targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) {
								m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
								m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
								SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
							}
						}
						break;
					}
					if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) {
						if (m_pMyVehicle) {
							m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
							SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
						} else {
							float closestVehDist = 60.0f;
							int16 lastVehicle;
							CEntity* vehicles[8];
							CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
							CVehicle *foundVeh = nil;
							for(int i = 0; i < lastVehicle; i++) {
								CVehicle *nearVeh = (CVehicle*)vehicles[i];
								/*
								Not used.
								CVector vehSpeed = nearVeh->GetSpeed();
								CVector ourSpeed = GetSpeed();
								*/
								CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
								if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh
									&& nearVeh->CanPedOpenLocks(this)) {

									foundVeh = nearVeh;
									closestVehDist = vehDistVec.Magnitude();
								}
							}
							m_pMyVehicle = foundVeh;
							if (m_pMyVehicle) {
								m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
								m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
								SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
							} else if (!GetIsOnScreen()) {
								CVector ourPos = GetPosition();
								int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f);
								if (closestNode >= 0) {
									int16 colliding;
									CWorld::FindObjectsKindaColliding(
										ThePaths.m_pathNodes[closestNode].pos, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
									if (!colliding) {
										CZoneInfo zoneInfo;
										int chosenCarClass;
										CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
										int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass);
										CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
										if (newVeh) {
											newVeh->GetPosition() = ThePaths.m_pathNodes[closestNode].pos;
											newVeh->GetPosition().z += 4.0f;
											newVeh->SetHeading(DEGTORAD(200.0f));
											newVeh->m_status = STATUS_ABANDONED;
											newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
											CWorld::Add(newVeh);
											m_pMyVehicle = newVeh;
											if (m_pMyVehicle) {
												m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
												m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
												SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
											}
										}
									}
								}
							}
						}
						break;
					}
				} else {
					ClearLookFlag();
					bObjectiveCompleted = true;
				}
			}
			case OBJECTIVE_KILL_CHAR_ON_FOOT:
			{
				bool killPlayerInNoPoliceZone = false;
				if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) {
					SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
					break;
				}

				if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
					ClearLookFlag();
					bObjectiveCompleted = true;
					SetMoveAnim();
					break;
				}
				if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice())
					killPlayerInNoPoliceZone = true;

				if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) {
					if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee())
						bNotAllowedToDuck = true;
				} else {
					if (!m_pedInObjective->bInVehicle) {
						if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) {
							bNotAllowedToDuck = false;
							bCrouchWhenShooting = false;
						} else if (DuckAndCover()) {
							break;
						}
					} else {
						bNotAllowedToDuck = false;
						bCrouchWhenShooting = false;
					}
				}
				if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
					SetMoveState(PEDMOVE_STILL);
					break;
				}
				if (m_pedInObjective->IsPlayer()) {
					CPlayerPed *player = FindPlayerPed();
					if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops
						|| player->m_pWanted->m_bIgnoredByEveryone
						|| m_pedInObjective->bIsInWater
						|| m_pedInObjective->m_nPedState == PED_ARRESTED) {

						if (m_nPedState != PED_ARREST_PLAYER)
							SetIdle();

						break;
					}
				}
				CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
				float wepRange = wepInfo->m_fRange;
				float wepRangeAdjusted;
				if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
					wepRangeAdjusted = wepRange / 3.0f;
				} else {
					if (m_nPedState == PED_FIGHT) {
						if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK))
							wepRange = 2.0f;
					} else {
						wepRange = 1.3f;
					}
					wepRangeAdjusted = wepRange;
				}
				if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) {
					wepRangeAdjusted = 2.5f;
				}
				if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
					&& CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) {
					SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
					break;
				}
				if (m_pedInObjective->m_fHealth <= 0.0f) {
					bObjectiveCompleted = true;
					bScriptObjectiveCompleted = true;
					SetMoveAnim();
					break;
				}
				float distWithTargetSc = distWithTarget.Magnitude();
				if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
					CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
					if (vehOfTarget->bIsInWater || vehOfTarget->m_status == STATUS_PLAYER_DISABLED
						|| m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
						SetIdle();
						return;
					}
					SetLookFlag(vehOfTarget, false);
					if (m_nPedState != PED_CARJACK) {
						if (m_pedInObjective->m_nPedState != PED_ARRESTED) {
							if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
								&& distWithTargetSc < wepRange && distWithTargetSc > 3.0f) {

								// I hope so
								CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
								CVector maxShotPos = vehOfTarget->GetPosition() - ourHead;
								maxShotPos.Normalise();
								maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;

								CWorld::bIncludeDeadPeds = true;
								CColPoint foundCol;
								CEntity *foundEnt;
								CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
									true, true, true, true, false, true, false);
								CWorld::bIncludeDeadPeds = false;
								if (foundEnt == vehOfTarget) {
									SetAttack(vehOfTarget);
									m_pPointGunAt = vehOfTarget;
									if (vehOfTarget)
										vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt);

									SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
									if (distWithTargetSc <= m_distanceToCountSeekDone) {
										SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
										SetMoveState(PEDMOVE_STILL);
									} else {
										SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
									}
								}
							}
							else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) {
								if (vehOfTarget) {
									if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) {
										GoToNearestDoor(vehOfTarget);
									} else {
										m_vehEnterType = 0;
										if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) {
											m_vehEnterType = CAR_DOOR_LF;
										} else if (m_pedInObjective == vehOfTarget->pPassengers[0]) {
											m_vehEnterType = CAR_DOOR_RF;
										} else if (m_pedInObjective == vehOfTarget->pPassengers[1]) {
											m_vehEnterType = CAR_DOOR_LR;
										} else if (m_pedInObjective == vehOfTarget->pPassengers[2]) {
											m_vehEnterType = CAR_DOOR_RR;
										}
										// Unused
										// GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType);
										SetSeekCar(vehOfTarget, m_vehEnterType);
										SetMoveState(PEDMOVE_RUN);
									}
								}
							}
						}
					}
					SetMoveAnim();
					break;
				}
				if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
					SetLookFlag(m_pedInObjective, false);
					TurnBody();
				}
				if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) {
					if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
						|| m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) {

						((CCopPed*)this)->SetArrestPlayer(m_pedInObjective);
						return;
					}
				}
				if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) {
					if (distWithTargetSc > wepRange
						|| m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
						|| m_pedInObjective->m_nPedState == PED_ARRESTED
						|| m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f
						|| distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) {

						if (m_pedInObjective->EnteringCar())
							wepRangeAdjusted = 2.0f;

						if (bUsePedNodeSeek) {
							CVector bestCoords(0.0f, 0.0f, 0.0f);
							m_vecSeekPos = m_pedInObjective->GetPosition();

							if (!m_pNextPathNode)
								FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);

							if (m_pNextPathNode)
								m_vecSeekPos = m_pNextPathNode->pos;

							SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
						} else {
							SetSeek(m_pedInObjective, wepRangeAdjusted);
						}
						bCrouchWhenShooting = false;
						if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) {
							if (wepRange <= 5.0f) {
								if (m_pedInObjective->IsPlayer()
									&& FindPlayerPed()->m_bSpeedTimerFlag
									&& (IsGangMember() || m_nPedType == PEDTYPE_COP)
									&& GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
									GiveWeapon(WEAPONTYPE_COLT45, 1000);
									SetCurrentWeapon(WEAPONTYPE_COLT45);
								}
							} else {
								bStopAndShoot = true;
							}
							SetMoveState(PEDMOVE_STILL);
							SetMoveAnim();
							break;
						}
						bStopAndShoot = false;
						SetMoveAnim();
						break;
					}
				}
				if (m_attackTimer < CTimer::GetTimeInMilliseconds()
					&& distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
					if (bIsDucking) {
						CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
						if (duckAnim) {
							duckAnim->blendDelta = -2.0f;
							break;
						}
						bIsDucking = false;
					} else if (wepRange <= 5.0f) {
						SetMoveState(PEDMOVE_STILL);
						SetAttack(m_pedInObjective);
						m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
							m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
							GetPosition().x, GetPosition().y);
						SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f));
						SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f));
						bObstacleShowedUpDuringKillObjective = false;

					} else {
						CVector target;
						CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
						if (m_pedInObjective->IsPed())
							m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
						else
							target = m_pedInObjective->GetPosition();

						target -= ourHead;
						target.Normalise();
						target = target * wepInfo->m_fRange + ourHead;

						CWorld::bIncludeDeadPeds = true;
						CEntity *foundEnt = nil;
						CColPoint foundCol;

						CWorld::ProcessLineOfSight(
							ourHead, target, foundCol, foundEnt,
							true, true, true, false, true, false);
						CWorld::bIncludeDeadPeds = 0;
						if (foundEnt == m_pedInObjective) {
							SetAttack(m_pedInObjective);
							m_pPointGunAt = m_pedInObjective;
							if (m_pedInObjective)
								m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt);

							SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f));

							int time;
							if (distWithTargetSc <= wepRangeAdjusted)
								time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f);
							else
								time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f);

							SetAttackTimer(time);
							bObstacleShowedUpDuringKillObjective = false;

						} else if (foundEnt) {
							if (foundEnt->IsPed()) {
								SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
								bObstacleShowedUpDuringKillObjective = false;
							} else {
								if (foundEnt->IsObject()) {
									SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f));
									bObstacleShowedUpDuringKillObjective = true;
								} else if (foundEnt->IsVehicle()) {
									SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f));
									bObstacleShowedUpDuringKillObjective = true;
								} else {
									SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f));
									bObstacleShowedUpDuringKillObjective = true;
								}
							}

							m_fleeFrom = foundEnt;
							m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom);
							SetPointGunAt(m_pedInObjective);
						}
					}
				} else {
					if (!m_pedInObjective->m_pCurrentPhysSurface)
						bStopAndShoot = false;

					if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {

						// This is weird...
						if (bNotAllowedToDuck && bKindaStayInSamePlace) {
							if (!bIsDucking) {
								CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
								if (!duckAnim || duckAnim->blendDelta < 0.0f) {
									CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
									bIsDucking = true;
								}
								break;
							} else {
								CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
								if (!duckAnim || duckAnim->blendDelta < 0.0f) {
									bIsDucking = false;
								} else {
									break;
								}
							}
						}
						if (bObstacleShowedUpDuringKillObjective) {
							if (m_nPedType == PEDTYPE_COP) {
								if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45
									|| m_fleeFrom && m_fleeFrom->IsObject()) {
									wepRangeAdjusted = 6.0f;
								} else if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
									wepRangeAdjusted = 4.0f;
								} else {
									wepRangeAdjusted = 2.0f;
								}
							} else {
								wepRangeAdjusted = 2.0f;
							}
						}
						if (distWithTargetSc <= wepRangeAdjusted) {
							SetMoveState(PEDMOVE_STILL);
							bIsPointingGunAt = true;
							if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) {
								m_attackTimer = CTimer::GetTimeInMilliseconds();
								SetIdle();
							}
						} else {
							if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS
								&& !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) {
								Say(SOUND_PED_ATTACK);
								SetSeek(m_pedInObjective, wepRangeAdjusted);
								bIsRunning = true;
							}
						}
					}
				}

				if (distWithTargetSc < 2.5f && wepRange > 5.0f
					&& wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) {

					SetAttack(m_pedInObjective);
					if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
						int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f);
						SetAttackTimer(time);
						SetShootTimer(time - 500);
					}
					SetMoveState(PEDMOVE_STILL);
				}
				if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
					m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
				
				SetMoveAnim();
				break;
			}
			case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
			case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
			{
				if (InVehicle()) {
					if (m_nPedState == PED_DRIVING)
						SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
				} else if (m_nPedState != PED_FLEE_ENTITY) {
					int time;
					if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
						time = 0;
					else
						time = 6000;

					SetFindPathAndFlee(m_pedInObjective, time);
				}
				break;
			}
			case OBJECTIVE_GOTO_CHAR_ON_FOOT:
			{
				if (m_pedInObjective) {
					float safeDistance = 2.0f;
					if (m_pedInObjective->bInVehicle)
						safeDistance = 3.0f;

					float distWithTargetSc = distWithTarget.Magnitude();
					if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
						if (distWithTargetSc <= safeDistance) {
							bScriptObjectiveCompleted = true;
							if (m_nPedState != PED_ATTACK) {
								SetIdle();
								m_pLookTarget = m_pedInObjective;
								m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
								TurnBody();
							}
							if (distWithTargetSc > 2.0f)
								SetMoveState(m_pedInObjective->m_nMoveState);
							else
								SetMoveState(PEDMOVE_STILL);
						} else {
							SetSeek(m_pedInObjective, safeDistance);
							if (distWithTargetSc >= 5.0f) {
								if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT)
									SetMoveState(PEDMOVE_SPRINT);
								else
									SetMoveState(PEDMOVE_RUN);
							} else {
								if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL
									&& m_leader->m_nMoveState != PEDMOVE_NONE) {
									if (m_leader->IsPlayer()) {
										if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f)
											SetMoveState(PEDMOVE_RUN);
										else
											SetMoveState(PEDMOVE_WALK);
									} else {
										SetMoveState(m_leader->m_nMoveState);
									}
								} else if (distWithTargetSc <= 3.0f) {
									SetMoveState(PEDMOVE_WALK);
								} else {
									SetMoveState(PEDMOVE_RUN);
								}
							}
						}
					}
				} else {
					SetObjective(OBJECTIVE_NONE);
				}
				break;
			}
			case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
			{
				if (m_pedInObjective) {
					CVector posToGo = GetFormationPosition();
					distWithTarget = posToGo - carOrOurPos;
					SetSeek(posToGo, 1.0f);
					if (distWithTarget.Magnitude() <= 3.0f) {
						SetSeek(posToGo, 1.0f);
						if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
							SetMoveState(m_pedInObjective->m_nMoveState);
					} else {
						SetSeek(posToGo, 1.0f);
						SetMoveState(PEDMOVE_RUN);
					}
				} else {
					SetObjective(OBJECTIVE_NONE);
				}
				break;
			}
			case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
			{
				if (m_carInObjective) {
					if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) {
						RestorePreviousObjective();
						RestorePreviousState();
						if (IsPedInControl())
							m_pMyVehicle = nil;

						break;
					}

					if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) {
						RestorePreviousObjective();
						ClearObjective();
						SetWanderPath(CGeneral::GetRandomNumber() & 7);
						bIsRunning = false;
						break;
					}
					if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
						if (!EnteringCar()) {
							bool foundSeat = false;
							if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
								if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
									if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
										foundSeat = false;
									} else {
										m_vehEnterType = CAR_DOOR_RR;
										foundSeat = true;
									}
								} else {
									m_vehEnterType = CAR_DOOR_LR;
									foundSeat = true;
								}
							} else {
								m_vehEnterType = CAR_DOOR_RF;
								foundSeat = true;
							}
							for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) {
								if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
									m_vehEnterType = CAR_DOOR_RF;
									foundSeat = true;
								}
							}
							if (foundSeat) {
								GetPosition() = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType);
								SetEnterCar(m_carInObjective, m_vehEnterType);
							}
						}
						m_objectiveTimer = 0;
					}
				}
				// fall through
			}
			case OBJECTIVE_ENTER_CAR_AS_DRIVER:
			{
				if (!m_carInObjective || bInVehicle) {
#ifdef VC_PED_PORTS
					if (bInVehicle && m_pMyVehicle != m_carInObjective) {
						SetExitCar(m_pMyVehicle, 0);
					} else
#endif
					{
						bObjectiveCompleted = true;
						bScriptObjectiveCompleted = true;
						RestorePreviousState();
					}
				} else {
					if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) {
						SetMoveState(PEDMOVE_STILL);
						break;
					}
					if (IsPedInControl()) {
						if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
							if (distWithTarget.Magnitude() < 20.0f) {
								RestorePreviousObjective();
								RestorePreviousState();
								return;
							}
							if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
								if (m_carInObjective->pDriver
#ifdef VC_PED_PORTS
									&& !IsPlayer()
#endif
									) {
									if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) {
										SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
										m_carInObjective->bIsBeingCarJacked = false;
									}
								}
							}
						} else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
							if (m_carInObjective->pDriver
#ifdef VC_PED_PORTS
								&& (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR)
#endif
								) {
								if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
									SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
									m_carInObjective->bIsBeingCarJacked = false;
								}
							}
						}
						if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) {
							RestorePreviousObjective();
							RestorePreviousState();
							return;
						}
						if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) {
							if (m_nPedState != PED_SEEK_CAR)
								SetSeekCar(m_carInObjective, 0);
						} else {
							SetSeekBoatPosition(m_carInObjective);
						}
						if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
							SetMoveState(PEDMOVE_RUN);

						if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
							distWithTarget = m_carInObjective->GetPosition() - GetPosition();
							if (!bInVehicle) {
								if (nEnterCarRangeMultiplier * 30.0f < distWithTarget.Magnitude()) {
									if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
										WarpPedToNearEntityOffScreen(m_carInObjective);

									if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS
#ifdef VC_PED_PORTS
										|| IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled()
#endif
										) {
										RestorePreviousObjective();
										RestorePreviousState();
										if (IsPedInControl())
											m_pMyVehicle = nil;
									} else {
										SetIdle();
										SetMoveState(PEDMOVE_STILL);
									}
								}
							}
						} else if (!bInVehicle) {
							RestorePreviousObjective();
							RestorePreviousState();
							if (IsPedInControl())
								m_pMyVehicle = nil;
						}
					}
				}
				break;
			}
			case OBJECTIVE_DESTROY_CAR:
			{
				if (!m_carInObjective) {
					ClearLookFlag();
					bObjectiveCompleted = true;
					break;
				}
				float distWithTargetSc = distWithTarget.Magnitude();
				CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
				float wepRange = wepInfo->m_fRange;
				m_pLookTarget = m_carInObjective;
				m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);

				m_pSeekTarget = m_carInObjective;
				m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);

