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-rw-r--r--src/peds/CopPed.cpp339
1 files changed, 222 insertions, 117 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
index dd122477..6c9eb276 100644
--- a/src/peds/CopPed.cpp
+++ b/src/peds/CopPed.cpp
@@ -16,6 +16,8 @@
#include "CarCtrl.h"
#include "Renderer.h"
#include "Camera.h"
+#include "PedPlacement.h"
+#include "Ropes.h"
CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
{
@@ -39,12 +41,13 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
m_wepAccuracy = 76;
break;
case COP_SWAT:
+ case COP_HELI_SWAT:
SetModelIndex(MI_SWAT);
GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 50.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
- m_wepAccuracy = 64;
+ m_wepAccuracy = 68;
break;
case COP_ARMY:
SetModelIndex(MI_ARMY);
@@ -77,18 +80,21 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
field_5FE = 1;
m_bIsDisabledCop = false;
m_attackTimer = 0;
+ m_bBeatingSuspect = false;
m_bStopAndShootDisabledZone = false;
field_601 = false;
m_bZoneDisabled = false;
field_628 = -1;
m_nRoadblockNode = -1; // TODO(Miami): this will be nil
m_bThrowsSpikeTrap = false;
- field_5FF = 0;
m_pRopeEntity = nil;
m_fAbseilPos = 0.0f;
- m_bBeatingSuspect = false;
- m_pPointGunAt = nil;
+ m_nHassleTimer = 0;
+ field_61C = 0;
field_624 = 0;
+ if (m_pPointGunAt)
+ m_pPointGunAt->CleanUpOldReference((CEntity**)&m_pPointGunAt);
+ m_pPointGunAt = nil;
}
CCopPed::~CCopPed()
@@ -96,24 +102,17 @@ CCopPed::~CCopPed()
ClearPursuit();
}
+// --MIAMI: Done
// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
void
CCopPed::SetArrestPlayer(CPed *player)
{
if (!IsPedInControl() || !player)
return;
- /*
- switch (m_nCopType) {
- case COP_FBI:
- Say(SOUND_PED_ARREST_FBI);
- break;
- case COP_SWAT:
- Say(SOUND_PED_ARREST_SWAT);
- break;
- default:
- Say(SOUND_PED_ARREST_COP);
- break;
- } */
+
+ player->Say(SOUND_PED_PLAYER_REACTTOCOP);
+ Say(SOUND_PED_ARREST_COP);
+
if (player->EnteringCar()) {
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
return;
@@ -128,14 +127,14 @@ CCopPed::SetArrestPlayer(CPed *player)
} else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
player->m_nLastPedState = player->m_nPedState;
- player->m_nPedState = PED_ARRESTED;
+ player->SetPedState(PED_ARRESTED);
FindPlayerPed()->m_bCanBeDamaged = false;
((CPlayerPed*)player)->m_pArrestingCop = this;
this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
}
- m_nPedState = PED_ARREST_PLAYER;
+ SetPedState(PED_ARREST_PLAYER);
SetObjective(OBJECTIVE_NONE);
m_prevObjective = OBJECTIVE_NONE;
bIsPointingGunAt = false;
@@ -148,10 +147,11 @@ CCopPed::SetArrestPlayer(CPed *player)
player->m_pMyVehicle->bIsHandbrakeOn = true;
player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
}
- if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE)
SetCurrentWeapon(WEAPONTYPE_COLT45);
}
+// --MIAMI: Done
void
CCopPed::ClearPursuit(void)
{
@@ -190,6 +190,7 @@ CCopPed::ClearPursuit(void)
bNotAllowedToDuck = false;
bKindaStayInSamePlace = false;
m_bStopAndShootDisabledZone = false;
+ field_601 = false;
m_bZoneDisabled = false;
ClearObjective();
if (IsPedInControl()) {
@@ -207,10 +208,14 @@ CCopPed::ClearPursuit(void)
}
}
+// --MIAMI: Done
// TODO: I don't know why they needed that parameter.
