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-rw-r--r--src/peds/Ped.cpp689
-rw-r--r--src/peds/Ped.h11
-rw-r--r--src/peds/PlayerPed.cpp14
-rw-r--r--src/peds/PlayerPed.h3
4 files changed, 463 insertions, 254 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 2e0e4599..79a6202f 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -78,8 +78,40 @@ uint16 nPlayerInComboMove;
RpClump *flyingClumpTemp;
-FightMove tFightMoves[NUM_FIGHTMOVES] = {
- // TODO(Miami)
+FightMove tFightMoves[NUM_FIGHTMOVES] =
+{
+ { NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_FIGHT_KNEE, 4.f/30.f, 0.2f, 0.0f, 0.6f, 1.0f, HITLEVEL_LOW, 2, 0 },
+ { ANIM_FIGHT_LHOOK, 8.f/30.f, 10.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_HIGH, 3, 0 },
+ { ANIM_FIGHT_JAB, 4.f/30.f, 0.2f, 0.0f, 0.7f, 1.0f, HITLEVEL_HIGH, 3, 0 },
+ { ANIM_FIGHT_PUNCH, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_FIGHT_LONGKICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
+ { ANIM_FIGHT_ROUNDHOUSE, 8.f/30.f, 10.f/30.f, 0.0f, 0.6f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
+ { ANIM_FIGHT_KICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
+ { ANIM_FIGHT_HEAD, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
+ { ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
+ { ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
+ { ANIM_FIGHT_ELBOW_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
+ { ANIM_FIGHT_BKICK_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
+ { ANIM_FIGHT_ELBOW_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
+ { ANIM_KICK_FLOOR, 10.f/30.f, 14.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_GROUND, 1, 0 },
+ { ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_WEAPON_FIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
};
uint16 CPed::nThreatReactionRangeMultiplier = 1;
@@ -115,6 +147,7 @@ bool CPed::bPopHeadsOnHeadshot = false;
bool CPed::bMakePedsRunToPhonesToReportCrimes = false;
#endif
+// --MIAMI: Done
CPed::~CPed(void)
{
CWorld::Remove(this);
@@ -126,7 +159,7 @@ CPed::~CPed(void)
if (m_pMyVehicle->pDriver == this)
m_pMyVehicle->pDriver = nil;
else {
- // FIX: Passenger counter now decreasing after removing ourself from vehicle.
+ // FIX: Passenger counter now being decreased after removing ourself from vehicle.
m_pMyVehicle->RemovePassenger(this);
}
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
@@ -429,7 +462,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
weapon.m_nTimer = 0;
}
- m_lastFightMove = FIGHTMOVE_NULL;
+ m_lastFightMove = m_lastHitState = 0;
GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
m_wepAccuracy = 60;
m_lastWepDam = -1;
@@ -960,6 +993,7 @@ CPed::ClearLookFlag(void) {
}
}
+// --MIAMI: Done
bool
CPed::IsPedHeadAbovePos(float zOffset)
{
@@ -1802,6 +1836,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
ped->bVehExitWillBeInstant = false;
}
+// --MIAMI: Done
CVector
CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
{
@@ -1811,83 +1846,138 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
float seatOffset;
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
- if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
- seatOffset = 0.0f;
- vehDoorOffset = vecPedVanRearDoorAnimOffset;
+
+ if (veh->IsBike()) {
+ CBike *bike = (CBike*)veh;
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+
+ if (component == CAR_WINDSCREEN) {
+ return bike->GetMatrix() * (vehDoorPos + vecPedBikeKickAnimOffset);
+ } else {
+ switch (bike->m_bikeAnimType) {
+ case ASSOCGRP_BIKE_VESPA:
+ vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_HARLEY:
+ vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_DIRT:
+ vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset;
+ break;
+ default:
+ vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset;
+ break;
+ }
+ float xOffsetFromAnim = vehDoorOffset.x + seatPosMult * bike->pHandling->fSeatOffsetDistance;
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) {
+ vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ }
+
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_LF)
+ xOffsetFromAnim *= -1.f;
+
+ return bike->GetMatrix() * (vehDoorPos + CVector(xOffsetFromAnim, vehDoorOffset.y, vehDoorOffset.z));
+ }
} else {
- seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult;
- if (veh->bLowVehicle) {
- vehDoorOffset = vecPedCarDoorLoAnimOffset;
+ if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
+ seatOffset = 0.0f;
+ vehDoorOffset = vecPedVanRearDoorAnimOffset;
} else {
- vehDoorOffset = vecPedCarDoorAnimOffset;
+ seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult;
+ if (veh->bLowVehicle) {
+ vehDoorOffset = vecPedCarDoorLoAnimOffset;
+ } else {
+ vehDoorOffset = vecPedCarDoorAnimOffset;
+ }
}
- }
- switch (component) {
- case CAR_DOOR_RF:
- vehDoorPos = vehModel->GetFrontSeatPosn();
- vehDoorPos.x += seatOffset;
- vehDoorOffset.x = -vehDoorOffset.x;
- break;
+ switch (component) {
+ case CAR_DOOR_RF:
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
- case CAR_DOOR_RR:
- vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
- vehDoorPos.x += seatOffset;
- vehDoorOffset.x = -vehDoorOffset.x;
- break;
+ case CAR_DOOR_RR:
+ vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
- case CAR_DOOR_LF:
- vehDoorPos = vehModel->GetFrontSeatPosn();
- vehDoorPos.x = -(vehDoorPos.x + seatOffset);
- break;
+ case CAR_DOOR_LF:
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
- case CAR_DOOR_LR:
- vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
- vehDoorPos.x = -(vehDoorPos.x + seatOffset);
- break;
+ case CAR_DOOR_LR:
+ vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
- default:
- vehDoorPos = vehModel->GetFrontSeatPosn();
- vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
+ default:
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+ vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
+ }
+ return vehDoorPos - vehDoorOffset;
}
- return vehDoorPos - vehDoorOffset;
}
-// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
+// --MIAMI: Done
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
{
- CVector localPos;
- CVector vehDoorPos;
-
- localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
- vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
+ CVector vehDoorPos = GetPositionToOpenCarDoor(veh, component, 1.0f);
/*
- // Not used.
- CVector localVehDoorOffset;
-
- if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
- localVehDoorOffset = vecPedVanRearDoorAnimOffset;
- } else {
- if (veh->bIsLow) {
- localVehDoorOffset = vecPedCarDoorLoAnimOffset;
- } else {
- localVehDoorOffset = vecPedCarDoorAnimOffset;
- }
- }
-
- vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
+ // Unused
+ vehDoorPosWithoutOffset = veh->GetMatrix() * localVehDoorPos;
*/
return vehDoorPos;
}
+// --MIAMI: Done
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
{
CVector doorPos;
CMatrix vehMat(veh->GetMatrix());
+ if (veh->IsBike()) {
+ CVehicleModelInfo* vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->GetModelIndex());
+ CVector vehDoorOffset;
+ CBike* bike = (CBike*)veh;
+ doorPos = vehModel->GetFrontSeatPosn();
+
+ if (component == CAR_WINDSCREEN) {
+ return bike->GetMatrix() * (doorPos + vecPedBikeKickAnimOffset);
+ } else {
+ switch (bike->m_bikeAnimType) {
+ case ASSOCGRP_BIKE_VESPA:
+ vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_HARLEY:
+ vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_DIRT:
+ vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset;
+ break;
+ default:
+ vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset;
+ break;
+ }
+ vehDoorOffset.x += offset * bike->pHandling->fSeatOffsetDistance;
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) {
+ doorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ }
+
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_LF)
+ vehDoorOffset.x *= -1.f;
+
+ CVector correctedPos;
+ bike->GetCorrectedWorldDoorPosition(correctedPos, vehDoorOffset, doorPos);
+ return correctedPos;
+ }
+ }
doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
return veh->GetPosition() + doorPos;
@@ -2470,21 +2560,25 @@ CPed::SortPeds(CPed **list, int min, int max)
SortPeds(list, right, max);
}
+// --MIAMI: Done
void
CPed::BuildPedLists(void)
{
- if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) {
+ if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) {
for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
+ bool removePed = false;
if (m_nearPeds[i]) {