				TurnBody();
				if (m_carInObjective->m_fHealth <= 0.0f) {
					ClearLookFlag();
					bScriptObjectiveCompleted = true;
					break;
				}

				if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
					&& distWithTargetSc < wepRange) {

					// I hope so
					CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
					CVector maxShotPos = m_carInObjective->GetPosition() - ourHead;
					maxShotPos.Normalise();
					maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;

					CWorld::bIncludeDeadPeds = true;
					CColPoint foundCol;
					CEntity *foundEnt;
					CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
						true, true, true, true, false, true, false);
					CWorld::bIncludeDeadPeds = false;
					if (foundEnt == m_carInObjective) {
						SetAttack(m_carInObjective);
						m_pPointGunAt = m_carInObjective;
						if (m_pPointGunAt)
							m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt);

						SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
						if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) {
							SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
						} else {
							SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300));
							SetMoveState(PEDMOVE_STILL);
						}
					}
				} else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) {

					float safeDistance;
					if (wepRange <= 5.0f)
						safeDistance = 3.0f;
					else
						safeDistance = wepRange * 0.25f;

					SetSeek(m_carInObjective, safeDistance);
					SetMoveState(PEDMOVE_RUN);
				}
				SetLookFlag(m_carInObjective, false);
				TurnBody();
				break;
			}
			case OBJECTIVE_GOTO_AREA_ANY_MEANS:
			{
				distWithTarget = m_nextRoutePointPos - GetPosition();
				distWithTarget.z = 0.0f;
				if (InVehicle()) {
					CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos);
					CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle);
					if (distWithTarget.MagnitudeSqr() < sq(20.0f)) {
						m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
						ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS);
						SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
					}
					break;
				}
				if (distWithTarget.Magnitude() > 30.0f) {
					if (m_pMyVehicle) {
						m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
					} else {
						float closestVehDist = 3600.0f;
						int16 lastVehicle;
						CEntity* vehicles[8];
						CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
						CVehicle* foundVeh = nil;
						for (int i = 0; i < lastVehicle; i++) {
							CVehicle* nearVeh = (CVehicle*)vehicles[i];
							/*
							Not used.
							CVector vehSpeed = nearVeh->GetSpeed();
							CVector ourSpeed = GetSpeed();
							*/
							CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
							if (vehDistVec.Magnitude() < closestVehDist
								&& m_pedInObjective->m_pMyVehicle != nearVeh)
							{
								foundVeh = nearVeh;
								closestVehDist = vehDistVec.Magnitude();
							}
						}
						m_pMyVehicle = foundVeh;
						if (m_pMyVehicle) {
							m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
							m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
							SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
						}
					}
					break;
				}
				// fall through
			}
			case OBJECTIVE_GOTO_AREA_ON_FOOT:
			case OBJECTIVE_RUN_TO_AREA:
			{
				if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA)
					&& InVehicle()) {
					SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
				} else {
					distWithTarget = m_nextRoutePointPos - GetPosition();
					distWithTarget.z = 0.0f;
					if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) {
						bObjectiveCompleted = true;
						bScriptObjectiveCompleted = true;
						SetMoveState(PEDMOVE_STILL);
					} else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) {
						if (bUsePedNodeSeek) {
							CVector bestCoords(0.0f, 0.0f, 0.0f);
							m_vecSeekPos = m_nextRoutePointPos;

							if (!m_pNextPathNode)
								FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);

							if (m_pNextPathNode)
								m_vecSeekPos = m_pNextPathNode->pos;
						}
						SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
					}
				}

				break;
			}
			case OBJECTIVE_FIGHT_CHAR:
			{
				if (m_pedInObjective) {
					SetLookFlag(m_pedInObjective, true);
					m_pLookTarget = m_pedInObjective;
					m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
					m_lookTimer = m_attackTimer;
					TurnBody();
					float distWithTargetSc = distWithTarget.Magnitude();
					if (distWithTargetSc >= 20.0f) {
						RestorePreviousObjective();
					} else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
						if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) {
							SetSeek(m_pedInObjective, 1.0f);
						} else {
							SetAttack(m_pedInObjective);
							SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f));
						}
						SetAttackTimer(1000);
					}
				} else {
					RestorePreviousObjective();
				}
				break;
			}
			case OBJECTIVE_FOLLOW_ROUTE:
				if (HaveReachedNextPointOnRoute(1.0f)) {
					int nextPoint = GetNextPointOnRoute();
					m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint);
				} else {
					SetSeek(m_nextRoutePointPos, 0.8f);
				}
				break;
			case OBJECTIVE_SOLICIT:
				if (m_carInObjective) {
					if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) {
						if (!bInVehicle) {
							SetObjective(OBJECTIVE_NONE);
							SetWanderPath(CGeneral::GetRandomNumber() & 7);
							m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
							if (IsPedInControl())
								m_pMyVehicle = nil;
						}
					} else {
						if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT)
							SetSeekCar(m_carInObjective, 0);
					}
				} else {
					RestorePreviousObjective();
					RestorePreviousState();
					if (IsPedInControl())
						m_pMyVehicle = nil;
				}
				break;
			case OBJECTIVE_HAIL_TAXI:
				if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
					Say(SOUND_PED_TAXI_WAIT);
					CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f);
					m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
				}
				break;
			case OBJECTIVE_CATCH_TRAIN:
			{
				if (m_carInObjective) {
					SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
				} else {
					CVehicle* trainToEnter = nil;
					float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST;
					CVector pos = GetPosition();
					int16 lastVehicle;
					CEntity* vehicles[8];

					CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
					for (int i = 0; i < lastVehicle; i++) {
						CVehicle* nearVeh = (CVehicle*)vehicles[i];
						if (nearVeh->IsTrain()) {
							CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
							float vehDist = vehDistVec.Magnitude();
							if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh)
							{
								trainToEnter = nearVeh;
								closestCarDist = vehDist;
							}
						}
					}
					if (trainToEnter) {
						m_carInObjective = trainToEnter;
						m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
					}
				}
				break;
			}
			case OBJECTIVE_BUY_ICE_CREAM:
				if (m_carInObjective) {
					if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM)
						SetSeekCar(m_carInObjective, 0);
				} else {
					RestorePreviousObjective();
					RestorePreviousState();
					if (IsPedInControl())
						m_pMyVehicle = nil;
				}
				break;
			case OBJECTIVE_STEAL_ANY_CAR:
			{
				if (bInVehicle) {
					bScriptObjectiveCompleted = true;
					RestorePreviousObjective();
				} else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
					CVehicle *carToSteal = nil;
					float closestCarDist = 30.0f;
					CVector pos = GetPosition();
					int16 lastVehicle;
					CEntity *vehicles[8];

					CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
					for(int i = 0; i < lastVehicle; i++) {
						CVehicle *nearVeh = (CVehicle*)vehicles[i];
						if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
							if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) {
								if (nearVeh->CanPedOpenLocks(this)) {
									CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
									float vehDist = vehDistVec.Magnitude();
									if (vehDist < closestCarDist) {
										carToSteal = nearVeh;
										closestCarDist = vehDist;
									}
								}
							}
						}
					}
					if (carToSteal) {
						SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal);
						m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
					} else {
						RestorePreviousObjective();
						RestorePreviousState();
					}
				}
				break;
			}
			case OBJECTIVE_MUG_CHAR:
			{
				if (m_pedInObjective) {
					if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) {
						ClearObjective();
						return;
					}
					if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) {
						ClearObjective();
						return;
					}
					if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) {
						SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
						SetMoveState(PEDMOVE_SPRINT);
						return;
					}
					if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this
						|| m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) {
						ClearObjective();
						SetFindPathAndFlee(m_pedInObjective, 15000, true);
						return;
					}
					float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
					if (distWithTargetScSqr <= sq(10.0f)) {
						if (distWithTargetScSqr <= sq(1.4f)) {
							CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD);
							m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
								m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
								GetPosition().x, GetPosition().y);

							if (reloadAssoc || !m_pedInObjective->IsPedShootable()) {
								if (reloadAssoc &&
									(!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) {
									CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
									punchAssoc->flags |= ASSOC_DELETEFADEDOUT;
									punchAssoc->flags |= ASSOC_FADEOUTWHENDONE;
									CVector2D offset(distWithTarget.x, distWithTarget.y);
									int dir = m_pedInObjective->GetLocalDirection(offset);
									m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5);
									m_pedInObjective->ReactToAttack(this);
									m_pedInObjective->Say(SOUND_PED_ROBBED);
									Say(SOUND_PED_MUGGING);
									bRichFromMugging = true;

									// VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call
									CPed *victim = m_pedInObjective;
									ClearObjective();
									if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
										|| victim->m_pedInObjective != this) {
										SetFindPathAndFlee(victim, 15000, true);
										m_nLastPedState = PED_WANDER_PATH;
									} else {
										SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim);
										SetMoveState(PEDMOVE_SPRINT);
										m_nLastPedState = PED_WANDER_PATH;
									}
								}
							} else {
								eWeaponType weaponType = GetWeapon()->m_eWeaponType;
								if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT)
									SetCurrentWeapon(WEAPONTYPE_UNARMED);

								CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f);
								newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT;
								newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE;
							}
						} else {
							SetSeek(m_pedInObjective, 1.0f);
							CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK);

							if (walkAssoc)
								walkAssoc->speed = 1.3f;
						}
					} else {
						ClearObjective();
						SetWanderPath(CGeneral::GetRandomNumber() & 7);
					}
				} else {
#ifdef VC_PED_PORTS
					m_objective = OBJECTIVE_NONE;
#endif
					ClearObjective();
				}
				break;
			}
			case OBJECTIVE_FLEE_CAR:
				if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) {
					RestorePreviousObjective();
					SetFlee(m_pMyVehicle, 6000);
					break;
				}
				// fall through
			case OBJECTIVE_LEAVE_VEHICLE:
				if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
					if (InVehicle()
#ifdef VC_PED_PORTS
						&& (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate()
							|| bBusJacked)
#endif
						) {
						if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
							&& (m_nPedType != PEDTYPE_COP
#ifdef VC_PED_PORTS
								|| m_pMyVehicle->IsBoat()
#endif
								|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) {
							if (m_pMyVehicle->IsTrain())
								SetExitTrain(m_pMyVehicle);
#ifdef VC_PED_PORTS
							else if (m_pMyVehicle->IsBoat())
								SetExitBoat(m_pMyVehicle);
#endif
							else
								SetExitCar(m_pMyVehicle, 0);
						}
					} else {
						RestorePreviousObjective();
					}
				}
				break;
#ifdef VC_PED_PORTS
			case OBJECTIVE_LEAVE_CAR_AND_DIE:
			{
				if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
					if (InVehicle()) {
						if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) {
							if (m_pMyVehicle->IsBoat())
								SetExitBoat(m_pMyVehicle);
							else if (m_pMyVehicle->bIsBus)
								SetExitCar(m_pMyVehicle, 0);
							else {
								eCarNodes doorNode = CAR_DOOR_LF;
								if (m_pMyVehicle->pDriver != this) {
									if (m_pMyVehicle->pPassengers[0] == this) {
										doorNode = CAR_DOOR_RF;
									} else if (m_pMyVehicle->pPassengers[1] == this) {
										doorNode = CAR_DOOR_LR;
									} else if (m_pMyVehicle->pPassengers[2] == this) {
										doorNode = CAR_DOOR_RR;
									}
								}
								SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false);
							}
						}
					}
				}
				break;
			}
#endif
		}
		if (bObjectiveCompleted
			|| m_objectiveTimer != 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
			RestorePreviousObjective();
			if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer)
				m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1;

			if (CharCreatedBy != RANDOM_CHAR || bInVehicle) {
				if (IsPedInControl())
					RestorePreviousState();
			} else {
				SetWanderPath(CGeneral::GetRandomNumber() & 7);
			}
			ClearAimFlag();
			ClearLookFlag();
		}
	}
}

void
CPed::SetShootTimer(uint32 time)
{
	if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
		m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
	}
}

void
CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
{
	if (m_nPedState == PED_SEEK_CAR)
		return;

	SetStoredState();
	m_pSeekTarget = car;
	m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
	m_carInObjective = car;
	m_carInObjective->RegisterReference((CEntity**) &m_carInObjective);
	m_pMyVehicle = car;
	m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
	// m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
	m_vehEnterType = doorNode;
	m_distanceToCountSeekDone = 0.5f;
	m_nPedState = PED_SEEK_CAR;

}

void
CPed::SetSeekBoatPosition(CVehicle *boat)
{
	if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver
#ifdef VC_PED_PORTS
		|| !IsPedInControl()
#endif
		)
		return;

	SetStoredState();
	m_carInObjective = boat;
	m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
	m_pMyVehicle = boat;
	m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
	m_distanceToCountSeekDone = 0.5f;
	m_nPedState = PED_SEEK_IN_BOAT;
}

void
CPed::SetExitTrain(CVehicle* train)
{
	if (m_nPedState == PED_EXIT_TRAIN || train->m_status != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
		return;

	/*
	// Not used
	CVector exitPos;
	GetNearestTrainPedPosition(train, exitPos);
	*/
	m_nPedState = PED_EXIT_TRAIN;
	m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f);
	m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this);
	bUsesCollision = false;
	LineUpPedWithTrain();
}

#ifdef NEW_WALK_AROUND_ALGORITHM
CVector
LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) {
	switch (walkAround) {
		case 0:
			if (enterDoorNode == CAR_DOOR_LF) 
				return CVector(colMin.x, colMax.y - 1.0f, 0.0f);
		case 1:
			return CVector(colMin.x, colMax.y, 0.0f);
		case 2:
		case 3:
			if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF)
				return CVector(colMax.x, colMax.y - 1.0f, 0.0f);

			return CVector(colMax.x, colMax.y, 0.0f);
		case 4:
			if (enterDoorNode == CAR_DOOR_RR && !itsVan)
				return CVector(colMax.x, colMin.y + 1.0f, 0.0f);
		case 5:
			return CVector(colMax.x, colMin.y, 0.0f);
		case 6:
		case 7:
			if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan)
				return CVector(colMin.x, colMin.y + 1.0f, 0.0f);

			return CVector(colMin.x, colMin.y, 0.0f);
		default:
			return CVector(0.0f, 0.0f, 0.0f);
	}
}

bool
CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
{
	// because fov isn't important if dist is more then 5 unit, we want shortest way
	if (dist.Magnitude() > 5.0f)
		return true;

	if (DotProduct2D(dist, fwdOffset) < 0.0f)
		return false;

	return true;
}
#endif

// This function looks completely same on VC.
void
CPed::SetDirectionToWalkAroundObject(CEntity *obj)
{
	float distLimitForTimer = 8.0f;
	CColModel *objCol = CModelInfo::GetModelInfo(obj->m_modelIndex)->GetColModel();
	CVector objColMin = objCol->boundingBox.min;
	CVector objColMax = objCol->boundingBox.max;
	CVector objColCenter = (objColMin + objColMax) / 2.0f;
	CMatrix objMat(obj->GetMatrix());
	float dirToSet = obj->GetForward().Heading();
	bool goingToEnterCarAndItsVan = false;
	bool goingToEnterCar = false;
	bool objUpsideDown = false;

	float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f;
	float checkIntervalInTime;

	if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
		return;

