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-rw-r--r--src/peds/Ped.cpp309
1 files changed, 280 insertions, 29 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 3524f8f6..33b31066 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -48,7 +48,6 @@
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
-WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
WRAPPER void CPed::SetDuck(uint32) { EAXJMP(0x4E4920); }
@@ -68,7 +67,10 @@ WRAPPER void CPed::SetEnterCar(CVehicle*, uint32) { EAXJMP(0x4E0920); }
WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
WRAPPER void CPed::SetExitCar(CVehicle*, uint32) { EAXJMP(0x4E1010); }
+#define FEET_OFFSET 1.04f
+
#define NEW_WALK_AROUND_ALGORITHM
+#define CANCELLABLE_CAR_ENTER
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
@@ -512,17 +514,17 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bObstacleShowedUpDuringKillObjective = false;
bDuckAndCover = false;
- m_ped_flagG1 = false;
+ bStillOnValidPoly = false;
m_ped_flagG2 = true;
m_ped_flagG4 = false;
bStartWanderPathOnFoot = false;
- m_ped_flagG10 = false;
+ bOnBoat = false;
bBusJacked = false;
bGonnaKillTheCarJacker = false;
bFadeOut = false;
bKnockedUpIntoAir = false;
- m_ped_flagH2 = false;
+ bHitSteepSlope = false;
m_ped_flagH4 = false;
bClearObjective = false;
m_ped_flagH10 = false;
@@ -1891,7 +1893,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
bool stillGettingInOut = false;
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
- stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
+ stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat;
if (!stillGettingInOut) {
m_fRotationCur = m_fRotationDest;
@@ -2429,6 +2431,7 @@ CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil)
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#else
+bool
CPed::CanPedJumpThis(CEntity *unused)
{
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
@@ -3310,7 +3313,7 @@ CPed::CheckIfInTheAir(void)
bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil);
if (!foundGround && m_nPedState != PED_JUMP)
{
- pos.z -= 1.04f;
+ pos.z -= FEET_OFFSET;
if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false))
foundGround = true;
}
@@ -9976,8 +9979,8 @@ CPed::ProcessControl(void)
offsetToCheck = GetPosition();
offsetToCheck.z += 0.5f;
- if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - 1.04f, foundCol, foundEnt, true, true, false, true, false, false, false)) {
- GetPosition().z = 1.04f + foundCol.point.z;
+ if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) {
+ GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
SetLanding();
bIsStanding = true;
@@ -11802,7 +11805,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
ped->ReplaceWeaponWhenExitingVehicle();
- ped->m_ped_flagG10 = false;
+ ped->bOnBoat = false;
if (ped->bBusJacked) {
ped->SetFall(1500, ANIM_KO_SKID_BACK, false);
ped->bBusJacked = false;
@@ -13518,8 +13521,7 @@ LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround) {
case 7:
return CVector(colMin.x, colMin.y, 0.0f);
default:
- // case 9:
- return CVector(0.0f, 0.0f, 0.0f); // just a placeholder, supposed to be -GetForward();
+ return CVector(0.0f, 0.0f, 0.0f);
}
}
#endif
@@ -13588,11 +13590,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
objUpsideDown = false;
}
float oldRotDest = m_fRotationDest;
+#ifndef NEW_WALK_AROUND_ALGORITHM
float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
-
- // What is the purpose of using this?