void
CCopPed::SetPursuit(bool ignoreCopLimit)
{
+ if (CTimer::GetTimeInMilliseconds() < field_61C)
+ return;
+
CWanted *wanted = FindPlayerPed()->m_pWanted;
if (m_bIsInPursuit || !IsPedInControl())
return;
@@ -236,6 +241,7 @@ CCopPed::SetPursuit(bool ignoreCopLimit)
}
}
+// --MIAMI: Done
void
CCopPed::ArrestPlayer(void)
{
@@ -301,6 +307,7 @@ CCopPed::ScanForCrimes(void)
}
}
+// --MIAMI: Done
void
CCopPed::CopAI(void)
{
@@ -318,11 +325,6 @@ CCopPed::CopAI(void)
if (bHitSomethingLastFrame) {
m_bZoneDisabled = true;
m_bIsDisabledCop = true;
-#ifdef FIX_BUGS
- m_nRoadblockNode = -1;
-#else
- m_nRoadblockNode = 0;
-#endif
bKindaStayInSamePlace = true;
bIsRunning = false;
bNotAllowedToDuck = false;
@@ -349,6 +351,27 @@ CCopPed::CopAI(void)
}
if (wantedLevel > 0) {
if (!m_bIsDisabledCop) {
+ // Turn and shoot the player's vehicle, if possible
+ if (!m_bIsInPursuit && !GetWeapon()->IsTypeMelee() && FindPlayerVehicle() && m_fDistanceToTarget < CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange) {
+ if (FindPlayerVehicle()->m_vecMoveSpeed.Magnitude2D() > 0.1f) {
+ CVector2D distToVeh = GetPosition() - FindPlayerVehicle()->GetPosition();
+ distToVeh.Normalise();
+ CVector2D vehSpeed = FindPlayerVehicle()->m_vecMoveSpeed;
+ vehSpeed.Normalise();
+
+ if (DotProduct2D(distToVeh, vehSpeed) > 0.8f) {
+ SetLookFlag(playerOrHisVeh, true);
+ SetMoveState(PEDMOVE_STILL);
+ if (TurnBody()) {
+ SetAttack(FindPlayerVehicle());
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 300.0f));
+ }
+ } else if (m_nPedState == PED_ATTACK)
+ RestorePreviousState();
+ }
+ }
+
if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) {
CCopPed *copFarthestToTarget = nil;
float copFarthestToTargetDist = m_fDistanceToTarget;
@@ -391,11 +414,14 @@ CCopPed::CopAI(void)
if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
SetCurrentWeapon(WEAPONTYPE_COLT45);
- else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
+ else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
// i.e. if player is on top of car, cop will still use colt45.
- SetCurrentWeapon(WEAPONTYPE_UNARMED);
+ SetCurrentWeapon(GetWeaponSlot(WEAPONTYPE_NIGHTSTICK) >= 0 ? WEAPONTYPE_NIGHTSTICK : WEAPONTYPE_UNARMED);
}
+ if (m_bBeatingSuspect && GetWeapon()->m_eWeaponType == WEAPONTYPE_NIGHTSTICK)
+ Say(SOUND_PED_PULLOUTWEAPON);
+
if (FindPlayerVehicle()) {
if (m_bBeatingSuspect) {
--wanted->m_CopsBeatingSuspect;
@@ -406,18 +432,18 @@ CCopPed::CopAI(void)
}
return;
}
- float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float weaponRange = weaponInfo->m_fRange;
SetLookFlag(playerOrHisVeh, true);
TurnBody();
- SetCurrentWeapon(WEAPONTYPE_COLT45);
- if (!bIsDucking) {
+ if (!bIsDucking || bCrouchWhenShooting && GetCrouchFireAnim(weaponInfo)) {
if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
if (m_fDistanceToTarget > 30.0f) {
- CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
- if (crouchShootAssoc)
- crouchShootAssoc->blendDelta = -1000.0f;
+ if (bIsDucking)
+ ClearDuck();
// Target is coming onto us
if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) {
@@ -435,42 +461,23 @@ CCopPed::CopAI(void)
bNotAllowedToDuck = false;
bDuckAndCover = false;
} else {
- // VC checks for != nil compared to buggy behaviour of III. I check for != -1 here.