#ifdef TOGGLEABLE_BETA_FEATURES
	if (!bMakePedsRunToPhonesToReportCrimes)
#endif
		if (CharCreatedBy != MISSION_CHAR && obj->m_modelIndex == MI_PHONEBOOTH1) {
			bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
			SetFindPathAndFlee(obj, 5000, !isRunning);
			return;
		}

	CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f);
	CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f);

	checkIntervalInDist = Max(checkIntervalInDist, 0.5f);
	checkIntervalInDist = Min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f);
	checkIntervalInDist = Min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f);

	if (objMat.GetUp().z < 0.0f)
		objUpsideDown = true;

	if (obj->m_modelIndex != MI_TRAFFICLIGHTS && obj->m_modelIndex != MI_SINGLESTREETLIGHTS1 && obj->m_modelIndex != MI_SINGLESTREETLIGHTS2) {
		objColCenter = obj->GetMatrix() * objColCenter;
	} else {
		checkIntervalInDist = 0.4f;
		if (objMat.GetUp().z <= 0.57f) {

			// Specific calculations for traffic lights, didn't get a bit.
			adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y);
			adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y);
			adjustedColMin.y = 1.2f * objColMin.z;
			adjustedColMax.y = 1.2f * objColMax.z;
			dirToSet = objMat.GetUp().Heading();
			objMat.SetUnity();
			objMat.RotateZ(dirToSet);
			objMat.GetPosition() += obj->GetPosition();
			objColCenter = obj->GetPosition();
		} else {
			objColCenter.x = adjustedColMax.x - 0.25f;
			objColCenter = obj->GetMatrix() * objColCenter;
			distLimitForTimer = 0.75f;
		}
		objUpsideDown = false;
	}
	float oldRotDest = m_fRotationDest;
#ifndef NEW_WALK_AROUND_ALGORITHM
	float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
	float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
	float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
#endif

	if (IsPlayer()) {
		if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
			checkIntervalInTime = 0.0f;
		else
			checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed;
	} else {
		switch (m_nMoveState) {
			case PEDMOVE_WALK:
				checkIntervalInTime = 2.0f;
				break;
			case PEDMOVE_RUN:
				checkIntervalInTime = 0.5f;
				break;
			case PEDMOVE_SPRINT:
				checkIntervalInTime = 0.5f;
				break;
			default:
				checkIntervalInTime = 0.0f;
				break;
		}
	}
	if (m_pSeekTarget == obj && obj->IsVehicle()) {
		if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
			|| m_objective == OBJECTIVE_SOLICIT) {
			goingToEnterCar = true;
			if (IsPlayer())
				checkIntervalInTime = 0.0f;

			if (((CVehicle*)obj)->bIsVan)
				goingToEnterCarAndItsVan = true;
		}
	}

	int entityOnTopLeftOfObj = 0;
	int entityOnBottomLeftOfObj = 0;
	int entityOnTopRightOfObj = 0;
	int entityOnBottomRightOfObj = 0;

	if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) {
		bool collidingThingChanged = true;
		CEntity *obstacle;

#ifndef NEW_WALK_AROUND_ALGORITHM
		if (!obj->IsVehicle() || objUpsideDown) {
			collidingThingChanged = false;
		} else {		
#else
			CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
			int dirToGo;
			m_walkAroundType = 0;
			int iWouldPreferGoingBack = 0; // 1:left 2:right
#endif
			float adjustedCheckInterval = 0.7f * checkIntervalInDist;
			CVector posToCheck;

			// Top left of obj
			posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
			posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
			posToCheck.z = 0.0f;
			posToCheck = objMat * posToCheck;
			posToCheck.z += 0.6f;
			obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
				true, true, false, true, false, false);
			if (obstacle) {
				if (obstacle->IsBuilding()) {
					entityOnTopLeftOfObj = 1;
				} else if (obstacle->IsVehicle()) {
					entityOnTopLeftOfObj = 2;
				} else {
					entityOnTopLeftOfObj = 3;
				}
			}
#ifdef NEW_WALK_AROUND_ALGORITHM
			else {
				CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
				if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
					cornerToGo = tl;
					m_walkAroundType = 1;

					if (m_vehEnterType == CAR_DOOR_LR)
						iWouldPreferGoingBack = 1;
				} else if(CanWeSeeTheCorner(tl, GetForward())){
					cornerToGo = tl;
					dirToGo = GetLocalDirection(tl);
					if (dirToGo == 1)
						m_walkAroundType = 0; // ALL of the next turns will be right turn
					else if (dirToGo == 3)
						m_walkAroundType = 1; // ALL of the next turns will be left turn
				}
			}
#endif

			// Top right of obj
			posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
			posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
			posToCheck.z = 0.0f;
			posToCheck = objMat * posToCheck;
			posToCheck.z += 0.6f;
			obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
				true, true, false, true, false, false);
			if (obstacle) {
				if (obstacle->IsBuilding()) {
					entityOnTopRightOfObj = 1;
				} else if (obstacle->IsVehicle()) {
					entityOnTopRightOfObj = 2;
				} else {
					entityOnTopRightOfObj = 3;
				}
			}
#ifdef NEW_WALK_AROUND_ALGORITHM
			else {
				CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
				if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
					if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
						cornerToGo = tr;
						m_walkAroundType = 2;

						if (m_vehEnterType == CAR_DOOR_RR)
							iWouldPreferGoingBack = 2;
					} else if (CanWeSeeTheCorner(tr, GetForward())) {
						cornerToGo = tr;
						dirToGo = GetLocalDirection(tr);
						if (dirToGo == 1)
							m_walkAroundType = 2; // ALL of the next turns will be right turn
						else if (dirToGo == 3)
							m_walkAroundType = 3; // ALL of the next turns will be left turn
					}
				}
			}
#endif

			// Bottom right of obj
			posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
			posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
			posToCheck.z = 0.0f;
			posToCheck = objMat * posToCheck;
			posToCheck.z += 0.6f;
			obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
				true, true, false, true, false, false);
			if (obstacle) {
				if (obstacle->IsBuilding()) {
					entityOnBottomRightOfObj = 1;
				} else if (obstacle->IsVehicle()) {
					entityOnBottomRightOfObj = 2;
				} else {
					entityOnBottomRightOfObj = 3;
				}
			}
#ifdef NEW_WALK_AROUND_ALGORITHM
			else {
				CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
				if (iWouldPreferGoingBack == 2)
					m_walkAroundType = 4;
				else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
					if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
						cornerToGo = br;
						m_walkAroundType = 5;
					} else if (CanWeSeeTheCorner(br, GetForward())) {
						cornerToGo = br;
						dirToGo = GetLocalDirection(br);
						if (dirToGo == 1)
							m_walkAroundType = 4; // ALL of the next turns will be right turn
						else if (dirToGo == 3)
							m_walkAroundType = 5; // ALL of the next turns will be left turn
					}
				}
			}
#endif

			// Bottom left of obj
			posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
			posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
			posToCheck.z = 0.0f;
			posToCheck = objMat * posToCheck;
			posToCheck.z += 0.6f;
			obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
				true, true, false, true, false, false);
			if (obstacle) {
				if (obstacle->IsBuilding()) {
					entityOnBottomLeftOfObj = 1;
				} else if (obstacle->IsVehicle()) {
					entityOnBottomLeftOfObj = 2;
				} else {
					entityOnBottomLeftOfObj = 3;
				}
			}
#ifdef NEW_WALK_AROUND_ALGORITHM
			else {
				CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
				if (iWouldPreferGoingBack == 1)
					m_walkAroundType = 7;
				else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
					if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
						cornerToGo = bl;
						m_walkAroundType = 6;
					} else if (CanWeSeeTheCorner(bl, GetForward())) {
						cornerToGo = bl;
						dirToGo = GetLocalDirection(bl);
						if (dirToGo == 1)
							m_walkAroundType = 6; // ALL of the next turns will be right turn
						else if (dirToGo == 3)
							m_walkAroundType = 7; // ALL of the next turns will be left turn
					}
				}
			}
#else
		}

		if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) {
			collidingThingChanged = false;
			entityOnTopLeftOfObj = 0;
			entityOnBottomLeftOfObj = 0;
			entityOnTopRightOfObj = 0;
			entityOnBottomRightOfObj = 0;
		}

		if (!collidingThingChanged) {
			m_walkAroundType = 0;
		} else {
			if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) {
				if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
					if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) {
						if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
							m_walkAroundType = 0;
						} else {
							if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) {
								if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
									m_walkAroundType = 1;
								} else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
									m_walkAroundType = 1;
								}
							} else {
								if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
									m_walkAroundType = 4;
								} else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
									m_walkAroundType = 4;
								}
							}
						}
					} else {
						if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
							m_walkAroundType = 0;
						} else {
							if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) {
								if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
									m_walkAroundType = 2;
								} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
									m_walkAroundType = 2;
								}
							} else {
								if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
									m_walkAroundType = 3;
								} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
									m_walkAroundType = 3;
								}
							}
						}
					}
				} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
					|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) {
					if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
						m_walkAroundType = 3;
					}
				} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
					m_walkAroundType = 4;
				}
			} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
				|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
				if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
					m_walkAroundType = 2;
				}
			} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
				m_walkAroundType = 1;
			} else {
				m_walkAroundType = 0;
			}
		}
#endif
	}
	m_collidingEntityWhileFleeing = obj;
	m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing);

	// TODO: This random may need to be changed.
	m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber();

	CVector localPosToHead;

#ifdef NEW_WALK_AROUND_ALGORITHM
	int nextWalkAround = m_walkAroundType;
	if (m_walkAroundType % 2 == 0) {
		nextWalkAround += 2;
		if (nextWalkAround > 6)
			nextWalkAround = 0;
	} else {
		nextWalkAround -= 2;
		if (nextWalkAround < 0)
			nextWalkAround = 7;
	}

	CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
	bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false);

	if(nextRouteIsClear)
		m_walkAroundType = nextWalkAround;
	else {
		CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
		bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead,
			true, true, true, true, true, true, false);

		/* Either;
		 *	- Some obstacle came in and it's impossible to reach current destination
		 *	- We reached to the destination, but since next route is not clear, we're turning around us
		 */
		if (!currentRouteIsClear ||
			((posToHead - GetPosition()).Magnitude2D() < 0.8f &&
				!CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead,
				true, true, true, true, true, true, false))) {

			// Change both target and direction (involves changing even/oddness)
			if (m_walkAroundType % 2 == 0) {
				m_walkAroundType -= 2;
				if (m_walkAroundType < 0)
					m_walkAroundType = 7;
				else
					m_walkAroundType += 1;
			} else {
				m_walkAroundType += 2;
				if (m_walkAroundType > 7)
					m_walkAroundType = 0;
				else
					m_walkAroundType -= 1;
			}
		}
	}

	localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
#else
	if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
		if (goingToEnterCar) {
			if (goingToEnterCarAndItsVan) {
				if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)
					return;
			}
			if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) {
				m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
				localPosToHead.x = adjustedColMax.x;
				localPosToHead.z = 0.0f;
				localPosToHead.y = adjustedColMin.y;
			} else {
				m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
				localPosToHead.x = adjustedColMin.x;
				localPosToHead.z = 0.0f;
				localPosToHead.y = adjustedColMin.y;
			}
		} else {
			if (m_walkAroundType != 1 && m_walkAroundType != 4
				&& (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) {

				m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
				localPosToHead.x = adjustedColMax.x;
				localPosToHead.z = 0.0f;
				localPosToHead.y = adjustedColMin.y;
			} else {
				m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
				localPosToHead.x = adjustedColMin.x;
				localPosToHead.z = 0.0f;
				localPosToHead.y = adjustedColMin.y;
			}
		}
	} else {
		if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
			if (angleDiffBtwObjCenterAndForward <= 0.0f) {
				if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) {
					if (goingToEnterCar) {
						if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan))
							return;
					}
					if (m_walkAroundType == 4 || m_walkAroundType == 3
						|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {

						m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
						localPosToHead.x = adjustedColMax.x;
						localPosToHead.z = 0.0f;
						localPosToHead.y = adjustedColMin.y;
					} else {
						m_fRotationDest = dirToSet;
						localPosToHead.x = adjustedColMax.x;
						localPosToHead.z = 0.0f;
						localPosToHead.y = adjustedColMax.y;
					}
				} else {
					m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
					localPosToHead.x = adjustedColMax.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMin.y;
				}
			} else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) {
				m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
				localPosToHead.x = adjustedColMin.x;
				localPosToHead.z = 0.0f;
				localPosToHead.y = adjustedColMin.y;
			} else {
				if (goingToEnterCar) {
					if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan)
						return;
				}
				if (m_walkAroundType == 1 || m_walkAroundType == 2
					|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {

					m_fRotationDest = dirToSet;
					localPosToHead.x = adjustedColMin.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMax.y;
				} else {
					m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
					localPosToHead.x = adjustedColMin.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMin.y;
				}
			}
		} else {
			if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) {
				if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) {

					m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
					localPosToHead.x = adjustedColMax.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMax.y;
				} else {
					m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
					localPosToHead.x = adjustedColMin.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMax.y;
				}
			} else {
				if (m_walkAroundType == 2 || m_walkAroundType == 3
					|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {

					m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
					localPosToHead.x = adjustedColMax.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMax.y;
				} else {
					m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
					localPosToHead.x = adjustedColMin.x;
					localPosToHead.z = 0.0f;
					localPosToHead.y = adjustedColMax.y;
				}
			}
		}
	}
#endif
	if (objUpsideDown)
		localPosToHead.x = localPosToHead.x * -1.0f;

	localPosToHead = objMat * localPosToHead;
	m_actionX = localPosToHead.x;
	m_actionY = localPosToHead.y;
	localPosToHead -= GetPosition();
	m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading());

	if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) {
		if (m_fRotationDest == oldRotDest) {
			m_fRotationDest = oldRotDest;
		} else {
			m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
		}
	}

	float dist = localPosToHead.Magnitude2D();
	if (dist < 0.5f)
		dist = 0.5f;

	if (dist > distLimitForTimer)
		dist = distLimitForTimer;
	m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime;
}

int32
CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
{
	bool collidedWithBoat = false;
	bool belowTorsoCollided = false;
	float gravityEffect = -0.15f * CTimer::GetTimeStep();
	CColPoint intersectionPoint;
	CColLine ourLine;

	CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
	CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex)->GetColModel();

	if (!bUsesCollision)
		return false;

	if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
		collidedWithBoat = true;

	// ofc we're not vehicle
	if (!m_bIsVehicleBeingShifted && !m_phy_flagA80
#ifdef VC_PED_PORTS
		&& !collidingEnt->IsPed()
#endif
		) {
		if (!bCollisionProcessed) {
#ifdef VC_PED_PORTS
			m_pCurrentPhysSurface = nil;
#endif
			if (bIsStanding) {
				bIsStanding = false;
				m_ped_flagA2 = true;
			}
			bCollisionProcessed = true;
			m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
			bStillOnValidPoly = false;
			if (IsPlayer() || m_fCollisionSpeed >= 1.0f
				&& (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) {
				m_collPoly.valid = false;
				m_fCollisionSpeed = 0.0f;
				bHitSteepSlope = false;
			} else {
				CVector pos = GetPosition();
				float potentialGroundZ = GetPosition().z - FEET_OFFSET;
				if (m_ped_flagA2) {
					pos.z += -0.25f;
					potentialGroundZ += gravityEffect;
				}
				if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
					bStillOnValidPoly = true;
#ifdef VC_PED_PORTS
					if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
						GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
						if (bSomeVCflag1)
							bSomeVCflag1 = false;
					}
#else
					GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif

					m_vecMoveSpeed.z = 0.0f;
					bIsStanding = true;
				} else {
					m_collPoly.valid = false;
					m_fCollisionSpeed = 0.0f;
					bHitSteepSlope = false;
				}
			}
		}

		if (!bStillOnValidPoly) {
			CVector potentialCenter = GetPosition();
			potentialCenter.z = GetPosition().z - 0.52f;

