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authorFilip Gawin <filip.gawin@zoho.com>2019-07-31 17:54:18 +0200
committerFilip Gawin <filip.gawin@zoho.com>2019-08-27 21:13:17 +0200
commitaf5bd951aeb43c341d5126bc4141992169e46d57 (patch)
tree08c819a7c31d30abb6915b21b80239ace256b692 /src/peds/PlayerPed.cpp.autosave
parentMerge pull request #197 from Nick007J/master (diff)
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Diffstat (limited to 'src/peds/PlayerPed.cpp.autosave')
-rw-r--r--src/peds/PlayerPed.cpp.autosave110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/peds/PlayerPed.cpp.autosave b/src/peds/PlayerPed.cpp.autosave
new file mode 100644
index 00000000..1bf1c7fc
--- /dev/null
+++ b/src/peds/PlayerPed.cpp.autosave
@@ -0,0 +1,110 @@
+#include "common.h"
+#include "patcher.h"
+#include "PlayerPed.h"
+#include "Camera.h"
+#include "WeaponEffects.h"
+#include "ModelIndices.h"
+
+CPlayerPed::~CPlayerPed()
+{
+ delete m_pWanted;
+}
+
+WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); }
+WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); }
+WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); }
+WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); }
+WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
+WRAPPER void CPlayerPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
+WRAPPER void CPlayerPed::SetInitialState(void) { EAXJMP(0x4EFC40); }
+WRAPPER void CPlayerPed::SetMoveAnim(void) { EAXJMP(0x4F3760); }
+WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
+
+CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
+{
+ m_fMoveSpeed = 0.0f;
+ SetModelIndex(MI_PLAYER);
+ SetInitialState();
+
+ m_pWanted = new CWanted();
+ m_pWanted->Initialise();
+ m_pArrestingCop = nil;
+ m_currentWeapon = WEAPONTYPE_UNARMED;
+ m_nSelectedWepSlot = 0;
+ m_nSpeedTimer = 0;
+ m_bSpeedTimerFlag = 0;
+ m_pPointGunAt = nil;
+ m_nPedState = PED_IDLE;
+ m_fMaxStamina = 150.0f;
+ m_fCurrentStamina = m_fMaxStamina;
+ m_fStaminaProgress = 0.0f;
+ m_bShouldEvade = 0;
+ field_1367 = 0;
+ m_nShotDelay = 0;
+ field_1376 = 0.0f;
+ field_1380 = 0;
+ m_bHasLockOnTarget = false;
+ m_bCanBeDamaged = true;
+ m_fWalkAngle = 0.0f;
+ m_fFPSMoveHeading = 0.0f;
+ m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
+ field_1413 = 0;
+ for (int i = 0; i < 6; i++) {
+ m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
+ field_1488[i] = 0;
+ }
+}
+
+void CPlayerPed::ClearWeaponTarget()
+{
+ if (m_nPedType == PEDTYPE_PLAYER1) {
+ m_pPointGunAt = nil;
+ TheCamera.ClearPlayerWeaponMode();
+ CWeaponEffects::ClearCrosshair();
+ }
+ ClearPointGunAt();
+}
+
+void
+CPlayerPed::SetWantedLevel(int32 level)
+{
+ m_pWanted->SetWantedLevel(level);
+}
+
+void
+CPlayerPed::SetWantedLevelNoDrop(int32 level)
+{
+ m_pWanted->SetWantedLevelNoDrop(level);
+}
+
+// I don't know the actual purpose of parameter
+void
+CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
+{
+ if (m_pedStats->m_temper < 52) {
+ m_pedStats->m_temper++;
+ } else {
+ if (annoyedByPassingEntity) {
+ if (m_pedStats->m_temper < 55) {
+ m_pedStats->m_temper++;
+ } else {
+ m_pedStats->m_temper = 46;
+ }
+ }
+ }
+}
+
+class CPlayerPed_ : public CPlayerPed
+{
+public:
+
+ CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
+ void dtor(void) { CPlayerPed::~CPlayerPed(); }
+};
+
+STARTPATCHES
+ InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
+ InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
+ InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
+ InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
+ENDPATCHES