float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
+#endif
if (IsPlayer()) {
if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
@@ -13641,7 +13643,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
collidingThingChanged = false;
} else {
#else
- CVector cornerToGo;
+ CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
int dirToGo;
m_walkAroundType = 0;
#endif
@@ -13669,10 +13671,10 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
else {
CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
cornerToGo = tl;
- dirToGo = GetLocalDirection(tl);
if (objIsSeekTarget && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
m_walkAroundType = 1;
} else {
+ dirToGo = GetLocalDirection(tl);
if (dirToGo == 1)
m_walkAroundType = 0; // ALL of the next turns will be right turn
else if (dirToGo == 3)
@@ -13703,10 +13705,10 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
cornerToGo = tr;
- dirToGo = GetLocalDirection(tr);
if (objIsSeekTarget && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
m_walkAroundType = 2;
} else {
+ dirToGo = GetLocalDirection(tr);
if (dirToGo == 1)
m_walkAroundType = 2; // ALL of the next turns will be right turn
else if (dirToGo == 3)
@@ -13738,10 +13740,10 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
cornerToGo = br;
- dirToGo = GetLocalDirection(br);
if (objIsSeekTarget && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
m_walkAroundType = 5;
} else {
+ dirToGo = GetLocalDirection(br);
if (dirToGo == 1)
m_walkAroundType = 4; // ALL of the next turns will be right turn
else if (dirToGo == 3)
@@ -13773,10 +13775,10 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
cornerToGo = bl;
- dirToGo = GetLocalDirection(bl);
if (objIsSeekTarget && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
m_walkAroundType = 6;
} else {
+ dirToGo = GetLocalDirection(bl);
if (dirToGo == 1)
m_walkAroundType = 6; // ALL of the next turns will be right turn
else if (dirToGo == 3)
@@ -13786,7 +13788,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
}
#else
}
-#endif
+
if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) {
collidingThingChanged = false;
entityOnTopLeftOfObj = 0;
@@ -13795,7 +13797,6 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
entityOnBottomRightOfObj = 0;
}
-#ifndef NEW_WALK_AROUND_ALGORITHM
if (!collidingThingChanged) {
m_walkAroundType = 0;
} else {
@@ -13879,15 +13880,25 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
nextWalkAround = 7;
}
- if (CGeneral::GetRandomNumber() & 1){
- bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround),
- true, true, true, true, true, true, false);
- if(nextRouteIsClear)
- m_walkAroundType = nextWalkAround;
- } else {
- bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType),
+ CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround);
+ bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false);
+
+ if(nextRouteIsClear)
+ m_walkAroundType = nextWalkAround;
+ else {
+ CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType);
+ bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead,
true, true, true, true, true, true, false);
- if (!currentRouteIsClear) {
+
+ /* Either;
+ * - Some obstacle came in and it's impossible to reach current destination
+ * - We reached to the destination, but since next route is not clear, we're turning around us
+ */
+ if (!currentRouteIsClear ||
+ ((posToHead - GetPosition()).Magnitude2D() < 0.8f &&
+ !CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead,
+ true, true, true, true, true, true, false))) {
+
// Change both target and direction (involves changing even/oddness)
if (m_walkAroundType % 2 == 0) {
m_walkAroundType -= 2;
@@ -13897,7 +13908,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
m_walkAroundType += 1;
} else {
m_walkAroundType += 2;
- if (m_walkAroundType > 6)
+ if (m_walkAroundType > 7)
m_walkAroundType = 0;
else
m_walkAroundType -= 1;
@@ -14030,6 +14041,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
m_actionY = localPosToHead.y;