			// 0.52f should be a ped's approx. radius
			float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
			if (m_ped_flagA2) {
				if (collidedWithBoat) {
					potentialCenter.z += 2.0f * gravityEffect;
					totalRadiusWhenCollided += Abs(gravityEffect);
				} else {
					potentialCenter.z += gravityEffect;
				}
			}
			if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) {
				ourLine.p0 = GetPosition();
				ourLine.p1 = GetPosition();
				ourLine.p1.z = GetPosition().z - FEET_OFFSET;
				if (m_ped_flagA2) {
					ourLine.p1.z = ourLine.p1.z + gravityEffect;
					ourLine.p0.z = ourLine.p0.z + -0.25f;
				}
				float minDist = 1.0f;
				belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
					intersectionPoint, minDist, false, &m_collPoly);

				if (collidedWithBoat && m_ped_flagA2 && !belowTorsoCollided) {
					ourLine.p0.z = ourLine.p1.z;
					ourLine.p1.z = ourLine.p1.z + gravityEffect;
					belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
						intersectionPoint, minDist, false, &m_collPoly);
				}
				if (belowTorsoCollided) {
#ifndef VC_PED_PORTS
					if (!collidingEnt->IsPed()) {
#endif
						if (!bIsStanding
							|| FEET_OFFSET + intersectionPoint.point.z > GetPosition().z
							|| collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) {

							if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
								m_pCurSurface = collidingEnt;
								collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
								bTryingToReachDryLand = false;
								bOnBoat = false;
							} else {
								m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
								collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface);
								m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
								m_pCurSurface = collidingEnt;
								collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
								m_collPoly.valid = false;
								if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) {
									bOnBoat = true;
								} else {
									bOnBoat = false;
								}
							}
#ifdef VC_PED_PORTS
							if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
								GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
								if (bSomeVCflag1)
									bSomeVCflag1 = false;
							}
#else
							GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
							m_nSurfaceTouched = intersectionPoint.surfaceB;
							if (m_nSurfaceTouched == SURFACE_STONE) {
								bHitSteepSlope = true;
								m_vecDamageNormal = intersectionPoint.normal;
							}
						}
						// VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug:
#if 0 // #ifdef VC_PED_PORTS
						float upperSpeedLimit = 0.33f;
						float lowerSpeedLimit = -0.25f;
						float speed = m_vecMoveSpeed.Magnitude2D();
						if (m_nPedState == PED_IDLE) {
							upperSpeedLimit *= 2.0f;
							lowerSpeedLimit *= 1.5f;
						}
						if (!m_ped_flagA2) {
							if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
								|| m_pCollidingEntity == collidingEnt) {

								if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
									InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
								}
							} else {
								float damage = 100.0f * Max(speed - 0.25f, 0.0f);
								float damage2 = damage;
								if (m_vecMoveSpeed.z < -0.25f)
									damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;

								uint8 dir = 2; // from backward
								if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
									CVector2D offset = -m_vecMoveSpeed;
									dir = GetLocalDirection(offset);
								}
								InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
								if (IsPlayer() && damage2 > 5.0f)
									Say(SOUND_PED_LAND);
							}
						}
#else
						float speedSqr = 0.0f;
						if (!m_ped_flagA2) {
							if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {

								if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
									InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
								}
							} else {
								if (speedSqr == 0.0f)
									speedSqr = sq(m_vecMoveSpeed.z);

								uint8 dir = 2; // from backward
								if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
									CVector2D offset = -m_vecMoveSpeed;
									dir = GetLocalDirection(offset);
								}
								InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
							}
						}
#endif
						m_vecMoveSpeed.z = 0.0f;
						bIsStanding = true;
#ifndef VC_PED_PORTS
					} else {
						bOnBoat = false;
					}
#endif
				} else {
					bOnBoat = false;
				}
			}
		}
	}

	int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
	if (ourCollidedSpheres > 0 || belowTorsoCollided) {
		AddCollisionRecord(collidingEnt);
		if (!collidingEnt->IsBuilding())
			((CPhysical*)collidingEnt)->AddCollisionRecord(this);

		if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) {
			bHasHitWall = true;
		}
	}
	if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) 	{

		if (m_ped_flagA2) {
			CVector sphereNormal;
			float normalLength;
			for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
				sphereNormal = collidingPoints[sphere].normal;
#ifdef VC_PED_PORTS
				if (sphereNormal.z >= -1.0f || !IsPlayer()) {
#endif
					normalLength = sphereNormal.Magnitude2D();
					if (normalLength != 0.0f) {
						sphereNormal.x = sphereNormal.x / normalLength;
						sphereNormal.y = sphereNormal.y / normalLength;
					}
#ifdef VC_PED_PORTS
				} else {
					float speed = m_vecMoveSpeed.Magnitude2D();
					sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed);
					sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed);
					GetPosition().z -= 0.05f;
					bSomeVCflag1 = true;
				}
#endif
				sphereNormal.Normalise();
				collidingPoints[sphere].normal = sphereNormal;
				if (collidingPoints[sphere].surfaceB == SURFACE_STONE)
					bHitSteepSlope = true;
			}
		}
	}
	return ourCollidedSpheres;
}

void
CPed::SetFormation(eFormation type)
{
	// FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7.
	//      To not change the behaviour, range in here tweaked by 1 with the use of enum.

	switch (m_pedFormation) {
		case FORMATION_REAR:
		case FORMATION_REAR_LEFT:
		case FORMATION_REAR_RIGHT:
		case FORMATION_FRONT_LEFT:
		case FORMATION_FRONT_RIGHT:
		case FORMATION_LEFT:
		case FORMATION_RIGHT:
		case FORMATION_FRONT:
			break;
		default:
			Error("Unknown formation type, PedAI.cpp");
			break;
	}
	m_pedFormation = type;
}

void
CPed::SetFollowRoute(int16 currentPoint, int16 routeType)
{
	m_routeLastPoint = currentPoint;
	m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint);
	m_routePointsPassed = 0;
	m_routeType = routeType;
	m_routePointsBeingPassed = 1;
	m_objective = OBJECTIVE_FOLLOW_ROUTE;
	m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute());
}

// "Wander range" state is unused in game, and you can't use it without SetWanderRange anyway
void
CPed::WanderRange(void)
{
	bool arrived = Seek();
	if (arrived) {
		Idle();
		if (((m_randomSeed % 256) + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {

			int xDiff = Abs(m_wanderRangeBounds[1].x - m_wanderRangeBounds[0].x);
			int yDiff = Abs(m_wanderRangeBounds[1].y - m_wanderRangeBounds[0].y);

			CVector newCoords(
				(CGeneral::GetRandomNumber() % xDiff) + m_wanderRangeBounds[0].x,
				(CGeneral::GetRandomNumber() % yDiff) + m_wanderRangeBounds[0].y,
				GetPosition().z);

			SetSeek(newCoords, 2.5f);
		}
	}
}

bool
CPed::WillChat(CPed *stranger)
{
	if (m_pNextPathNode && m_pLastPathNode) {
		if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) {
			return false;
		}
	}
	if (m_nSurfaceTouched == SURFACE_TARMAC)
		return false;
	if (stranger == this)
		return false;
	if (m_nPedType == stranger->m_nPedType)
		return true;
	if (m_nPedType == PEDTYPE_CRIMINAL)
		return false;
	if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType)
		return false;
	return true;
}

void
CPed::SetEnterTrain(CVehicle *train, uint32 unused)
{
	if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen())
		return;

	/*
	// Not used
	CVector enterPos;
	GetNearestTrainPedPosition(train, enterPos);
	*/
	m_fRotationCur = train->GetForward().Heading() - HALFPI;
	m_pMyVehicle = train;
	m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);

	m_nPedState = PED_ENTER_TRAIN;
	m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f);
	m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this);
	bUsesCollision = false;
	LineUpPedWithTrain();
	if (IsPlayer()) {
		if (((CPlayerPed*)this)->m_bAdrenalineActive)
			((CPlayerPed*)this)->ClearAdrenaline();
	}
}

void
CPed::SetDuck(uint32 time)
{
	if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
		return;

	if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
		CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
		if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
			bIsDucking = true;
			m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
		}
	} else {
		CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
		if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
			CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
			bIsDucking = true;
			m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
		}
	}
}

void
CPed::SeekBoatPosition(void)
{
	if (m_carInObjective && !m_carInObjective->pDriver) {
		CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo();

		CVector enterOffset;
		if (boatModel->m_vehicleType == VEHICLE_TYPE_BOAT)
			enterOffset = boatModel->m_positions[BOAT_POS_FRONTSEAT];
		else
			enterOffset = boatModel->m_positions[CAR_POS_FRONTSEAT];

		enterOffset.x = 0.0f;
		CMatrix boatMat(m_carInObjective->GetMatrix());
		SetMoveState(PEDMOVE_WALK);
		m_vecSeekPos = boatMat * enterOffset;
		if (Seek()) {
			// We arrived to the boat
			m_vehEnterType = 0;
			SetEnterCar(m_carInObjective, 0);
		}
	} else
		RestorePreviousState();
}

void
CPed::SetEnterCar(CVehicle *car, uint32 unused)
{
	if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
		RestorePreviousState();
		RestorePreviousObjective();
	} else {
		uint8 doorFlag;
		eDoors door;
		switch (m_vehEnterType) {
			case CAR_DOOR_RF:
				doorFlag = CAR_DOOR_FLAG_RF;
				door = DOOR_FRONT_RIGHT;
				break;
			case CAR_DOOR_RR:
				doorFlag = CAR_DOOR_FLAG_RR;
				door = DOOR_REAR_RIGHT;
				break;
			case CAR_DOOR_LF:
				doorFlag = CAR_DOOR_FLAG_LF;
				door = DOOR_FRONT_LEFT;
				break;
			case CAR_DOOR_LR:
				doorFlag = CAR_DOOR_FLAG_LR;
				door = DOOR_REAR_LEFT;
				break;
			default:
				doorFlag = CAR_DOOR_FLAG_UNKNOWN;
				break;
		}
		if (!IsPedInControl() || m_fHealth <= 0.0f
			|| doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags
			|| car->bIsBeingCarJacked || m_pVehicleAnim
			|| doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door))
			SetMoveState(PEDMOVE_STILL);
		else
			SetEnterCar_AllClear(car, m_vehEnterType, doorFlag);
	}
}

void
CPed::SetRadioStation(void)
{
	static const uint8 radiosPerRadioCategories[10][4] = {
		{JAH_RADIO, RISE_FM, GAME_FM, MSX_FM},
		{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
		{RISE_FM, GAME_FM, MSX_FM, FLASHBACK},
		{HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM},
		{HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK},
		{JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK},
		{HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK},
		{HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK},
		{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
		{CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM}
	};
	uint8 orderInCat = 0; // BUG: this wasn't initialized

	if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this)
		return;

	uint8 category = GetPedRadioCategory(m_modelIndex);
	if (DMAudio.IsMP3RadioChannelAvailable()) {
		if (CGeneral::GetRandomNumber() & 15) {
			for (orderInCat = 0; orderInCat < 4; orderInCat++) {
				if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
					break;
			}
		} else {
			m_pMyVehicle->m_nRadioStation = USERTRACK;
		}
	} else {
		for (orderInCat = 0; orderInCat < 4; orderInCat++) {
			if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
				break;
		}
	}
	if (orderInCat == 4) {
		if (DMAudio.IsMP3RadioChannelAvailable()) {
			if (CGeneral::GetRandomNumber() & 15)
				m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
			else
				m_pMyVehicle->m_nRadioStation = USERTRACK;
		} else {
			m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
		}
	}
}

inline bool
CPed::IsNotInWreckedVehicle()
{
	return m_pMyVehicle != nil && m_pMyVehicle->m_status != STATUS_WRECKED;
}

void
CPed::PreRender(void)
{
	CShadows::StoreShadowForPed(this,
		CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
		CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
		CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);

#ifdef PED_SKIN
	if(IsClumpSkinned(GetClump())){
		UpdateRpHAnim();

		if(bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD){
			// scale head to 0 if shot off
			RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
			int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
			RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
			RwV3d zero = { 0.0f, 0.0f, 0.0f };
			RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
		}
	}
#endif

	if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) {
		CVector bloodDir(0.0f, 0.0f, 0.0f);
		CVector bloodPos(0.0f, 0.0f, 0.0f);

		TransformToNode(bloodPos, m_bodyPartBleeding);

		switch (m_bodyPartBleeding) {
			case PED_HEAD:
				bloodDir = 0.1f * GetUp();
				break;
			case PED_UPPERARML:
				bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
				break;
			case PED_UPPERARMR:
				bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
				break;
			case PED_UPPERLEGL:
				bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
				break;
			case PED_UPPERLEGR:
				bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
				break;
			default:
				bloodDir = CVector(0.0f, 0.0f, 0.0f);
				break;
		}

		for(int i = 0; i < 4; i++)
			CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
	}
	if (CWeather::Rain > 0.3f && TheCamera.SoundDistUp > 15.0f) {
		if ((TheCamera.GetPosition() - GetPosition()).Magnitude() < 25.0f) {
			bool doSplashUp = true;
			CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
			CVector speed = FindPlayerSpeed();

			if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
				if (m_nPedState != PED_FALL && !DyingOrDead() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
					if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED)) {
						doSplashUp = false;
					}
				} else
					doSplashUp = false;
			} else
				doSplashUp = false;

			if (doSplashUp && ourCol->numSpheres > 0) {
				for(int i = 0; i < ourCol->numSpheres; i++) {
					CColSphere *sphere = &ourCol->spheres[i];
					CVector splashPos;
					switch (sphere->piece) {
						case PEDPIECE_LEFTARM:
						case PEDPIECE_RIGHTARM:
						case PEDPIECE_HEAD:
							splashPos = GetMatrix() * ourCol->spheres[i].center;
							splashPos.z += 0.7f * sphere->radius;
							splashPos.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
							splashPos.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
							CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, splashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1, 0);
							break;
						default:
							break;
					}
				}
			}
		}
	}
}

void
CPed::ProcessBuoyancy(void)
{
	static uint32 nGenerateRaindrops = 0;
	static uint32 nGenerateWaterCircles = 0;
	CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f),
		((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f),
		((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f),
		(CGeneral::GetRandomNumber() % 256 * 48.0f) + 48);

	if (bInVehicle)
		return;

	CVector buoyancyPoint;
	CVector buoyancyImpulse;

#ifndef VC_PED_PORTS
	float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f);
#else
	float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f);
#endif

	if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) {
		bTouchingWater = true;
		CEntity *entity;
		CColPoint point;
		if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil)
			&& entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) {
			bIsInWater = false;
			return;
		}
		bIsInWater = true;
		ApplyMoveForce(buoyancyImpulse);
		if (!DyingOrDead()) {
			if (bTryingToReachDryLand) {
				if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
					bTryingToReachDryLand = false;
					CVector pos = GetPosition();
					if (PlacePedOnDryLand()) {
						if (m_fHealth > 20.0f)
							InflictDamage(nil, WEAPONTYPE_DROWNING, 15.0f, PEDPIECE_TORSO, false);

						if (bIsInTheAir) {
							RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
							bIsInTheAir = false;
						}
						pos.z = pos.z - 0.8f;
#ifdef PC_PARTICLE
						CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true);
#else
						CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, CRGBA(0, 0, 0, 0), true);
#endif
						m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
						m_nPedState = PED_IDLE;
						return;
					}
				}
			}
			float speedMult = 0.0f;
			if (buoyancyImpulse.z / m_fMass > 0.006f * CTimer::GetTimeStep()
				|| mod_Buoyancy.m_waterlevel > GetPosition().z) {
				speedMult = pow(0.9f, CTimer::GetTimeStep());
				m_vecMoveSpeed.x *= speedMult;
				m_vecMoveSpeed.y *= speedMult;
				m_vecMoveSpeed.z *= speedMult;
				bIsStanding = false;
				InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
			}
			if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) {
				if (speedMult == 0.0f) {
					speedMult = pow(0.9f, CTimer::GetTimeStep());
				}
				m_vecMoveSpeed.x *= speedMult;
				m_vecMoveSpeed.y *= speedMult;
				if (m_vecMoveSpeed.z >= -0.1f) {
					if (m_vecMoveSpeed.z < -0.04f)
						m_vecMoveSpeed.z = -0.02f;
				} else {
					m_vecMoveSpeed.z = -0.01f;
					DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
#ifdef PC_PARTICLE
					CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition();
					float level = 0.0f;
					if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
						aBitForward.z = level;

					CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true);
					nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80;
					nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100;
#else
					CVector aBitForward = 1.6f * m_vecMoveSpeed + GetPosition();
					float level = 0.0f;
					if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
						aBitForward.z = level + 0.5f;
					
