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author | aap <aap@papnet.eu> | 2019-08-08 13:54:15 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-08-08 13:54:15 +0200 |
commit | 5f01f6c634f53da0d6361080156d0a1ceec53385 (patch) | |
tree | 3e8f39f1344ec95e28fba993c3bad6fd4fe0c103 | |
parent | Merge pull request #183 from Nick007J/master (diff) | |
parent | Peds (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/control/TrafficLights.cpp | 14 | ||||
-rw-r--r-- | src/control/TrafficLights.h | 7 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 522 | ||||
-rw-r--r-- | src/peds/Ped.h | 7 |
4 files changed, 541 insertions, 9 deletions
diff --git a/src/control/TrafficLights.cpp b/src/control/TrafficLights.cpp index 73ff6118..f1532ab5 100644 --- a/src/control/TrafficLights.cpp +++ b/src/control/TrafficLights.cpp @@ -1,5 +1,19 @@ #include "common.h" #include "patcher.h" #include "TrafficLights.h" +#include "Timer.h" WRAPPER void CTrafficLights::DisplayActualLight(CEntity *ent) { EAXJMP(0x455800); } + +uint8 +CTrafficLights::LightForPeds(void) +{ + uint32 period = CTimer::GetTimeInMilliseconds() & 0x3FFF; // Equals to % 16384 + + if (period >= 15384) + return PED_LIGHTS_WALK_BLINK; + else if (period >= 12000) + return PED_LIGHTS_WALK; + else + return PED_LIGHTS_DONT_WALK; +}
\ No newline at end of file diff --git a/src/control/TrafficLights.h b/src/control/TrafficLights.h index eec3e1e3..db240111 100644 --- a/src/control/TrafficLights.h +++ b/src/control/TrafficLights.h @@ -2,8 +2,15 @@ class CEntity; +enum { + PED_LIGHTS_WALK, + PED_LIGHTS_WALK_BLINK, + PED_LIGHTS_DONT_WALK, +}; + class CTrafficLights { public: static void DisplayActualLight(CEntity *ent); + static uint8 LightForPeds(void); }; diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index e76b6030..6819cce9 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -32,6 +32,7 @@ #include "TempColModels.h" #include "Pickups.h" #include "Train.h" +#include "TrafficLights.h" WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); } WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } @@ -51,6 +52,7 @@ WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); } WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); } WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); } WRAPPER void CPed::MakeTyresMuddySectorList(CPtrList&) { EAXJMP(0x53CFD0); } +WRAPPER void CPed::ProcessObjective(void) { EAXJMP(0x4D94E0); } bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44; bool &CPed::bPedCheat2 = *(bool*)0x95CD5A; @@ -1890,7 +1892,7 @@ CPed::PlayFootSteps(void) CVector2D top(forward * 0.26f); CVector2D right(GetRight() * 0.14f); - CShadows::AddPermanentShadow(1, gpBloodPoolTex, &footPos, + CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos, top.x, top.y, right.x, right.y, 255, 255, 0, 0, 4.0f, 3000.0f, 1.0f); @@ -6283,13 +6285,513 @@ CPed::Fight(void) } } +// 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_vecSeekVehicle - testNode->pos); + float dist = posDiff.MagnitudeSqr(); + + if (farDist.MagnitudeSqr() > dist) { + + if (closeDist.MagnitudeSqr() <= dist) { + ped->m_pLastPathNode = closeNode; + closeDist = posDiff; + } else { + ped->m_pLastPathNode = (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_pLastPathNode || !bIsFleeing) + return false; + + CVector ourPos = GetPosition(); + + int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f, false, false); + + CVector seekObjPos = m_vecSeekVehicle; + seekObjPos.z += 1.0f; + + if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false)) + return false; + + m_pLastPathNode = nil; + + CVector2D seekObjDist (m_vecSeekVehicle - ourPos); + + CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId]; + CVector2D closeDist(m_vecSeekVehicle - closestNode->pos); + + SelectClosestNodeForSeek(this, closestNode, closeDist, seekObjDist, closestNode, nil); + + // Above function decided that going to the next node is more logical than seeking the object. + if (m_pLastPathNode) { + + CVector pathToNextNode = m_pLastPathNode->pos - ourPos; + if (pathToNextNode.MagnitudeSqr2D() < seekObjDist.MagnitudeSqr()) { + *bestCoords = m_pLastPathNode->pos; + return true; + } + m_pLastPathNode = 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_fightUnk2 = -2; + 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->m_ped_flagG4 = 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 *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + if (!foundEnt) { + // Forward of forward + forward += 0.15f * ped->GetForward(); + forward.z += 0.15f; + foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + } + + if (foundEnt) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + 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()) + ped->ApplyMoveForce(0.0f, 0.0f, 8.5f); + else + ped->ApplyMoveForce(0.0f, 0.0f, 4.5f); + + if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()) { + + if (TheCamera.Cams[0].Using3rdPersonMouseCam()) { + 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); + } + } + + 