-#ifdef VC_PED_PORTS
+ // TODO(Miami): Roadblock system is still III
float dotProd;
if (m_nRoadblockNode != -1) {
- // TODO(MIAMI): check this, i'm only getting this compile here....
CPathNode *roadBlockNode = &ThePaths.m_pathNodes[CRoadBlocks::RoadBlockNodes[m_nRoadblockNode]];
dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockNode->GetPosition(), GetPosition() - roadBlockNode->GetPosition());
} else
dotProd = -1.0f;
if(dotProd >= 0.0f) {
-#else
-
-#ifndef FIX_BUGS
- float copRoadDotProd, targetRoadDotProd;
-#else
- float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f;
- if (m_nRoadblockNode != -1)
-#endif
- {
- CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]];
- CVector2D roadFwd = roadBlockRoad->GetForward();
- copRoadDotProd = DotProduct2D(GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
- targetRoadDotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
- }
- // Roadblock may be towards road's fwd or opposite, so check both
- if ((copRoadDotProd >= 0.0f || targetRoadDotProd >= 0.0f)
- && (copRoadDotProd <= 0.0f || targetRoadDotProd <= 0.0f)) {
-#endif
bIsPointingGunAt = true;
} else {
+ if (bIsDucking)
+ ClearDuck();
m_bIsDisabledCop = false;
bKindaStayInSamePlace = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
- bIsDucking = false;
bDuckAndCover = false;
SetPursuit(false);
}
@@ -478,7 +485,6 @@ CCopPed::CopAI(void)
}
} else {
if (m_fDistanceToTarget < weaponRange) {
- CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CVector gunPos = weaponInfo->m_vecFireOffset;
TransformToNode(gunPos, PED_HANDR);
@@ -487,6 +493,9 @@ CCopPed::CopAI(void)
if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt,
false, true, false, false, true, false, false)
|| foundEnt && foundEnt == playerOrHisVeh) {
+
+ if (m_pPointGunAt)
+ m_pPointGunAt->CleanUpOldReference((CEntity**) &m_pPointGunAt);
m_pPointGunAt = playerOrHisVeh;
if (playerOrHisVeh)
playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt);
@@ -494,7 +503,7 @@ CCopPed::CopAI(void)
SetAttack(playerOrHisVeh);
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
}
- SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300));
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300));
}
SetMoveState(PEDMOVE_STILL);
}
@@ -524,10 +533,8 @@ CCopPed::CopAI(void)
ClearObjective();
SetWanderPath(CGeneral::GetRandomNumber() & 7);
}
- }
-#ifdef VC_PED_PORTS
- else {
- if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) {
+ } else {
+ if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_HASSLE_CHAR && CharCreatedBy == RANDOM_CHAR) {
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->CharCreatedBy == RANDOM_CHAR) {
@@ -547,12 +554,30 @@ CCopPed::CopAI(void)
nearPed->bBeingChasedByPolice = true;
return;
}
+ } else {
+ if (nearPed->m_nPedType != PEDTYPE_COP && !nearPed->IsPlayer()
+ && nearPed->IsPedInControl() && m_nHassleTimer < CTimer::GetTimeInMilliseconds()) {
+
+ if (nearPed->m_objective == OBJECTIVE_NONE && nearPed->m_nPedState == PED_WANDER_PATH
+ && !nearPed->m_pLookTarget && nearPed->m_lookTimer < CTimer::GetTimeInMilliseconds()) {
+
+ if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(5.0f)) {
+
+ if (CWorld::GetIsLineOfSightClear(GetPosition(), nearPed->GetPosition(),
+ true, false, false, false, false, false, false)) {
+ Say(SOUND_PED_COP_REACTION);
+ SetObjective(OBJECTIVE_HASSLE_CHAR, nearPed);