					CVector vel = m_vecMoveSpeed * 0.1f;
					vel.z = 0.18f;
					CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, vel, 0.0f, 350, CRGBA(0, 0, 0, 0), true);
					nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
					nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
#endif
				}
			}
		} else
			return;
	} else
		bTouchingWater = false;

	if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) {
		CVector pos = GetPosition();
		float level = 0.0f;
		if (CWaterLevel::GetWaterLevel(pos, &level, false))
			pos.z = level;

		if (pos.z != 0.0f) {
			nGenerateWaterCircles = 0;
			for(int i = 0; i < 4; i++) {
#ifdef PC_PARTICLE
				pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
				pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
				CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0);
#else
				pos.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
				pos.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
				CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos+CVector(0.0f, 0.0f, 1.0f), CVector(0.0f, 0.0f, 0.0f));
#endif
			}
		}
	}

	if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) {
		CVector pos = GetPosition();
		float level = 0.0f;
		if (CWaterLevel::GetWaterLevel(pos, &level, false))
			pos.z = level;

		if (pos.z >= 0.0f) {
#ifdef PC_PARTICLE
			pos.z += 0.25f;
#else
			pos.z += 0.5f;
#endif
			nGenerateRaindrops = 0;
#ifdef PC_PARTICLE
			CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true);
#else
			CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 2500, CRGBA(0,0,0,0), true);
#endif
		}
	}
}

void
CPed::SetSolicit(uint32 time)
{
	if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective)
		return;

	if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0
		&& CTimer::GetTimeInMilliseconds() < m_objectiveTimer) {
		if (m_vehEnterType == CAR_DOOR_LF) {
			m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
		} else {
			m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI;
		}

		if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
			m_standardTimer = CTimer::GetTimeInMilliseconds() + time;

			if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus)
				m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f);

			m_nPedState = PED_SOLICIT;
		}
	}
}

bool
CPed::SetFollowPath(CVector dest)
{
	if (m_nPedState == PED_FOLLOW_PATH)
		return false;

	if (FindPlayerPed() != this)
		return false;

	if ((dest - GetPosition()).Magnitude() <= 2.0f)
		return false;

	CVector pointPoses[7];
	int16 pointsFound;
	CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7);
	for(int i = 0; i < pointsFound; i++) {
		m_stPathNodeStates[i].x = pointPoses[i].x;
		m_stPathNodeStates[i].y = pointPoses[i].y;
	}

	m_nCurPathNode = 0;
	m_nPathNodes = pointsFound;
	if (m_nPathNodes < 1)
		return false;

	SetStoredState();
	m_nPedState = PED_FOLLOW_PATH;
	SetMoveState(PEDMOVE_WALK);
	return true;
}

void
AddYardieDoorSmoke(CVehicle *veh, uint32 doorNode)
{
	eDoors door;
	switch (doorNode) {
		case CAR_DOOR_RF:
			door = DOOR_FRONT_RIGHT;
			break;
		case CAR_DOOR_LF:
			door = DOOR_FRONT_LEFT;
			break;
		default:
			break;
	}

	if (!veh->IsDoorMissing(door) && veh->IsComponentPresent(doorNode)) {
		CVector pos;
#ifdef FIX_BUGS
		veh->GetComponentWorldPosition(doorNode, pos);
#else
		veh->GetComponentWorldPosition(CAR_DOOR_LF, pos);
#endif
		CParticle::AddYardieDoorSmoke(pos, veh->GetMatrix());
	}
}

// wantedDoorNode = 0 means that func. will determine it
void
CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
{
	uint32 optedDoorNode = wantedDoorNode;
	bool teleportNeeded = false;
	bool isLow = !!veh->bLowVehicle;
	if (!veh->CanPedExitCar()) {
		if (veh->pDriver && !veh->pDriver->IsPlayer()) {
			veh->AutoPilot.m_nCruiseSpeed = 0;
			veh->AutoPilot.m_nCarMission = MISSION_NONE;
		}
		return;
	}

	if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
		return;

	m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
	if (wantedDoorNode == 0) {
		optedDoorNode = CAR_DOOR_LF;
		if (!veh->bIsBus) {
			if (veh->pDriver == this) {
				optedDoorNode = CAR_DOOR_LF;
			} else if (veh->pPassengers[0] == this) {
				optedDoorNode = CAR_DOOR_RF;
			} else if (veh->pPassengers[1] == this) {
				optedDoorNode = CAR_DOOR_LR;
			} else if (veh->pPassengers[2] == this) {
				optedDoorNode = CAR_DOOR_RR;
			} else {
				for (int i = 3; i < veh->m_nNumMaxPassengers; ++i) {
					if (veh->pPassengers[i] == this) {
						if (i & 1)
							optedDoorNode = CAR_DOOR_RR;
						else
							optedDoorNode = CAR_DOOR_LR;

						break;
					}
				}
			}
		}
	}
	bool someoneExitsFromOurExitDoor = false;
	bool someoneEntersFromOurExitDoor = false;
	switch (optedDoorNode) {
		case CAR_DOOR_RF:
			if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
				someoneEntersFromOurExitDoor = true;
			if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF)
				someoneExitsFromOurExitDoor = true;
			break;
		case CAR_DOOR_RR:
			if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
				someoneEntersFromOurExitDoor = true;
			if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR)
				someoneExitsFromOurExitDoor = true;
			break;
		case CAR_DOOR_LF:
			if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF)
				someoneEntersFromOurExitDoor = true;
			if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF)
				someoneExitsFromOurExitDoor = true;
			break;
		case CAR_DOOR_LR:
			if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
				someoneEntersFromOurExitDoor = true;
			if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR)
				someoneExitsFromOurExitDoor = true;
			break;
		default:
			break;
	}
	if (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_VEHICLE) {
		RestorePreviousObjective();
		return;
	}
	if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) {
		// Again, unused...
		// CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
		bool thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil);
		if (veh->IsOnItsSide()) {
			teleportNeeded = true;
		} else if (!thereIsRoom) {
			bool trySideSeat = false;
			CPed *pedOnSideSeat = nil;
			switch (optedDoorNode) {
				case CAR_DOOR_RF:
					if (veh->pDriver || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) {
						pedOnSideSeat = veh->pDriver;
						trySideSeat = true;
					} else
						optedDoorNode = CAR_DOOR_LF;

					break;
				case CAR_DOOR_RR:
					if (veh->pPassengers[1] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
						pedOnSideSeat = veh->pPassengers[1];
						trySideSeat = true;
					} else
						optedDoorNode = CAR_DOOR_LR;

					break;
				case CAR_DOOR_LF:
					if (veh->pPassengers[0] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
						pedOnSideSeat = veh->pPassengers[0];
						trySideSeat = true;
					} else
						optedDoorNode = CAR_DOOR_RF;

					break;
				case CAR_DOOR_LR:
					if (veh->pPassengers[2] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
						pedOnSideSeat = (CPed*)veh->pPassengers[2];
						trySideSeat = true;
					} else
						optedDoorNode = CAR_DOOR_RR;

					break;
				default:
					break;
			}
			if (trySideSeat) {
				if (!pedOnSideSeat || !IsPlayer() && CharCreatedBy != MISSION_CHAR)
					return;

				switch (optedDoorNode) {
					case CAR_DOOR_RF:
						optedDoorNode = CAR_DOOR_LF;
						break;
					case CAR_DOOR_RR:
						optedDoorNode = CAR_DOOR_LR;
						break;
					case CAR_DOOR_LF:
						optedDoorNode = CAR_DOOR_RF;
						break;
					case CAR_DOOR_LR:
						optedDoorNode = CAR_DOOR_RR;
						break;
					default:
						break;
				}
			}
			// ...
			// CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
			if (!veh->IsRoomForPedToLeaveCar(optedDoorNode, nil)) {
				if (!IsPlayer() && CharCreatedBy != MISSION_CHAR)
					return;

				teleportNeeded = true;
			}
		}
		if (m_nPedState == PED_FLEE_POS) {
			m_nLastPedState = PED_FLEE_POS;
			m_nPrevMoveState = PEDMOVE_RUN;
			SetMoveState(PEDMOVE_SPRINT);
		} else {
			m_nLastPedState = PED_IDLE;
			m_nPrevMoveState = PEDMOVE_STILL;
			SetMoveState(PEDMOVE_STILL);
		}

		ReplaceWeaponWhenExitingVehicle();
		bUsesCollision = false;
		m_pSeekTarget = veh;
		m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
		m_vehEnterType = optedDoorNode;
		m_nPedState = PED_EXIT_CAR;
		if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL)
			m_pVehicleAnim->blendDelta = -1000.0f;
		SetMoveState(PEDMOVE_NONE);
		CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
		RemoveInCarAnims();
		veh->AutoPilot.m_nCruiseSpeed = 0;
		if (teleportNeeded) {
			PedSetOutCarCB(nil, this);

			// This is same code with CPedPlacement::FindZCoorForPed, except we start from z + 1.5 and also check vehicles.
			float zForPed;
			float startZ = GetPosition().z - 100.0f;
			float foundColZ = -100.0f;
			float foundColZ2 = -100.0f;
			CColPoint foundCol;
			CEntity* foundEnt;

			CVector vec = GetPosition();
			vec.z += 1.5f;

			if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil))
				foundColZ = foundCol.point.z;

			// Adjust coords and do a second test
			vec.x += 0.1f;
			vec.y += 0.1f;

			if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil))
				foundColZ2 = foundCol.point.z;

			zForPed = Max(foundColZ, foundColZ2);

			if (zForPed > -99.0f)
				GetPosition().z = FEET_OFFSET + zForPed;
		} else {
			if (veh->GetUp().z > -0.8f) {
				bool addDoorSmoke = false;
				if (veh->m_modelIndex == MI_YARDIE)
					addDoorSmoke = true;

				switch (m_vehEnterType) {
					case CAR_DOOR_RF:
						if (veh->bIsBus) {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
						} else {
							if (isLow)
								m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
							else
								m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS);

							if (addDoorSmoke)
								AddYardieDoorSmoke(veh, CAR_DOOR_RF);
						}
						break;
					case CAR_DOOR_RR:
						if (veh->bIsVan) {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT);
						} else if (isLow) {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
						} else {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS);
						}
						break;
					case CAR_DOOR_LF:
						if (veh->bIsBus) {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
						} else {
							if (isLow)
								m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
							else
								m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS);

							if (addDoorSmoke)
								AddYardieDoorSmoke(veh, CAR_DOOR_LF);
						}
						break;
					case CAR_DOOR_LR:
						if (veh->bIsVan) {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L);
						} else if (isLow) {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
						} else {
							m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS);
						}
						break;
					default:
						break;
				}
				if (!bBusJacked) {
					switch (m_vehEnterType) {
						case CAR_DOOR_RF:
							veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RF;
							break;
						case CAR_DOOR_RR:
							veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RR;
							break;
						case CAR_DOOR_LF:
							veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
							break;
						case CAR_DOOR_LR:
							veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LR;
							break;
						default:
							break;
					}
				}
				m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this);
			} else {
				if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
					m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS2);
				} else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
					m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS);
				}
				m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
			}
		}
		bChangedSeat = false;
		if (veh->bIsBus)
			bRenderPedInCar = true;

		SetRadioStation();
		if (veh->pDriver == this) {
			if (IsPlayer())
				veh->m_status = STATUS_PLAYER_DISABLED;
			else
				veh->m_status = STATUS_ABANDONED;
		}
	}
}

void
CPed::ScanForInterestingStuff(void)
{
	if (!IsPedInControl())
		return;

	if (m_objective != OBJECTIVE_NONE)
		return;

	if (CharCreatedBy == MISSION_CHAR)
		return;

	LookForSexyPeds();
	LookForSexyCars();
	if (LookForInterestingNodes())
		return;

	if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
		if (CGeneral::GetRandomNumber() % 100 >= 10) {
			if (m_objective != OBJECTIVE_MUG_CHAR && !(CGeneral::GetRandomNumber() & 7)) {
				CPed *charToMug = nil;
				for (int i = 0; i < m_numNearPeds; ++i) {
					CPed *nearPed = m_nearPeds[i];

					if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > sq(7.0f))
						break;

					if ((nearPed->m_nPedType == PEDTYPE_CIVFEMALE || nearPed->m_nPedType == PEDTYPE_CIVMALE
						|| nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->m_nPedType == PEDTYPE_UNUSED1
						|| nearPed->m_nPedType == PEDTYPE_PROSTITUTE)
						&& nearPed->CharCreatedBy != MISSION_CHAR
						&& nearPed->IsPedShootable()
						&& nearPed->m_objective != OBJECTIVE_MUG_CHAR) {
						charToMug = nearPed;
						break;
					}
				}
				if (charToMug)
					SetObjective(OBJECTIVE_MUG_CHAR, charToMug);

				m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
			}
		} else {
			int mostExpensiveVehAround = -1;
			int bestMonetaryValue = 0;

			CVector pos = GetPosition();
			int16 lastVehicle;
			CEntity *vehicles[8];
			CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);

			for (int i = 0; i < lastVehicle; i++) {
				CVehicle* veh = (CVehicle*)vehicles[i];

				if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
					if (veh->m_vecMoveSpeed.Magnitude() <= 0.1f && veh->IsVehicleNormal()
						&& veh->IsCar() && bestMonetaryValue < veh->pHandling->nMonetaryValue) {
						mostExpensiveVehAround = i;
						bestMonetaryValue = veh->pHandling->nMonetaryValue;
					}
				}
			}
			if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) {
				SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]);
				m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
				return;
			}
			m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
		}
	}

	if (m_nPedState == PED_WANDER_PATH) {
#ifndef VC_PED_PORTS
		if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {

			// += 2 is weird
			for (int i = 0; i < m_numNearPeds; i += 2) {
				if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) {
					if (CGeneral::GetRandomNumberInRange(0, 100) >= 100)
						m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
					else {
						if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
							m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
						} else if (CanSeeEntity(m_nearPeds[i])) {
							int time = CGeneral::GetRandomNumber() % 4000 + 10000;
							SetChat(m_nearPeds[i], time);
							m_nearPeds[i]->SetChat(this, time);
							return;
						}
					}
				}
			}
		}
#else
		if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= 0.5f) {
			m_standardTimer = CTimer::GetTimeInMilliseconds() + 200;
		} else {
			if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
				for (int i = 0; i < m_numNearPeds; i ++) {
					if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
						if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
							&& CanSeeEntity(m_nearPeds[i])
							&& m_nearPeds[i]->CanSeeEntity(this)
							&& WillChat(m_nearPeds[i])) {

							int time = CGeneral::GetRandomNumber() % 4000 + 10000;
							SetChat(m_nearPeds[i], time);
							m_nearPeds[i]->SetChat(this, time);
							return;
						}
					}
				}
			}
		}
#endif
	}

	// Parts below aren't there in VC, they're in somewhere else.
	if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR
		&& m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) {

		CVector pos = GetPosition();
		int16 lastVehicle;
		CEntity* vehicles[8];
		CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);

		for (int i = 0; i < lastVehicle; i++) {
			CVehicle* veh = (CVehicle*)vehicles[i];

			if (veh->IsVehicleNormal()) {
				if (veh->IsCar()) {
					if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) {
						SetObjective(OBJECTIVE_SOLICIT, veh);
						Say(SOUND_PED_SOLICIT);
						return;
					}
				}
			}
		}
	}
	if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
		CVector pos = GetPosition();
		int16 lastVehicle;
		CEntity* vehicles[8];
		CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);

		for (int i = 0; i < lastVehicle; i++) {
			CVehicle* veh = (CVehicle*)vehicles[i];

			if (veh->m_modelIndex == MI_MRWHOOP) {
				if (veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED) {
					if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
						SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
						return;
					}
				}
			}
		}
	}
}

uint32
CPed::ScanForThreats(void)
{
	int fearFlags = m_fearFlags;
	CVector ourPos = GetPosition();
	float closestPedDist = 60.0f;
	CVector2D explosionPos = GetPosition();
	if (fearFlags & PED_FLAG_EXPLOSION && CheckForExplosions(explosionPos)) {
		m_eventOrThreat = explosionPos;
		return PED_FLAG_EXPLOSION;
	}
	
	CPed *shooter = nil;
	if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) {
		if (!IsGangMember()) {
			m_threatEntity = shooter;
			m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
			return PED_FLAG_GUN;
		}

		if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) {
			m_threatEntity = shooter;
			m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
			return CPedType::GetFlag(shooter->m_nPedType);
		}
	}

