diff options
Diffstat (limited to 'src/peds/Ped.cpp')
-rw-r--r-- | src/peds/Ped.cpp | 53 |
1 files changed, 40 insertions, 13 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 04e13c33..4d80cac2 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -308,6 +308,30 @@ CPed::~CPed(void) m_pFire->Extinguish(); CPopulation::UpdatePedCount((ePedType)m_nPedType, true); DMAudio.DestroyEntity(m_audioEntityId); + + // Because of the nature of ped lists in GTA, it can sometimes be outdated. + // Remove ourself from nearPeds list of the Peds in our nearPeds list. +#ifdef FIX_BUGS + for(int i = 0; i < m_numNearPeds; i++) { + CPed *nearPed = m_nearPeds[i]; + assert(nearPed != nil); + if (!nearPed->IsPointerValid()) + continue; + + for(int j = 0; j < nearPed->m_numNearPeds;) { + assert(j == ARRAY_SIZE(m_nearPeds) - 1 || nearPed->m_nearPeds[j] || !nearPed->m_nearPeds[j+1]); // ensure nil comes after nil + + if (nearPed->m_nearPeds[j] == this) { + for (int k = j; k < ARRAY_SIZE(m_nearPeds) - 1; k++) { + nearPed->m_nearPeds[k] = nearPed->m_nearPeds[k + 1]; + nearPed->m_nearPeds[k + 1] = nil; + } + nearPed->m_numNearPeds--; + } else + j++; + } + } +#endif } void @@ -398,13 +422,15 @@ CPed::BuildPedLists(void) } else removePed = true; } + + assert(i == ARRAY_SIZE(m_nearPeds) - 1 || m_nearPeds[i] || !m_nearPeds[i+1]); // ensure nil comes after nil + if (removePed) { // 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 on last slot, so we need to empty it. m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil; m_numNearPeds--; } else @@ -3023,7 +3049,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel(); if (!bUsesCollision) - return false; + return 0; if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) collidedWithBoat = true; @@ -6068,7 +6094,7 @@ CPed::FollowPath(void) } void -CPed::SetEvasiveStep(CEntity *reason, uint8 animType) +CPed::SetEvasiveStep(CPhysical *reason, uint8 animType) { AnimationId stepAnim; @@ -6086,22 +6112,23 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType) if (neededTurn > PI) neededTurn = TWOPI - neededTurn; - CVehicle *veh = (CVehicle*)reason; - if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) { + if (reason->IsVehicle() && ((CVehicle*)reason)->IsCar()) { + CVehicle *veh = (CVehicle*)reason; if (veh->m_nCarHornTimer != 0) { vehPressedHorn = true; if (!IsPlayer()) animType = 1; } } - if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) { - SetLookFlag(veh, true); - if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) { + + if (neededTurn <= DEGTORAD(90.0f) || reason->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) { + SetLookFlag(reason, true); + if ((CGeneral::GetRandomNumber() & 1) && reason->GetModelIndex() != MI_RCBANDIT && animType == 0) { stepAnim = ANIM_STD_HAILTAXI; } else { - float vehDirection = CGeneral::GetRadianAngleBetweenPoints( - veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, + float dangerDirection = CGeneral::GetRadianAngleBetweenPoints( + reason->m_vecMoveSpeed.x, reason->m_vecMoveSpeed.y, 0.0f, 0.0f); // Let's turn our back to the "reason" @@ -6111,14 +6138,14 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType) angleToFace -= TWOPI; // We don't want to run towards car's direction - float dangerZone = angleToFace - vehDirection; + float dangerZone = angleToFace - dangerDirection; dangerZone = CGeneral::LimitRadianAngle(dangerZone); // So, add or subtract 90deg (jump to left/right) according to that if (dangerZone > 0.0f) - angleToFace = vehDirection - HALFPI; + angleToFace = dangerDirection - HALFPI; else - angleToFace = vehDirection + HALFPI; + angleToFace = dangerDirection + HALFPI; stepAnim = ANIM_STD_NUM; if (animType == 0 || animType == 1) |