if (m_nearPeds[i]->IsPointerValid()) {
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
- if (distSqr < 900.0f) {
- i++;
- continue;
+ if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) {
+ removePed = true;
}
+ } else {
+ removePed = true;
}
-
+ }
+ 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];
@@ -2498,10 +2592,11 @@ CPed::BuildPedLists(void)
}
} else {
CVector centre = CEntity::GetBoundCentre();
- CRect rect(centre.x - 20.0f,
- centre.y - 20.0f,
- centre.x + 20.0f,
- centre.y + 20.0f);
+ int deadsRegistered = 0;
+ CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier,
+ centre.y - 20.f * nThreatReactionRangeMultiplier,
+ centre.x + 20.f * nThreatReactionRangeMultiplier,
+ centre.y + 20.f * nThreatReactionRangeMultiplier);
int xstart = CWorld::GetSectorIndexX(rect.left);
int ystart = CWorld::GetSectorIndexY(rect.top);
int xend = CWorld::GetSectorIndexX(rect.right);
@@ -2512,9 +2607,14 @@ CPed::BuildPedLists(void)
for(int x = xstart; x <= xend; x++) {
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
CPed *ped = (CPed*)pedPtrNode->item;
- if (ped != this && !ped->bInVehicle) {
- float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
- if (nThreatReactionRangeMultiplier * 30.0f > dist) {
+ if (ped != this && (!ped->bInVehicle || (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()))) {
+
+ if (nThreatReactionRangeMultiplier * 30.0f > (ped->GetPosition() - GetPosition()).Magnitude2D()) {
+ if (ped->m_nPedState == PED_DEAD) {
+ if (deadsRegistered > 3)
+ continue;
+ deadsRegistered++;
+ }
gapTempPedList[gnNumTempPedList] = ped;
gnNumTempPedList++;
assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
@@ -5454,6 +5554,7 @@ CPed::LoadFightData(void)
}
}
+// --MIAMI: Done
// Actually GetLocalDirectionTo(Turn/Look)
int
CPed::GetLocalDirection(const CVector2D &posOffset)
@@ -5468,32 +5569,35 @@ CPed::GetLocalDirection(const CVector2D &posOffset)
return direction;
}
+// --MIAMI: Done
bool
-CPed::FightStrike(CVector &touchedNodePos)
+CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
{
CColModel *hisCol;
CVector attackDistance;
- ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
- float maxDistanceToBeBeaten;
+ float maxDistanceToBeat;
CPed *nearPed;
- int state = m_fightState;
- bool pedFound = false;
+ CVector extendedTouchPoint;
- if (state == FIGHTSTATE_JUST_ATTACKED)
- return false;
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float radius = tFightMoves[m_lastFightMove].strikeRadius;
+ if (unk)
+ radius = weaponInfo->m_fRadius;
- // Pointless code
- if (state > FIGHTSTATE_NO_MOVE)
- attackDistance = touchedNodePos - m_vecHitLastPos;
+ if (m_fightState == FIGHTSTATE_JUST_ATTACKED)
+ return false;
+
+ // TODO(Miami): BreakGlassPhysically
for (int i = 0; i < m_numNearPeds; i++) {
+ int8 pedFound = 0;
nearPed = m_nearPeds[i];
- if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
- maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f;
+ if (!unk && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE)
+ maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f;
else
- maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius;
+ maxDistanceToBeat = nearPed->GetBoundRadius() + radius;
- if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
+ if ((nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) && (m_pedInObjective != FindPlayerPed() || nearPed == FindPlayerPed())) {
CVector nearPedCentre;
// Have to animate a skinned clump because the initial col model is useless
@@ -5503,121 +5607,185 @@ CPed::FightStrike(CVector &touchedNodePos)
CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
// He can beat us
- if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
+ if (sq(maxDistanceToBeat) > potentialAttackDistance.MagnitudeSqr()) {
for (int j = 0; j < hisCol->numSpheres; j++) {
attackDistance = hisCol->spheres[j].center;
attackDistance -= touchedNodePos;
CColSphere *hisPieces = hisCol->spheres;
- float maxDistanceToBeat = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
+ maxDistanceToBeat = hisPieces[j].radius + radius;
// We can beat him too
if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
- pedFound = true;
- closestPedPiece = (ePedPieceTypes) hisPieces[j].piece;