	CPed *deadPed = nil;
	if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
		&& (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) {
		m_pEventEntity = deadPed;
		m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
		return PED_FLAG_DEADPEDS;
	} else {
		uint32 flagsOfSomePed = 0;

		CPed *pedToFearFrom = nil;
#ifndef VC_PED_PORTS
		for (int i = 0; i < m_numNearPeds; i++) {
			if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) {
				CPed *nearPed = m_nearPeds[i];

				// BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance.
				// Fixed at the bottom of the function.
				flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType);

				if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) {
					if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) {
						// FIX: Taken from VC
#ifdef FIX_BUGS
						float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D();
#else
						float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
#endif
						if (sq(closestPedDist) > nearPedDistSqr) {
							closestPedDist = Sqrt(nearPedDistSqr);
							pedToFearFrom = m_nearPeds[i];
						}
					}
				}
			}
		}
#else
		bool weSawOurEnemy = false;
		bool weMaySeeOurEnemy = false;
		float closestEnemyDist = 60.0f;
		if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) {

			for (int i = 0; i < m_numNearPeds; ++i) {
				if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) {
						continue;
				}

				// BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function.
				flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);

				if (flagsOfSomePed & fearFlags) {
					if (m_nearPeds[i]->m_fHealth > 0.0f) {

						// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
						if (OurPedCanSeeThisOne(m_nearPeds[i])) {
							if (m_nearPeds[i]->m_nPedState == PED_ATTACK) {
								if (m_nearPeds[i]->m_pedInObjective == this) {

									float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
									if (sq(closestEnemyDist) > enemyDistSqr) {
										float enemyDist = Sqrt(enemyDistSqr);
										weSawOurEnemy = true;
										closestPedDist = enemyDist;
										closestEnemyDist = enemyDist;
										pedToFearFrom = m_nearPeds[i];
									}
								}
							} else {
								float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
								if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) {
									closestPedDist = Sqrt(nearPedDistSqr);
									pedToFearFrom = m_nearPeds[i];
								}
							}
						} else if (!weSawOurEnemy) {
							CPed *nearPed = m_nearPeds[i];
							if (nearPed->m_nPedState == PED_ATTACK) {
								CColPoint foundCol;
								CEntity *foundEnt;

								// We don't see him yet but he's behind a ped, vehicle or object
								// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
								if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
									true, false, false, false, false, false, false)) {

									if (nearPed->m_pedInObjective == this) {
										float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
										if (sq(closestEnemyDist) > enemyDistSqr) {
											float enemyDist = Sqrt(enemyDistSqr);
											weMaySeeOurEnemy = true;
											closestPedDist = enemyDist;
											closestEnemyDist = enemyDist;
											pedToFearFrom = m_nearPeds[i];
										}
									} else if (!nearPed->GetWeapon()->IsTypeMelee() && !weMaySeeOurEnemy) {
										float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
										if (sq(closestPedDist) > nearPedDistSqr) {
											weMaySeeOurEnemy = true;
											closestPedDist = Sqrt(nearPedDistSqr);
											pedToFearFrom = m_nearPeds[i];
										}
									}
								}
							}
						}
					}
				}
			}
		}
#endif
		int16 lastVehicle;
		CEntity* vehicles[8];
		CWorld::FindObjectsInRange(ourPos, 20.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
		CVehicle* foundVeh = nil;
		for (int i = 0; i < lastVehicle; i++) {
			CVehicle* nearVeh = (CVehicle*)vehicles[i];

			CPed *driver = nearVeh->pDriver;
			if (driver) {

				// BUG: Same bug as above. Fixed at the bottom of function.
				flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType);
				if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) {
					if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) {
						// FIX: Taken from VC
#ifdef FIX_BUGS
						float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D();
#else
						float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
#endif
						if (sq(closestPedDist) > driverDistSqr) {
							closestPedDist = Sqrt(driverDistSqr);
							pedToFearFrom = nearVeh->pDriver;
						}
					}
				}
			}
		}
		m_threatEntity = pedToFearFrom;
		if (m_threatEntity)
			m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);

#ifdef FIX_BUGS
		if (pedToFearFrom)
			flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
		else
			flagsOfSomePed = 0;
#endif

		return flagsOfSomePed;
	}
}

void
CPed::SeekCar(void)
{
	CVehicle *vehToSeek = m_carInObjective;
	CVector dest(0.0f, 0.0f, 0.0f);
	if (!vehToSeek) {
		RestorePreviousState();
		return;
	}

	if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
		if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
			if (IsRoomToBeCarJacked()) {
				dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
			} else if (m_nPedType == PEDTYPE_COP) {
				dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
			} else {
				SetMoveState(PEDMOVE_STILL);
			}
		} else
			GetNearestDoor(vehToSeek, dest);
	} else {
		if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
			SetMoveState(PEDMOVE_STILL);
			return;
		}
		if (vehToSeek->m_modelIndex == MI_COACH) {
			GetNearestDoor(vehToSeek, dest);
		} else {
			if (vehToSeek->IsTrain()) {
				if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) {
					RestorePreviousObjective();
					RestorePreviousState();
					return;
				}
				if (!GetNearestTrainDoor(vehToSeek, dest)) {
					RestorePreviousObjective();
					RestorePreviousState();
					return;
				}
			} else {
				if (!GetNearestPassengerDoor(vehToSeek, dest)) {
					if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
						RestorePreviousObjective();
						RestorePreviousState();
					} else {
						SetMoveState(PEDMOVE_STILL);
					}
					bVehEnterDoorIsBlocked = true;
					return;
				}
				bVehEnterDoorIsBlocked = false;
			}
		}
	}

	if (dest.x == 0.0f && dest.y == 0.0f) {
		if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
			RestorePreviousState();
			if (IsPlayer()) {
				ClearObjective();
			} else if (CharCreatedBy == RANDOM_CHAR) {
				m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
			}
			SetMoveState(PEDMOVE_STILL);
			TheCamera.ClearPlayerWeaponMode();
			CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
			return;
		}
		dest = vehToSeek->GetPosition();
		if (bCollidedWithMyVehicle) {
			WarpPedIntoCar(m_pMyVehicle);
			return;
		}
	}
	bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
	m_vecSeekPos = dest;
	float distToDestSqr = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
#ifndef VC_PED_PORTS
	if (bIsRunning)
		SetMoveState(PEDMOVE_RUN);
#else
	if (bIsRunning ||
		vehToSeek->pDriver && distToDestSqr > sq(2.0f) && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
		SetMoveState(PEDMOVE_RUN);
#endif
	else if (distToDestSqr < sq(2.0f))
		SetMoveState(PEDMOVE_WALK);

	if (distToDestSqr >= 1.0f)
		bCanPedEnterSeekedCar = false;
	else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDestSqr)
		bCanPedEnterSeekedCar = true;

	if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
		bVehEnterDoorIsBlocked = true;
	else
		bVehEnterDoorIsBlocked = false;

	// Arrived to the car
	if (Seek()) {
		if (!foundBetterPosToSeek) {
			if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
				if (vehToSeek->IsTrain()) {
					SetEnterTrain(vehToSeek, m_vehEnterType);
				} else {
					m_fRotationCur = m_fRotationDest;
					if (!bVehEnterDoorIsBlocked) {
						vehToSeek->bIsStatic = false;
						if (m_objective == OBJECTIVE_SOLICIT) {
							SetSolicit(1000);
						} else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
							SetBuyIceCream();
						} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
							&& vehToSeek->CanPedEnterCar()) {

							switch (vehToSeek->m_status) {
								case STATUS_PLAYER:
								case STATUS_SIMPLE:
								case STATUS_PHYSICS:
								case STATUS_PLAYER_DISABLED:
									if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
										(m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
										SetCarJack(vehToSeek);
										if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
											vehToSeek->pDriver->bFleeAfterExitingCar = true;
									} else {
										SetEnterCar(vehToSeek, m_vehEnterType);
									}
									break;
								case STATUS_ABANDONED:
									if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
										if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
											if (IsPlayer())
												CPed::SetEnterCar(vehToSeek, m_vehEnterType);
										} else {
											SetCarJack(vehToSeek);
										}
									} else {
										SetEnterCar(vehToSeek, m_vehEnterType);
									}
									break;
								case STATUS_WRECKED:
									SetIdle();
									break;
								default:
									return;
							}
						} else {
							RestorePreviousState();
						}
					} else {
						SetMoveState(PEDMOVE_STILL);
					}
				}
			}
		}
	}
}

void
CPed::ServiceTalking(void)
{
	if (!bBodyPartJustCameOff || m_bodyPartBleeding != PED_HEAD) {
		if (CGeneral::faststricmp(CModelInfo::GetModelInfo(m_modelIndex)->GetName(), "bomber")) {
			if (m_nPedState == PED_ON_FIRE)
				m_queuedSound = SOUND_PED_BURNING;
		} else {
			m_queuedSound = SOUND_PED_BOMBER;
		}
		if (m_queuedSound != SOUND_TOTAL_PED_SOUNDS) {
			if (m_queuedSound == SOUND_PED_DEATH)
				m_soundStart = CTimer::GetTimeInMilliseconds() - 1;

			if (CTimer::GetTimeInMilliseconds() > m_soundStart) {
				DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f);
				m_lastSoundStart = CTimer::GetTimeInMilliseconds();
				m_soundStart =
					CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime
					+ CTimer::GetTimeInMilliseconds()
					+ CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime);
				m_lastQueuedSound = m_queuedSound;
				m_queuedSound = SOUND_TOTAL_PED_SOUNDS;
			}
		}
	}
}

void
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
{
	if (m_nPedState == PED_DEAD) {
		if (CGame::nastyGame) {
			if (hitLevel == HITLEVEL_GROUND) {
				CAnimBlendAssociation *floorHitAssoc;
				if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) {
					floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
				} else {
					floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f);
				}
				if (floorHitAssoc) {
					floorHitAssoc->SetCurrentTime(0.0f);
					floorHitAssoc->SetRun();
					floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
				}
			}
			if (CGame::nastyGame) {
				CVector headPos = GetNodePosition(PED_HEAD);
				for(int i = 0; i < 4; ++i) {
					CVector bloodDir(0.0f, 0.0f, 0.1f);
					CVector bloodPos = headPos - 0.2f * GetForward();
					CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
				}
			}
		}
	} else if (m_nPedState == PED_FALL) {
		if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) {
			CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800) ?
				CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) :
				CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
			if (floorHitAssoc) {
				floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
				floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT;
			}
		}
	} else if (IsPedInControl()) {
		if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
			|| (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
#ifndef VC_PED_PORTS
			if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) {
				if (IsPlayer() || CGeneral::GetRandomNumber() & 3) {
#else
			if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
				if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
#endif
					AnimationId shotAnim;
					switch (direction) {
						case 1:
							shotAnim = ANIM_SHOT_LEFT_PARTIAL;
							break;
						case 2:
							shotAnim = ANIM_SHOT_BACK_PARTIAL;
							break;
						case 3:
							shotAnim = ANIM_SHOT_RIGHT_PARTIAL;
							break;
						default:
							shotAnim = ANIM_SHOT_FRONT_PARTIAL;
							break;
					}
					CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim);
					if (!shotAssoc || shotAssoc->blendDelta < 0.0f)
						shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f);

					shotAssoc->SetCurrentTime(0.0f);
					shotAssoc->SetRun();
					shotAssoc->flags |= ASSOC_FADEOUTWHENDONE;
				} else {
					int time = CGeneral::GetRandomNumberInRange(1000, 3000);
					SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
				}
			} else {
#ifndef VC_PED_PORTS
				switch (direction) {
					case 1:
						SetFall(500, ANIM_KO_SPIN_R, false);
						break;
					case 2:
						SetFall(500, ANIM_KO_SKID_BACK, false);
						break;
					case 3:
						SetFall(500, ANIM_KO_SPIN_L, false);
						break;
					default:
						SetFall(500, ANIM_KO_SHOT_STOM, false);
						break;
				}
#else
				bool fall = true;
				AnimationId hitAnim;
				switch (direction) {
					case 1:
						hitAnim = ANIM_KO_SPIN_R;
						break;
					case 2:
						if (CGeneral::GetRandomNumber() & 1) {
							fall = false;
							hitAnim = ANIM_HIT_BACK;
						} else	{
							hitAnim = ANIM_KO_SKID_BACK;
						}
						break;
					case 3:
						hitAnim = ANIM_KO_SPIN_L;
						break;
					default:
						if (hitLevel == HITLEVEL_LOW) {
							hitAnim = ANIM_KO_SHOT_STOM;
						} else if (CGeneral::GetRandomNumber() & 1) {
							fall = false;
							hitAnim = ANIM_HIT_WALK;
						} else if (CGeneral::GetRandomNumber() & 1) {
							fall = false;
							hitAnim = ANIM_HIT_HEAD;
						} else {
							hitAnim = ANIM_KO_SHOT_FACE;
						}
						break;
				}
				if (fall) {
					SetFall(500, hitAnim, false);
				} else {
					CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim);
					if (!hitAssoc || hitAssoc->blendDelta < 0.0f)
						hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f);

					hitAssoc->SetCurrentTime(0.0f);
					hitAssoc->SetRun();
					hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
				}
#endif
			}
			Say(SOUND_PED_DEFEND);
		} else {
			Say(SOUND_PED_DEFEND);
			switch (hitLevel) {
				case HITLEVEL_GROUND:
					m_lastFightMove = FIGHTMOVE_HITONFLOOR;
					break;
				case HITLEVEL_LOW:
#ifndef VC_PED_PORTS
					if (direction == 2) {
						CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
						return;
					}
#else
					if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
						CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
						return;
					} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
						CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false);
						return;
					}	
#endif
					m_lastFightMove = FIGHTMOVE_HITBODY;
					break;
				case HITLEVEL_HIGH:
					switch (direction) {
						case 1:
							m_lastFightMove = FIGHTMOVE_HITLEFT;
							break;
						case 2:
							m_lastFightMove = FIGHTMOVE_HITBACK;
							break;
						case 3:
							m_lastFightMove = FIGHTMOVE_HITRIGHT;
							break;
						default:
							if (unk <= 5)
								m_lastFightMove = FIGHTMOVE_HITHEAD;
							else
								m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
							break;
					}
					break;
				default:
					switch (direction) {
						case 1:
							m_lastFightMove = FIGHTMOVE_HITLEFT;
							break;
						case 2:
							m_lastFightMove = FIGHTMOVE_HITBACK;
							break;
						case 3:
							m_lastFightMove = FIGHTMOVE_HITRIGHT;
							break;
						default:
							if (unk <= 5)
								m_lastFightMove = FIGHTMOVE_HITCHEST;
							else
								m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
							break;
					}
					break;
			}
			if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
				m_lastFightMove = FIGHTMOVE_HITONFLOOR;

			if (m_nPedState == PED_FIGHT) {
				CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
				moveAssoc->SetCurrentTime(0.0f);
				moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
				if (IsPlayer())
					moveAssoc->speed = 1.3f;

				m_takeAStepAfterAttack = 0;
				m_fightButtonPressure = 0;
			} else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) {
				CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
				moveAssoc->SetCurrentTime(0.0f);
				moveAssoc->speed = 1.3f;
			} else {
				if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
					SetStoredState();

				if (m_nWaitState != WAITSTATE_FALSE) {
					m_nWaitState = WAITSTATE_FALSE;
					RestoreHeadingRate();
				}
				m_nPedState = PED_FIGHT;
				m_fightButtonPressure = 0;
				RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
				CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
				if (walkStartAssoc) {
					walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT;
					walkStartAssoc->blendDelta = -1000.0f;
				}
				CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
				if (!walkStopAssoc)
					walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
				if (walkStopAssoc) {
					walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
					walkStopAssoc->blendDelta = -1000.0f;
					RestoreHeadingRate();
				}
				SetMoveState(PEDMOVE_NONE);
				m_nStoredMoveState = PEDMOVE_NONE;
				CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
				CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
				moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
				m_fightState = FIGHTSTATE_NO_MOVE;
				m_takeAStepAfterAttack = false;
				bIsAttacking = true;
			}
		}
	}
}

void
CPed::UpdateFromLeader(void)
{
	if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer)
		return;

	if (!m_leader)
		return;