+ nearPed->SetObjective(OBJECTIVE_WAIT_ON_FOOT_FOR_COP, this);
+ m_nHassleTimer = CTimer::GetTimeInMilliseconds() + 100000;
+ }
+ }
+ }
+ }
}
}
}
}
}
-#endif
}
}
} else {
@@ -563,18 +588,35 @@ CCopPed::CopAI(void)
bKindaStayInSamePlace = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
- bIsDucking = false;
bDuckAndCover = false;
+ if (bIsDucking)
+ ClearDuck();
if (m_pMyVehicle)
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
}
}
+// --MIAMI: Done except commented things
void
CCopPed::ProcessControl(void)
{
+ if (m_nCopType == COP_HELI_SWAT)
+ ProcessHeliSwat();
+
CPed::ProcessControl();
+
+ if (m_bThrowsSpikeTrap) {
+ // TODO(Miami)
+ /*
+ if (CGame::currArea != AREA_MALL)
+ ProcessStingerCop();
+ */
+ return;
+ }
+
+ // TODO(Miami): CStinger::Process
+
if (bWasPostponed)
return;
@@ -606,25 +648,36 @@ CCopPed::ProcessControl(void)
if (IsPedInControl())
SetIdle();
}
- /*
+
if (m_bIsInPursuit) {
if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
- switch (m_nCopType) {
- case COP_FBI:
- Say(SOUND_PED_PURSUIT_FBI);
- break;
- case COP_SWAT:
- Say(SOUND_PED_PURSUIT_SWAT);
- break;
- case COP_ARMY:
- Say(SOUND_PED_PURSUIT_ARMY);
- break;
- default:
- Say(SOUND_PED_PURSUIT_COP);
- break;
+ if (player->m_pWanted->m_CurrentCops == 1) {
+ Say(SOUND_PED_COP_ALONE);
+ } else {
+ int numCopsNear = 0;
+ for (int i = 0; i < player->m_numNearPeds; ++i) {
+ CPed *nearPed = player->m_nearPeds[i];
+ if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
+ ++numCopsNear;
+ }
+ if (numCopsNear <= 3) {
+ Say(SOUND_PED_COP_LITTLECOPSAROUND);
+ if (!player->bInVehicle) {
+ CVector distToPlayer = player->GetPosition() - GetPosition();
+ if (distToPlayer.MagnitudeSqr() < sq(20.0f)) {
+ player->Say(SOUND_PED_PLAYER_FARFROMCOPS);
+ if (player->m_nPedState != PED_ATTACK && player->m_nPedState != PED_AIM_GUN) {
+ player->SetLookFlag(this, false);
+ player->SetLookTimer(1000);
+ }
+ }
+ }
+ } else if ((CGeneral::GetRandomNumber() % 16) == 1) {
+ Say(SOUND_PED_COP_MANYCOPSAROUND);
+ }
}
}
- } */
+ }
if (IsPedInControl()) {
CopAI();
@@ -671,23 +724,10 @@ CCopPed::ProcessControl(void)
RestorePreviousObjective();
} else {
if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
- // This is 1.3f when arresting in car without seeking first (in above)
-#if defined(VC_PED_PORTS) || defined(FIX_BUGS)
m_distanceToCountSeekDone = 1.3f;
-#else
- m_distanceToCountSeekDone = 2.0f;
-#endif
}
- if (bDuckAndCover) {
-#if !defined(GTA3_1_1_PATCH) && !defined(VC_PED_PORTS)
- if (!bNotAllowedToDuck && Seek()) {
- SetMoveState(PEDMOVE_STILL);
- SetMoveAnim();
- SetPointGunAt(m_pedInObjective);
- }
-#endif
- } else if (Seek()) {
+ if (!bDuckAndCover && Seek()) {
CVehicle *playerVeh = FindPlayerVehicle();
if (!playerVeh && player && player->EnteringCar()) {
SetArrestPlayer(player);
@@ -718,35 +758,100 @@ CCopPed::ProcessControl(void)
}
}
}
- if (!m_bStopAndShootDisabledZone)
- return;
- bool dontShoot = false;
- if (GetIsOnScreen()) {
- if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
- CEntity *foundBuilding = nil;
- CColPoint foundCol;
- CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
- CVector camPos = TheCamera.GetGameCamPosition();
- CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
- true, false, false, false, false, false, false);
-
- // He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
- // and now has building on front of him. He's stupid, we don't need him.
