diff options
Diffstat (limited to 'src/entities')
-rw-r--r-- | src/entities/Ped.cpp | 20 | ||||
-rw-r--r-- | src/entities/Ped.h | 2 |
2 files changed, 10 insertions, 12 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index f6d9f4b2..12528b20 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -401,7 +401,7 @@ CPed::Avoid(void) { int8 temper; int moveState; CPed* nearestPed; - float rate; + float walkAngle; float distance; temper = m_pedStats->m_temper; @@ -416,19 +416,17 @@ CPed::Avoid(void) { && (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue & CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) { - CVector2D pedAngleRatio( - cos(RADTODEG(m_fRotationCur) / RADTODEG(1)), - -sin(RADTODEG(m_fRotationCur) / RADTODEG(1)) - ); - - // sin^2 + cos^2 must always return 1, and it does return... so what's the point? - rate = 1.0f / pedAngleRatio.Magnitude(); - // 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. + + walkAngle = RADTODEG(m_fRotationCur) / RADTODEG(1); + + // Original code was multiplying sin/cos with the number below, which is pointless because it's always 1. + // ratio = 1.0f / sqrt(sin*sin + cos*cos); + CVector2D walkedUpToPed( - nearestPed->GetPosition().x - (1.25 * (pedAngleRatio.y * rate) + GetPosition().x), - nearestPed->GetPosition().y - (1.25 * (pedAngleRatio.x * rate) + GetPosition().y) + nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x), + nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y) ); distance = walkedUpToPed.Magnitude(); diff --git a/src/entities/Ped.h b/src/entities/Ped.h index 7496ee67..f9e46dae 100644 --- a/src/entities/Ped.h +++ b/src/entities/Ped.h @@ -3,10 +3,10 @@ #include "Physical.h" #include "Weapon.h" #include "PedIK.h" +#include "PedStats.h" #include "AnimManager.h" #include "AnimBlendClumpData.h" -struct PedStat; struct CPathNode; enum { |