	CVector leaderDist;
	if (m_leader->InVehicle())
		leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition();
	else
		leaderDist = m_leader->GetPosition() - GetPosition();

	if (leaderDist.Magnitude() > 30.0f) {
		if (IsPedInControl()) {
			SetObjective(OBJECTIVE_NONE);
			SetIdle();
			SetMoveState(PEDMOVE_STILL);
		}
		SetLeader(nil);
		return;
	}

	if (IsPedInControl()) {
		if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI)
			WarpPedToNearLeaderOffScreen();

		if (m_leader->m_nPedState == PED_DEAD) {
			SetLeader(nil);
			SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
			return;
		}
		if (!m_leader->bInVehicle) {
			if (m_leader->m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
				if (bInVehicle) {
					if (m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT && m_objective != OBJECTIVE_LEAVE_VEHICLE)
						SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);

					return;
				}
				if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
					RestorePreviousObjective();
					RestorePreviousState();
				}
			}
			if (m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy == RANDOM_CHAR) {
				SetLeader(nil);
				return;
			}
		}
		if (bInVehicle || !m_leader->bInVehicle || m_leader->m_nPedState != PED_DRIVING) {
			if (m_leader->m_objective != OBJECTIVE_NONE && (!m_leader->IsPlayer() || m_leader->m_objective != OBJECTIVE_IDLE)
				&& m_objective != m_leader->m_objective) {

				switch (m_leader->m_objective) {
					case OBJECTIVE_IDLE:
					case OBJECTIVE_FLEE_TILL_SAFE:
					case OBJECTIVE_WAIT_IN_CAR:
					case OBJECTIVE_FOLLOW_ROUTE:
						SetObjective(m_leader->m_objective);
						m_objectiveTimer = m_leader->m_objectiveTimer;
						break;
					case OBJECTIVE_GUARD_SPOT:
						SetObjective(OBJECTIVE_GUARD_SPOT, m_leader->m_vecSeekPosEx);
						m_objectiveTimer = m_leader->m_objectiveTimer;
						break;
					case OBJECTIVE_KILL_CHAR_ON_FOOT:
					case OBJECTIVE_KILL_CHAR_ANY_MEANS:
					case OBJECTIVE_GOTO_CHAR_ON_FOOT:
						if (m_leader->m_pedInObjective) {
							SetObjective(m_leader->m_objective, m_leader->m_pedInObjective);
							m_objectiveTimer = m_leader->m_objectiveTimer;
						}
						break;
					case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
					case OBJECTIVE_ENTER_CAR_AS_DRIVER:
						if (m_leader->m_carInObjective) {
							SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_carInObjective);
							return;
						}
						break;
					case OBJECTIVE_FIGHT_CHAR:
						return;
					case OBJECTIVE_HAIL_TAXI:
						m_leader = nil;
						SetObjective(OBJECTIVE_NONE);
						break;
					default:
						SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
						SetObjectiveTimer(0);
						break;
				}
			} else {
				if (m_leader->m_nPedState == PED_ATTACK) {
					CEntity *lookTargetOfLeader = m_leader->m_pLookTarget;
					if (lookTargetOfLeader && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
						&& lookTargetOfLeader->IsPed() && lookTargetOfLeader != this) {

						SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, lookTargetOfLeader);
						SetObjectiveTimer(8000);
						SetLookFlag(m_leader->m_pLookTarget, false);
						SetLookTimer(500);
					}
				} else {
					if (IsPedInControl() && m_nPedState != PED_ATTACK) {
#ifndef VC_PED_PORTS
						SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
						SetObjectiveTimer(0);
#else
						if (m_leader->m_objective != OBJECTIVE_NONE || m_objective != OBJECTIVE_NONE
							|| m_leader->m_nPedState != PED_CHAT || m_nPedState != PED_CHAT) {

							SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
							SetObjectiveTimer(0);
						} else {
							SetObjective(OBJECTIVE_NONE);
						}
#endif
					}
					if (m_nPedState == PED_IDLE && m_leader->IsPlayer()) {
						if (ScanForThreats() && m_threatEntity) {
							m_pLookTarget = m_threatEntity;
							m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
							TurnBody();
							if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) {
								m_pPointGunAt = m_threatEntity;
								if (m_threatEntity)
									m_threatEntity->RegisterReference((CEntity **) &m_pPointGunAt);
								SetAttack(m_threatEntity);
							}
						}
					}
				}
			}
		} else {
			if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
				if (m_leader->m_pMyVehicle->m_nNumPassengers < m_leader->m_pMyVehicle->m_nNumMaxPassengers)
					SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_pMyVehicle);
			}
		}
	} else if (bInVehicle) {
		if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {

			switch (m_leader->m_objective) {
				case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
				case OBJECTIVE_ENTER_CAR_AS_DRIVER:
					if (m_pMyVehicle == m_leader->m_pMyVehicle || m_pMyVehicle == m_leader->m_carInObjective)
						break;

					// fall through
				default:
					if (m_pMyVehicle && m_objective != OBJECTIVE_LEAVE_VEHICLE) {
#ifdef VC_PED_PORTS
						m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250;
#endif
						SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
					}

					break;
			}
		}
	}
}

void
CPed::UpdatePosition(void)
{
	if (CReplay::IsPlayingBack() || !bIsStanding)
		return;

	CVector2D velocityChange;

	SetHeading(m_fRotationCur);
	if (m_pCurrentPhysSurface) {
		CVector2D velocityOfSurface;
		CPhysical *curSurface = m_pCurrentPhysSurface;
		if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {

			// It seems R* didn't like m_vecOffsetFromPhysSurface for boats
			CVector offsetToSurface = GetPosition() - curSurface->GetPosition();
			offsetToSurface.z -= FEET_OFFSET;

			CVector surfaceMoveVelocity = curSurface->m_vecMoveSpeed;
			CVector surfaceTurnVelocity = CrossProduct(curSurface->m_vecTurnSpeed, offsetToSurface);

			// Also we use that weird formula instead of friction if it's boat
			float slideMult = -curSurface->m_vecTurnSpeed.MagnitudeSqr();
			velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity);
			m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z);
		} else {
			velocityOfSurface = curSurface->GetSpeed(m_vecOffsetFromPhysSurface);
		}
		// Reminder: m_moved is displacement from walking/running.
		velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed;
		m_fRotationCur += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
		m_fRotationDest += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
	} else if (m_nSurfaceTouched != SURFACE_STONE || m_vecDamageNormal.x == 0.0f && m_vecDamageNormal.y == 0.0f) {
		velocityChange = m_moved - m_vecMoveSpeed;
	} else {
		// Ped got damaged by steep slope
		m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
		// some kind of
		CVector2D reactionForce = m_vecDamageNormal * (1.0f / m_vecDamageNormal.Magnitude2D());

		velocityChange = 0.02f * reactionForce + m_moved;

		float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange);
		// they're in same direction
		if (reactionAndVelocityDotProd < 0.0f) {
			velocityChange -= reactionAndVelocityDotProd * reactionForce;
		}
	}
	
	// Take time step into account
	if (m_pCurrentPhysSurface) {
		float speedChange = velocityChange.Magnitude();
		float changeMult = speedChange;
		if (m_nPedState != PED_DIE || !m_pCurrentPhysSurface->IsVehicle()) {
			if (!m_pCurrentPhysSurface->IsVehicle() || !((CVehicle*)m_pCurrentPhysSurface)->IsBoat())
				changeMult = 0.01f * CTimer::GetTimeStep();
		} else {
			changeMult = 0.002f * CTimer::GetTimeStep();
		}

		if (speedChange > changeMult) {
			velocityChange = velocityChange * (changeMult / speedChange);
		}
	}
	m_vecMoveSpeed.x += velocityChange.x;
	m_vecMoveSpeed.y += velocityChange.y;
}

void
CPed::SetPedPositionInCar(void)
{
	if (CReplay::IsPlayingBack())
		return;

	if (bChangedSeat) {
		bool notYet = false;
		if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L)
			|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) {
			notYet = true;
		}
		if (notYet) {
			LineUpPedWithCar(LINE_UP_TO_CAR_START);
			bChangedSeat = false;
			return;
		}
	}
	CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex);
	CMatrix newMat(m_pMyVehicle->GetMatrix());
	CVector seatPos;
	if (m_pMyVehicle->pDriver == this) {
		if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
			seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
		else
			seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];

		if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE)
			seatPos.x = -seatPos.x;

	} else if (m_pMyVehicle->pPassengers[0] == this) {
		if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
			seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
		else
			seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
	} else if (m_pMyVehicle->pPassengers[1] == this) {
		seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
		seatPos.x = -seatPos.x;
	} else {
		if (m_pMyVehicle->pPassengers[2] == this) {
			seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
		} else if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) {
			seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
		} else {
			seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
		}
	}
	newMat.GetPosition() += Multiply3x3(newMat, seatPos);
	// Already done below (SetTranslate(0.0f, 0.0f, 0.0f))
	// tempMat.SetUnity();

	// Rear seats on vans don't face to front, so rotate them HALFPI.
	if (m_pMyVehicle->bIsVan) {
		CMatrix tempMat;
		if (m_pMyVehicle->pPassengers[1] == this) {
			m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
			tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
			tempMat.RotateZ(-HALFPI);
			newMat = newMat * tempMat;
		} else if (m_pMyVehicle->pPassengers[2] == this) {
			m_fRotationCur = HALFPI + m_pMyVehicle->GetForward().Heading();
			tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
			tempMat.RotateZ(HALFPI);
			newMat = newMat * tempMat;
		} else {
			m_fRotationCur = m_pMyVehicle->GetForward().Heading();
		}
	} else {
		m_fRotationCur = m_pMyVehicle->GetForward().Heading();
	}
	GetMatrix() = newMat;
}

static RwObject*
CloneAtomicToFrameCB(RwObject *frame, void *data)
{
	RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame);
	RpAtomicSetFrame(newAtomic, (RwFrame*)data);
	RpClumpAddAtomic(flyingClumpTemp, newAtomic);
	CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil);
	return frame;
}

static RwFrame*
RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data)
{
	RwFrame *newFrame = RwFrameCreate();
	RwFrameAddChild((RwFrame*)data, newFrame);
	RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE);
	RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame);
	RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame);
	return newFrame;
}

CObject*
CPed::SpawnFlyingComponent(int pedNode, int8 direction)
{
	if (CObject::nNoTempObjects >= NUMTEMPOBJECTS)
		return nil;

#ifdef PED_SKIN
	assert(!IsClumpSkinned(GetClump()));
#endif

	CObject *obj = new CObject();
	if (!obj)
		return nil;

	RwFrame *frame = RwFrameCreate();
	RpClump *clump = RpClumpCreate();
	RpClumpSetFrame(clump, frame);
	RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame);
	*RwFrameGetMatrix(frame) = *matrix;

	flyingClumpTemp = clump;
	RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame);
	RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame);
	flyingClumpTemp = nil;
	switch (pedNode) {
		case PED_HEAD:
			// So popping head would have wheel collision. They disabled it anyway
			obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
			break;
		case PED_UPPERARML:
		case PED_UPPERARMR:
			obj->SetModelIndexNoCreate(MI_BODYPARTB);
			obj->SetCenterOfMass(0.25f, 0.0f, 0.0f);
			break;
		case PED_UPPERLEGL:
		case PED_UPPERLEGR:
			obj->SetModelIndexNoCreate(MI_BODYPARTA);
			obj->SetCenterOfMass(0.4f, 0.0f, 0.0f);
			break;
		default:
			break;
	}
	obj->RefModelInfo(m_modelIndex);
	obj->AttachToRwObject((RwObject*)clump);
	obj->m_fMass = 15.0f;
	obj->m_fTurnMass = 5.0f;
	obj->m_fAirResistance = 0.99f;
	obj->m_fElasticity = 0.03f;
	obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f;
	obj->ObjectCreatedBy = TEMP_OBJECT;
	obj->bIsStatic = false;
	obj->bIsPickup = false;
	obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SPLIT_MODEL;

	// life time - the more objects the are, the shorter this one will live
	CObject::nNoTempObjects++;
	if (CObject::nNoTempObjects > 20)
		obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000;
	else if (CObject::nNoTempObjects > 10)
		obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000;
	else
		obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000;

	CVector localForcePos, forceDir;

	if (direction == 2) {
		obj->m_vecMoveSpeed = 0.03f * GetForward();
		obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
		obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
		localForcePos = CVector(0.0f, 0.0f, 0.0f);
		forceDir = GetForward();
	} else {
		obj->m_vecMoveSpeed = -0.03f * GetForward();
		obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
		obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
		localForcePos = CVector(0.0f, 0.0f, 0.0f);
		forceDir = -GetForward();
	}
	obj->ApplyTurnForce(forceDir, localForcePos);
	CWorld::Add(obj);

	return obj;
}

void
CPed::WarpPedIntoCar(CVehicle *car)
{
	bInVehicle = true;
	m_pMyVehicle = car;
	m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
	m_carInObjective = car;
	m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
	m_nPedState = PED_DRIVING;
	bUsesCollision = false;
	bIsInTheAir = false;
	bVehExitWillBeInstant = true;
	if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
		car->SetDriver(this);
		car->pDriver->RegisterReference((CEntity **) &car->pDriver);

	} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
		for (int i = 0; i < 4; i++) {
			if (!car->pPassengers[i]) {
				car->pPassengers[i] = this;
				car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]);
				break;
			}
		}
	} else
		return;

	if (IsPlayer()) {
		car->m_status = STATUS_PLAYER;
		AudioManager.PlayerJustGotInCar();
		CCarCtrl::RegisterVehicleOfInterest(car);
	} else {
		car->m_status = STATUS_PHYSICS;
	}

	CWorld::Remove(this);
	GetPosition() = car->GetPosition();
	CWorld::Add(this);

	if (car->bIsAmbulanceOnDuty) {
		car->bIsAmbulanceOnDuty = false;
		--CCarCtrl::NumAmbulancesOnDuty;
	}
	if (car->bIsFireTruckOnDuty) {
		car->bIsFireTruckOnDuty = false;
		--CCarCtrl::NumFiretrucksOnDuty;
	}
	if (!car->bEngineOn) {
		car->bEngineOn = true;
		DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
	}

#ifdef VC_PED_PORTS
	RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);

	// VC uses AddInCarAnims but we don't have that
	m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
	RemoveWeaponWhenEnteringVehicle();
#else
	if (car->IsBoat()) {
#ifndef FIX_BUGS
		m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
#else
		m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
#endif
		CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
		RemoveWeaponModel(ourWeapon->m_nModelId);
	} else {
		// Because we can use Uzi for drive by
		RemoveWeaponWhenEnteringVehicle();

		if (car->bLowVehicle)
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
		else
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
	}
#endif

	StopNonPartialAnims();
	if (car->bIsBus)
		bRenderPedInCar = false;

	bChangedSeat = true;
}

void
CPed::SetObjective(eObjective newObj, CVector dest)
{
	if (DyingOrDead())
		return;

	if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
		return;

	SetObjectiveTimer(0);
	if (m_objective == newObj) {
		if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
			if (m_nextRoutePointPos == dest)
				return;
		} else if (newObj == OBJECTIVE_GUARD_SPOT) {
			if (m_vecSeekPosEx == dest)
				return;
		}
	}

#ifdef VC_PED_PORTS
	ClearPointGunAt();
#endif
	bObjectiveCompleted = false;
	switch (newObj) {
		case OBJECTIVE_GUARD_SPOT:
			m_vecSeekPosEx = dest;
			m_distanceToCountSeekDoneEx = 5.0f;
			SetMoveState(PEDMOVE_STILL);
			break;
		case OBJECTIVE_GUARD_AREA:
		case OBJECTIVE_WAIT_IN_CAR:
		case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
		case OBJECTIVE_KILL_CHAR_ON_FOOT:
		case OBJECTIVE_KILL_CHAR_ANY_MEANS:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
		case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
		case OBJECTIVE_GOTO_CHAR_ON_FOOT:
		case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
		case OBJECTIVE_LEAVE_VEHICLE:
		case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
		case OBJECTIVE_ENTER_CAR_AS_DRIVER:
		case OBJECTIVE_FOLLOW_CAR_IN_CAR:
		case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE:
		case OBJECTIVE_DESTROY_OBJ:
		case OBJECTIVE_DESTROY_CAR:
			break;
		case OBJECTIVE_GOTO_AREA_ANY_MEANS:
		case OBJECTIVE_GOTO_AREA_ON_FOOT:
			bIsRunning = false;
			m_pNextPathNode = nil;
			m_nextRoutePointPos = dest;
			m_vecSeekPos = m_nextRoutePointPos;
			m_distanceToCountSeekDone = 0.5f;
			bUsePedNodeSeek = true;
			if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
				return;
			break;
		case OBJECTIVE_RUN_TO_AREA:
			bIsRunning = true;
			m_pNextPathNode = nil;
			m_nextRoutePointPos = dest;
			m_vecSeekPos = m_nextRoutePointPos;
			m_distanceToCountSeekDone = 0.5f;
			bUsePedNodeSeek = true;
			if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
				return;
			break;
	}

	if (IsTemporaryObjective(m_objective)) {
		m_prevObjective = newObj;
	} else {
		if (m_objective != newObj)
			SetStoredObjective();

		m_objective = newObj;
	}
}

void
CPed::SetMoveAnim(void)
{
	if (m_nStoredMoveState == m_nMoveState || !IsPedInControl())
		return;

	if (m_nMoveState == PEDMOVE_NONE) {
		m_nStoredMoveState = PEDMOVE_NONE;
		return;
	}