localPosToHead -= GetPosition();
m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading());
+
if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) {
if (m_fRotationDest == oldRotDest) {
m_fRotationDest = oldRotDest;
@@ -14047,6 +14059,243 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime;
}
+int32
+CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
+{
+ bool collidedWithBoat = false;
+ bool belowTorsoCollided = false;
+ float gravityEffect = -0.15f * CTimer::GetTimeStep();
+ CColPoint intersectionPoint;
+ CColLine ourLine;
+
+ CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
+ CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex)->GetColModel();
+
+ if (!bUsesCollision)
+ return false;
+
+ if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
+ collidedWithBoat = true;
+
+ if (!field_EF && !m_phy_flagA80
+#ifdef VC_PED_PORTS
+ && !collidingEnt->IsPed()
+#endif
+ ) {
+ if (!bCollisionProcessed) {
+#ifdef VC_PED_PORTS
+ m_pCurrentPhysSurface = nil;
+#endif
+ if (bIsStanding) {
+ bIsStanding = false;
+ m_ped_flagA2 = true;
+ }
+ bCollisionProcessed = true;
+ m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
+ bStillOnValidPoly = false;
+ if (IsPlayer() || m_fCollisionSpeed >= 1.0f
+ && (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) {
+ m_collPoly.valid = false;
+ m_fCollisionSpeed = 0.0f;
+ bHitSteepSlope = false;
+ } else {
+ CVector pos = GetPosition();
+ float potentialGroundZ = GetPosition().z - FEET_OFFSET;
+ if (m_ped_flagA2) {
+ pos.z += -0.25f;
+ potentialGroundZ += gravityEffect;
+ }
+ if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
+ bStillOnValidPoly = true;
+ // VC conditionally sets GetPosition().z here with nonexisting flag in III
+ GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ m_vecMoveSpeed.z = 0.0f;
+ bIsStanding = true;
+ } else {
+ m_collPoly.valid = false;
+ m_fCollisionSpeed = 0.0f;
+ bHitSteepSlope = false;
+ }
+ }
+ }
+
+ if (!bStillOnValidPoly) {
+ CVector potentialCenter = GetPosition();
+ potentialCenter.z = GetPosition().z - 0.52f;
+
+ // 0.52f should be a ped's approx. radius
+ float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
+ if (m_ped_flagA2) {
+ if (collidedWithBoat) {
+ potentialCenter.z += 2.0f * gravityEffect;
+ totalRadiusWhenCollided += Abs(gravityEffect);
+ } else {
+ potentialCenter.z += gravityEffect;
+ }
+ }
+ if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) {
+ ourLine.p0 = GetPosition();
+ ourLine.p1 = GetPosition();
+ ourLine.p1.z = GetPosition().z - FEET_OFFSET;
+ if (m_ped_flagA2) {
+ ourLine.p1.z = ourLine.p1.z + gravityEffect;
+ ourLine.p0.z = ourLine.p0.z + -0.25f;
+ }
+ float minDist = 1.0f;
+ belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
+ intersectionPoint, minDist, false, &m_collPoly);
+
+ if (collidedWithBoat && m_ped_flagA2 && !belowTorsoCollided) {
+ ourLine.p0.z = ourLine.p1.z;
+ ourLine.p1.z = ourLine.p1.z + gravityEffect;
+ belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
+ intersectionPoint, minDist, false, &m_collPoly);
+ }
+ if (belowTorsoCollided) {
+#ifndef VC_PED_PORTS
+ if (!collidingEnt->IsPed()) {
+#endif
+ if (!bIsStanding
+ || FEET_OFFSET + intersectionPoint.point.z > GetPosition().z
+ || collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) {
+
+ if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
+ m_pCurSurface = collidingEnt;
+ collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
+ m_ped_flagH10 = false;
+ bOnBoat = false;
+ } else {
+ m_pCurrentPhysSurface = collidingEnt;
+ collidingEnt->RegisterReference((CEntity**)m_pCurrentPhysSurface);
+ m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
+ m_pCurSurface = collidingEnt;
+ collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
+ m_collPoly.valid = false;
+ if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) {
+ bOnBoat = true;
+ } else {
+ bOnBoat = false;
+ }
+ }
+ // VC conditionally sets GetPosition().z here with nonexisting flag in III
+ GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ m_nSurfaceTouched = intersectionPoint.surfaceB;
+ if (m_nSurfaceTouched == SURFACE_STONE) {
+ bHitSteepSlope = true;
+ m_vecDamageNormal = intersectionPoint.normal;
+ }
+ }
+#ifdef VC_PED_PORTS
+ float upperSpeedLimit = 0.33f;
+ float lowerSpeedLimit = -0.25f;
+ float speed = m_vecMoveSpeed.Magnitude2D();
+ if (m_nPedState == PED_IDLE) {
+ upperSpeedLimit *= 2.0f;
+ lowerSpeedLimit *= 1.5f;
+ }
+ if (m_ped_flagA2
+ || (speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
+ || m_pCollidingEntity == collidingEnt) {
+
+ if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)
+ && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
+ }
+ } else {
+ float damage = 100.0f * max(speed - 0.25f, 0.0f);
+ float damage2 = damage;
+ if (m_vecMoveSpeed.z < -0.25f)
+ damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
+
+ uint8 dir = 2; // from backward
+ if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f
+ || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
+ CVector2D offset = -m_vecMoveSpeed;
+ dir = GetLocalDirection(offset);
+ }
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir);
+ if (IsPlayer() && damage2 > 5.0f)
+ Say(SOUND_PED_LAND);
+ }
+#else
+ float speedSqr = m_vecMoveSpeed.MagnitudeSqr();
+ if (m_ped_flagA2
+ || m_vecMoveSpeed.z >= -0.25f && speedSqr <= 0.25f) {
+ if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)
+ && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
+ }
+ } else {
+ if (speedSqr == 0.0f)
+ speedSqr = sq(m_vecMoveSpeed.z);
+
+ uint8 dir = 2; // from backward
+ if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f
+ || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
+ CVector2D offset = -m_vecMoveSpeed;
+ dir = GetLocalDirection(offset);
+ }
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
+ }
+#endif
+ m_vecMoveSpeed.z = 0.0f;
+ bIsStanding = true;
+#ifndef VC_PED_PORTS
+ } else {
+ bOnBoat = false;
+ }
+#endif
+ } else {
+ bOnBoat = false;
+ }
+ }
+ }
+ }
+
+ int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
+ if (ourCollidedSpheres > 0 || belowTorsoCollided) {
+ AddCollisionRecord(collidingEnt);
+ if (!collidingEnt->IsBuilding())
+ ((CPhysical*)collidingEnt)->AddCollisionRecord(this);
+
+ if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) {
+ bHasHitWall = true;
+ }
+ }
+ if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) {
+
+ if (m_ped_flagA2) {
+ CVector sphereNormal;
+ float normalLength;
+ for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
+ sphereNormal = collidingPoints[sphere].normal;
+#ifdef VC_PED_PORTS
+ if (sphereNormal.z >= -1.0f || !IsPlayer()) {
+#endif
+ normalLength = sphereNormal.Magnitude2D();
+ if (normalLength != 0.0f) {
+ sphereNormal.x = sphereNormal.x / normalLength;
+ sphereNormal.y = sphereNormal.y / normalLength;
+ }
+#ifdef VC_PED_PORTS
+ } else {
+ float speed = m_vecMoveSpeed.Magnitude2D();
+ sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed);
+ sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed);
+ GetPosition().z -= 0.05f;
+ // VC sets bKnockedUpIntoAir here
+ }
+#endif
+ sphereNormal.Normalise();
+ collidingPoints[sphere].normal = sphereNormal;
+ if (collidingPoints[sphere].surfaceB == SURFACE_STONE)
+ bHitSteepSlope = true;
+ }
+ }
+ }
+ return ourCollidedSpheres;
+}
+
class CPed_ : public CPed
{
public:
@@ -14060,6 +14309,7 @@ public:
void Teleport_(CVector pos) { CPed::Teleport(pos); }
void ProcessControl_(void) { CPed::ProcessControl(); }
void Render_(void) { CPed::Render(); }
+ int32 ProcessEntityCollision_(CEntity *collidingEnt, CColPoint *collidingPoints) { return CPed::ProcessEntityCollision(collidingEnt, collidingPoints); }
};
STARTPATCHES
@@ -14072,6 +14322,7 @@ STARTPATCHES
InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP);
InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP);
InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP);
+ InjectHook(0x4CBB30, &CPed_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);