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); + for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i)) + RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i)); + + 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); + for (RwFrame* j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j)) + RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j)); + + 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_bloodyFootprintCount <= 40) { + ped->m_bloodyFootprintCount = 0; + ped->bDoBloodyFootprints = false; + } else { + ped->m_bloodyFootprintCount -= 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 (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) { + 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_LOOK_PED: + 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_lastThreatTimer > CTimer::GetTimeInMilliseconds()) { + m_lastThreatTimer = 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_lastThreatTimer > CTimer::GetTimeInMilliseconds()) { + m_lastThreatTimer = 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 animToRun; + + switch (CGeneral::GetRandomNumber() & 3) { + case 0: + animToRun = ANIM_ROAD_CROSS; + break; + case 1: + animToRun = ANIM_IDLE_TIRED; + break; + case 2: + animToRun = ANIM_XPRESS_SCRATCH; + break; + case 3: + animToRun = ANIM_TURN_180; + break; + default: + break; + } + + animAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, animToRun, 4.0f); + + if (animToRun == 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()) { + + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); + if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { + + bIsFleeing = true; + m_pLastPathNode = nil; + } + if (m_nMoveState != PEDMOVE_RUN) + SetMoveState(PEDMOVE_WALK); + + if (m_nPedType != PEDTYPE_COP) { + ProcessObjective(); + SetMoveState(PEDMOVE_WALK); + } + } 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) + { + bIsFleeing = true; + m_pLastPathNode = 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; + } + 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(); +} + WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); } WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); } WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); } -WRAPPER void CPed::FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D3950); } -WRAPPER void CPed::FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6520); } -WRAPPER void CPed::FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7490); } -WRAPPER void CPed::FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A80); } WRAPPER void CPed::PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEC80); } WRAPPER void CPed::PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE500); } WRAPPER void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEAF0); } @@ -6302,9 +6804,7 @@ WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dra WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); } WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); } WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); } -WRAPPER void CPed::FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E9830); } WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E4B90); } -WRAPPER void CPed::FinishJumpCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A50); } WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); } WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4C6580); } @@ -6444,4 +6944,12 @@ STARTPATCHES InjectHook(0x4E33D0, &CPed::LineUpPedWithTrain, PATCH_JUMP); InjectHook(0x4E18D0, &CPed::ExitCar, PATCH_JUMP); InjectHook(0x4E7EE0, &CPed::Fight, PATCH_JUMP); + InjectHook(0x4D3950, &CPed::FinishDieAnimCB, PATCH_JUMP); + InjectHook(0x4E9830, &CPed::FinishFightMoveCB, PATCH_JUMP); + InjectHook(0x4D7A80, &CPed::FinishHitHeadCB, PATCH_JUMP); + InjectHook(0x4D7A50, &CPed::FinishJumpCB, PATCH_JUMP); + InjectHook(0x4D7490, &CPed::FinishLaunchCB, PATCH_JUMP); + InjectHook(0x4D6520, &CPed::FinishedWaitCB, PATCH_JUMP); + InjectHook(0x4D5D80, &CPed::Wait, PATCH_JUMP); + InjectHook(0x4E3A90, &CPed::FindBestCoordsFromNodes, PATCH_JUMP); ENDPATCHES
\ No newline at end of file diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 7e0e9aa3..d078f4d4 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -303,7 +303,7 @@ public: uint8 m_ped_flagG1 : 1; uint8 m_ped_flagG2 : 1; uint8 m_ped_flagG4 : 1; - uint8 m_ped_flagG8 : 1; + uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set uint8 m_ped_flagG10 : 1; uint8 m_ped_flagG20 : 1; uint8 m_ped_flagG40 : 1; @@ -408,7 +408,7 @@ public: CEntity *m_fleeFrom; uint32 m_fleeTimer; uint32 field_344; - uint32 m_lastThreatTimer; + uint32 m_lastThreatTimer; // I don't think so CEntity *m_pCollidingEntity; uint8 m_stateUnused; uint8 pad_351[3]; @@ -597,6 +597,9 @@ public: void LineUpPedWithTrain(void); void ExitCar(void); void Fight(void); + bool FindBestCoordsFromNodes(CVector unused, CVector* a6); + void Wait(void); + void ProcessObjective(void); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); |