	AssocGroupId animGroupToUse;
	if (m_leader && m_leader->IsPlayer())
		animGroupToUse = ASSOCGRP_PLAYER;
	else
		animGroupToUse = m_animGroup;

	CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG400);
	if (!animAssoc) {
		CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
		animAssoc = fightIdleAssoc;
		if (fightIdleAssoc && m_nPedState == PED_FIGHT)
			return;

		if (fightIdleAssoc) {
			CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
			if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
				animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f);
			}
		}
	}
	if (!animAssoc) {
		animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
		if (animAssoc)
			if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE)
				return;

		if (animAssoc) {
			CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
			if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
				animAssoc->flags |= ASSOC_DELETEFADEDOUT;
				animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
			}
		}
	}
	if (!animAssoc) {
		m_nStoredMoveState = m_nMoveState;
		if (m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT) {
			for (CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
				assoc; assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_PARTIAL)) {

				if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) {
					assoc->blendDelta = -2.0f;
					assoc->flags |= ASSOC_DELETEFADEDOUT;
				}
			}

			ClearAimFlag();
			ClearLookFlag();
		}

		switch (m_nMoveState) {
			case PEDMOVE_STILL:
				animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
				break;
			case PEDMOVE_WALK:
				animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_WALK, 1.0f);
				break;
			case PEDMOVE_RUN:
				if (m_nPedState == PED_FLEE_ENTITY) {
					animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 3.0f);
				} else {
					animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 1.0f);
				}
				break;
			case PEDMOVE_SPRINT:
				animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_SPRINT, 1.0f);
				break;
			default:
				break;
		}

		if (animAssoc) {
			if (m_leader) {
				CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_WALK);
				if (!walkAssoc)
					walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_RUN);

				if (!walkAssoc)
					walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT);

				if (walkAssoc) {
					animAssoc->speed = walkAssoc->speed;
				} else {
					if (CharCreatedBy == MISSION_CHAR)
						animAssoc->speed = 1.0f;
					else
						animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
							
				}
			} else {
				if (CharCreatedBy == MISSION_CHAR)
					animAssoc->speed = 1.0f;
				else
					animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
			}
		}
	}
}

void
CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
{
	float zDiff = 0.0f;
	RemoveWeaponWhenEnteringVehicle();
	car->m_nGettingInFlags |= doorFlag;
	bVehEnterDoorIsBlocked = false;
	if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT)
		SetStoredState();

	m_pSeekTarget = car;
	m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
	m_vehEnterType = doorNode;
	m_nPedState = PED_ENTER_CAR;
	if (m_vehEnterType == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) {
		car->bIsBeingCarJacked = true;
	}

	m_pMyVehicle = (CVehicle*)m_pSeekTarget;
	m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
	((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
	bUsesCollision = false;
	CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehEnterType);

	// Because buses have stairs
	if (!m_pMyVehicle->bIsBus)
		zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z);

	m_vecOffsetSeek = doorOpenPos - GetPosition();
	m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
	if (car->IsBoat()) {
#ifdef VC_PED_PORTS
		// VC checks for handling flag, but we can't do that
		if(car->GetModelIndex() == MI_SPEEDER)
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
		else
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);

		PedSetInCarCB(nil, this);
		bVehExitWillBeInstant = true;
#else

#ifndef FIX_BUGS
		m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
#else
		m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
#endif

		m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
#endif
		if (IsPlayer())
			CWaterLevel::AllocateBoatWakeArray();
	} else {
		if (zDiff > 4.4f) {
			if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
				m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
			else
				m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);

		} else {
			if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
				m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
			else
				m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
		}
		m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
		car->AutoPilot.m_nCruiseSpeed = 0;
	}
}

void
CPed::WanderPath(void)
{
	if (!m_pNextPathNode) {
		printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n");
		SetIdle();
		return;
	}
	if (m_nWaitState == WAITSTATE_FALSE) {
		if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE)
			SetMoveState(PEDMOVE_WALK);
	}
	m_vecSeekPos = m_pNextPathNode->pos;
	m_vecSeekPos.z += 1.0f;

	// Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him.
	if (!Seek())
		return;

  	CPathNode *previousLastNode = m_pLastPathNode;
	uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100;

	// We don't prefer 180-degree turns in normal situations
	uint8 dirWeWouldntPrefer = m_nPathDir;
	if (dirWeWouldntPrefer <= 3)
		dirWeWouldntPrefer += 4;
	else
		dirWeWouldntPrefer -= 4;

	CPathNode *nodeWeWouldntPrefer = nil;
	uint8 dirToSet = 9; // means undefined
	uint8 dirWeWouldntPrefer2 = 9; // means undefined
	if (randVal <= 90) {
		if (randVal > 80) {
			m_nPathDir += 2;
			m_nPathDir %= 8;
		}
	} else {
		m_nPathDir -= 2;
		if (m_nPathDir < 0)
			m_nPathDir += 8;
	}

	m_pLastPathNode = m_pNextPathNode;
	ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
		m_nPathDir, &dirToSet);

	uint8 tryCount = 0;

	// NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7
	while (!m_pNextPathNode) {
		tryCount++;
		m_nPathDir = (m_nPathDir + 1) % 8;

		// We're at where we started and couldn't find any node
		if (tryCount > 7) {
			if (!nodeWeWouldntPrefer) {
				ClearAll();
				SetIdle();
				// Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath.
				Error("Can't find valid path node, SetWanderPath, Ped.cpp");
				return;
			}
			m_pNextPathNode = nodeWeWouldntPrefer;
			dirToSet = dirWeWouldntPrefer2;
		} else {
			ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
				m_nPathDir, &dirToSet);
			if (m_pNextPathNode) {
				if (dirToSet == dirWeWouldntPrefer) {
					nodeWeWouldntPrefer = m_pNextPathNode;
					dirWeWouldntPrefer2 = dirToSet;
					m_pNextPathNode = nil;
				}
			}
		}
	}

	m_nPathDir = dirToSet;
	if (m_pLastPathNode == m_pNextPathNode) {
		m_pNextPathNode = previousLastNode;
		SetWaitState(WAITSTATE_DOUBLEBACK, nil);
		Say(SOUND_PED_WAIT_DOUBLEBACK);
	} else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) {
		SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil);
	} else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) {
		SetWaitState(WAITSTATE_CROSS_ROAD, nil);
	} else if (m_pNextPathNode == previousLastNode) {
		SetWaitState(WAITSTATE_DOUBLEBACK, nil);
		Say(SOUND_PED_WAIT_DOUBLEBACK);
	}
}

bool
CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
{
	bool teleported = false;
	if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
		return false;

	CVector warpToPos = warpTo->GetPosition();
	CVector distVec = warpToPos - GetPosition();
	float halfOfDist = distVec.Magnitude() * 0.5f;
	CVector halfNormalizedDist = distVec / halfOfDist;

	CVector appropriatePos = GetPosition();
	CVector zCorrectedPos = appropriatePos;
	int tryCount = Min(10, halfOfDist);
	for (int i = 0; i < tryCount; ++i) {
		appropriatePos += halfNormalizedDist;
		CPedPlacement::FindZCoorForPed(&zCorrectedPos);

		if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
			continue;

		appropriatePos.z = zCorrectedPos.z;
		if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
			&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
			&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
			teleported = true;
			Teleport(appropriatePos);
		}
	}
	m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
	return teleported;
}

bool
CPed::WarpPedToNearLeaderOffScreen(void)
{
	bool teleported = false;
	if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
		return false;

	CVector warpToPos = m_leader->GetPosition();
	CVector distVec = warpToPos - GetPosition();
	float halfOfDist = distVec.Magnitude() * 0.5f;
	CVector halfNormalizedDist = distVec / halfOfDist;

	CVector appropriatePos = GetPosition();
	CVector zCorrectedPos = appropriatePos;
	int tryCount = Min(10, halfOfDist);
	for (int i = 0; i < tryCount; ++i) {
		appropriatePos += halfNormalizedDist;
		CPedPlacement::FindZCoorForPed(&zCorrectedPos);

		if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
			continue;

		appropriatePos.z = zCorrectedPos.z;
		if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
			&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
			&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
			teleported = true;
			Teleport(appropriatePos);
		}
	}
	m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
	return teleported;
}

void
CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
{
	RemoveWeaponWhenEnteringVehicle();
	if (m_nPedState != PED_SEEK_CAR)
		SetStoredState();

	m_pSeekTarget = car;
	m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
	m_nPedState = PED_CARJACK;
	car->bIsBeingCarJacked = true;
	m_pMyVehicle = (CVehicle*)m_pSeekTarget;
	m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle);
	((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;

	Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING);
	CVector carEnterPos;
	carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType);

	car->m_nGettingInFlags |= doorFlag;
	m_vecOffsetSeek = carEnterPos - GetPosition();
	m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
	float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z);
	bUsesCollision = false;

	if (zDiff > 4.4f) {
		if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
		else
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);

	} else {
		if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
		else
			m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
	}

	m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
}

void
CPed::SetObjective(eObjective newObj, CVector dest, float safeDist)
{
	if (DyingOrDead())
		return;

	if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
		return;

	SetObjectiveTimer(0);
	if (m_objective == newObj) {
		if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
			if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist)
				return;
		} else if (newObj == OBJECTIVE_GUARD_SPOT) {
			if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist)
				return;
		}
	}

#ifdef VC_PED_PORTS
	ClearPointGunAt();
#endif
	bObjectiveCompleted = false;
	if (IsTemporaryObjective(m_objective)) {
		m_prevObjective = newObj;
	} else {
		if (m_objective != newObj)
			SetStoredObjective();

		m_objective = newObj;
	}
	
	if (newObj == OBJECTIVE_GUARD_SPOT) {
		m_vecSeekPosEx = dest;
		m_distanceToCountSeekDoneEx = safeDist;
	} else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
		m_pNextPathNode = nil;
		m_nextRoutePointPos = dest;
		m_vecSeekPos = m_nextRoutePointPos;
		bUsePedNodeSeek = true;
	}
}

void
CPed::SetCarJack(CVehicle* car)
{
	uint8 doorFlag;
	eDoors door;
	CPed *pedInSeat = nil;

	if (car->IsBoat())
		return;

	switch (m_vehEnterType) {
		case CAR_DOOR_RF:
			doorFlag = CAR_DOOR_FLAG_RF;
			door = DOOR_FRONT_RIGHT;
			if (car->pPassengers[0]) {
				pedInSeat = car->pPassengers[0];
			} else if (m_nPedType == PEDTYPE_COP) {
				pedInSeat = car->pDriver;
			}
			break;
		case CAR_DOOR_RR:
			doorFlag = CAR_DOOR_FLAG_RR;
			door = DOOR_REAR_RIGHT;
			pedInSeat = car->pPassengers[2];
			break;
		case CAR_DOOR_LF:
			doorFlag = CAR_DOOR_FLAG_LF;
			door = DOOR_FRONT_LEFT;
			pedInSeat = car->pDriver;
			break;
		case CAR_DOOR_LR:
			doorFlag = CAR_DOOR_FLAG_LR;
			door = DOOR_REAR_LEFT;
			pedInSeat = car->pPassengers[1];
			break;
		default:
			doorFlag = CAR_DOOR_FLAG_UNKNOWN;
			break;
	}

	if(car->bIsBus)
		pedInSeat = car->pDriver;

	if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
		(car->VehicleCreatedBy != MISSION_VEHICLE && car->m_modelIndex != MI_DODO)))
			if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
				if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
					if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
						if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
							SetCarJack_AllClear(car, m_vehEnterType, doorFlag);
}

void
CPed::Solicit(void)
{
	if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) {
		CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f);
		SetMoveState(PEDMOVE_STILL);

		// Game uses GetAngleBetweenPoints and converts it to radian
		m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
			doorPos.x, doorPos.y,
			GetPosition().x, GetPosition().y);

		if (m_fRotationDest < 0.0f) {
			m_fRotationDest = m_fRotationDest + TWOPI;
		} else if (m_fRotationDest > TWOPI) {
			m_fRotationDest = m_fRotationDest - TWOPI;
		}

		if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f)
			return;
		CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_HOOKERTALK);
		if (talkAssoc) {
			talkAssoc->blendDelta = -1000.0f;
			talkAssoc->flags |= ASSOC_DELETEFADEDOUT;
		}
		RestorePreviousState();
		RestorePreviousObjective();
		SetObjectiveTimer(10000);
	} else if (!m_carInObjective) {
		RestorePreviousState();
		RestorePreviousObjective();
		SetObjectiveTimer(10000);
	} else if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney <= 100) {
		m_carInObjective = nil;
	} else {
		m_pVehicleAnim = nil;
		SetLeader(m_carInObjective->pDriver);
	}
}

// Seperate function in VC, more logical. Not sure is it inlined in III.
void
CPed::SetExitBoat(CVehicle *boat)
{
#ifndef VC_PED_PORTS
	m_nPedState = PED_IDLE;
	CVector firstPos = GetPosition();
	CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
	if (boat->m_modelIndex == MI_SPEEDER && boat->IsUpsideDown()) {
		m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
		m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this);
		m_vehEnterType = CAR_DOOR_RF;
		m_nPedState = PED_EXIT_CAR;
	} else {
		m_vehEnterType = CAR_DOOR_RF;
		CPed::PedSetOutCarCB(nil, this);
		bIsStanding = true;
		m_pCurSurface = boat;
		m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
	}
	GetPosition() = firstPos;
	SetMoveState(PEDMOVE_STILL);
	m_vecMoveSpeed = boat->m_vecMoveSpeed;
	bTryingToReachDryLand = true;
#else
	m_nPedState = PED_IDLE;
	CVector newPos = GetPosition();
	RemoveInCarAnims();
	CColModel* boatCol = boat->GetColModel();
	if (boat->IsUpsideDown()) {
		newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z };
		newPos = boat->GetMatrix() * newPos;
		newPos.z += 1.0f;
		m_vehEnterType = CAR_DOOR_RF;
		PedSetOutCarCB(nil, this);
		bIsStanding = true;
		m_pCurSurface = boat;
		m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
		m_pCurrentPhysSurface = boat;
	} else {
/*		if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
			if (boat->m_modelIndex == MI_SKIMMER)
				newPos.z += 2.0f
*/
			m_vehEnterType = CAR_DOOR_RF;
			PedSetOutCarCB(nil, this);
			bIsStanding = true;
			m_pCurSurface = boat;
			m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
			m_pCurrentPhysSurface = boat;
			CColPoint foundCol;
			CEntity *foundEnt = nil;
			if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
				newPos.z = FEET_OFFSET + foundCol.point.z;
/*		// VC specific
		} else {
			m_vehEnterType = CAR_DOOR_RF;
			PedSetOutCarCB(nil, this);
			bIsStanding = true;
			SetMoveState(PEDMOVE_STILL);
			bTryingToReachDryLand = true;
			float upMult = 1.04f + boatCol->boundingBox.min.z;
			float rightMult = 0.6f * boatCol->boundingBox.max.x;
			newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
			GetPosition() = newPos;
			if (m_pMyVehicle) {
				PositionPedOutOfCollision();
			} else {
				m_pMyVehicle = boat;
				PositionPedOutOfCollision();
				m_pMyVehicle = nil;
			}
			return;
		}
*/	}
	GetPosition() = newPos;
	SetMoveState(PEDMOVE_STILL);
	m_vecMoveSpeed = boat->m_vecMoveSpeed;
#endif
	// Not there in VC.
	CWaterLevel::FreeBoatWakeArray();
}