- if (foundBuilding) {
- FlagToDestroyWhenNextProcessed();
- dontShoot = true;
+ if (m_pPointGunAt)
+ Say(SOUND_PED_COP_UNK_129);
+
+ if (m_bStopAndShootDisabledZone) {
+ bool dontShoot = false;
+ if (GetIsOnScreen()) {
+ if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
+ CEntity* foundBuilding = nil;
+ CColPoint foundCol;
+ CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
+ CVector camPos = TheCamera.GetGameCamPosition();
+ CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
+ true, false, false, false, false, false, false);
+
+ // He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
+ // and now has building on front of him. He's stupid, we don't need him.
+ if (foundBuilding) {
+ FlagToDestroyWhenNextProcessed();
+ dontShoot = true;
+ }
}
+ } else {
+ FlagToDestroyWhenNextProcessed();
+ dontShoot = true;
}
- } else {
- FlagToDestroyWhenNextProcessed();
- dontShoot = true;
- }
- if (!dontShoot) {
- bStopAndShoot = true;
- bKindaStayInSamePlace = true;
- bIsPointingGunAt = true;
- SetAttack(m_pedInObjective);
+ if (!dontShoot) {
+ bStopAndShoot = true;
+ bKindaStayInSamePlace = true;
+ bIsPointingGunAt = true;
+ SetAttack(m_pedInObjective);
+ }
}
+
+ if (field_624 >= 2 && m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
+ CVector centre = GetPosition() + CVector(0.f, 0.f, 0.65f);
+ if (CWorld::TestSphereAgainstWorld(centre, 0.35f, this, true, false, false, false, false, false)) {
+ field_624 = 0;
+ m_bStopAndShootDisabledZone = true;
+ ClearPursuit();
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
+ field_61C = CTimer::GetTimeInMilliseconds() + 30000;
+ } else {
+ field_624 = 0;
+ if (GetWeapon()->IsTypeMelee()) {
+ // TODO(Miami): enum
+ for (int i = 3; i < 7; i++) {
+ if (HasWeaponSlot(i)) {
+ SetCurrentWeapon(i);
+ break;
+ }
+ }
+ SetMoveState(PEDMOVE_STILL);
+ bStopAndShoot = true;
+ }
+ }
+ } else if (CTimer::GetTimeStep() / 100.f <= m_fDistanceTravelled)
+ field_624 = 0;
}
+
+// --MIAMI: Done
+void
+CCopPed::ProcessHeliSwat(void)
+{
+ CVector bestPos = GetPosition();
+ SetPedState(PED_ABSEIL);
+ CPedPlacement::FindZCoorForPed(&bestPos);
+ if (GetPosition().z - 2.0f >= bestPos.z && m_pRopeEntity) {
+ m_fAbseilPos += 0.003f * CTimer::GetTimeStep();
+ m_vecMoveSpeed.z = -0.03f;
+ m_vecTurnSpeed = CVector(0.f, 0.f, (m_randomSeed % 32) * 0.003f - 0.05f);
+ CPhysical::ApplyTurnSpeed();
+ GetMatrix().Reorthogonalise();
+ CVector posOnRope;
+
+ if (CRopes::FindCoorsAlongRope(m_nRopeID, m_fAbseilPos, &posOnRope)) {
+ SetPosition(posOnRope);
+ } else {
+ bUsesCollision = true;
+ m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ SetPedState(PED_IDLE);
+ m_nCopType = COP_SWAT;
+ SetInTheAir();
+ bKnockedUpIntoAir = true;
+ }
+ Say(SOUND_PED_COP_HELIPILOTPHRASE);
+ } else {
+ bUsesCollision = true;
+ m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ SetPedState(PED_IDLE);
+ m_nCopType = COP_SWAT;
+ SetInTheAir();
+ bKnockedUpIntoAir = true;
+ }
+} \ No newline at end of file