+ FightHitPed(nearPed, touchedNodePos, attackDistance, hisPieces[j].piece);
+ pedFound = 1;
break;
}
}
}
+ if (!pedFound && !unk) {
+ extendedTouchPoint = touchedNodePos - GetPosition();
+ if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) {
+ if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
+ extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward();
+ } else {
+ extendedTouchPoint.x *= tFightMoves[m_lastFightMove].extendReachMultiplier;
+ extendedTouchPoint.y *= tFightMoves[m_lastFightMove].extendReachMultiplier;
+ }
+ pedFound = -1;
+ extendedTouchPoint += GetPosition();
+ }
+ }
+ if (pedFound == -1) {
+ CVector nearPedCentre = nearPed->GetBoundCentre();
+ if (sq(maxDistanceToBeat) > (nearPedCentre - extendedTouchPoint).MagnitudeSqr()) {
+
+ for (int j = 0; j < hisCol->numSpheres; j++) {
+ attackDistance = hisCol->spheres[j].center;
+ attackDistance -= extendedTouchPoint;
+ CColSphere* hisPieces = hisCol->spheres;
+ float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
+
+ // We can beat him too
+ if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) {
+ FightHitPed(nearPed, extendedTouchPoint, attackDistance, hisPieces[j].piece);
+ break;
+ }
+ }
+ }
+ }
}
- if (pedFound)
- break;
}
- if (pedFound) {
- if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP)
- return false;
- float oldVictimHealth = nearPed->m_fHealth;
- CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
- int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
+ if (m_fightState == FIGHTSTATE_NO_MOVE)
+ m_fightState = FIGHTSTATE_1;
- CVector2D diff (GetPosition() - nearPed->GetPosition());
- int direction = nearPed->GetLocalDirection(diff);
- if (IsPlayer()) {
- if (((CPlayerPed*)this)->m_bAdrenalineActive)
- damageMult = 20;
- } else {
- damageMult *= m_pedStats->m_attackStrength;
- }
+ m_vecHitLastPos = *touchedNodePos;
+ return false;
+}
- /*
- // Change direction if we used kick.
- if (m_lastFightMove == FIGHTMOVE_KICK) {
- if (CGeneral::GetRandomNumber() & 1) {
- direction++;
- if (direction > 3)
- direction -= 4;
- }
- } */
- nearPed->ReactToAttack(this);
-
- // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
- int unk2;
- if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer())
- unk2 = 101;
- else
- unk2 = damageMult;
+// TODO(Miami)
+void
+CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
+{
+ if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP)
+ return;
- nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
- PlayHitSound(nearPed);
- m_fightState = FIGHTSTATE_JUST_ATTACKED;
- RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
- if (!nearPed->DyingOrDead()) {
- nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ bool fightingWithWeapon = false;
+ int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
+
+ if (weaponInfo->m_bFightMode) {
+ fightingWithWeapon = true;
+ if (m_lastFightMove >= FIGHTMOVE_MELEE1) {
+ damageMult = weaponInfo->m_nDamage;
+ if (m_lastFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER)
+ damageMult *= 5;
}
+ }
- if (CGame::nastyGame
- && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM
- && nearPed->m_nPedState == PED_DIE
- && nearPed->GetIsOnScreen()) {
+ if (IsPlayer()) {
+ if (((CPlayerPed*)this)->m_bAdrenalineActive)
+ damageMult = 20;
+ } else if (!fightingWithWeapon) {
+ damageMult *= m_pedStats->m_attackStrength;
+ }
- // Just for blood particle. We will restore it below.
- attackDistance /= (10.0f * attackDistance.Magnitude());
- for(int i=0; i<4; i++) {
- CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0);
- }
+ float oldVictimHealth = victim->m_fHealth;
+ CVector bloodPos = 0.5f * dist + touchPoint;
+ CVector2D diff(GetPosition() - victim->GetPosition());
+ int direction = victim->GetLocalDirection(diff);
+
+ /*
+ // Change direction if we used kick.
+ if (m_lastFightMove == FIGHTMOVE_KICK) {
+ if (CGeneral::GetRandomNumber() & 1) {
+ direction++;
+ if (direction > 3)
+ direction -= 4;
+ }
+ } */
+ victim->ReactToAttack(this);
+
+ // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
+ int unk2;
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !victim->IsPlayer())
+ unk2 = 101;
+ else
+ unk2 = damageMult;
+
+ victim->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
+ PlayHitSound(victim);
+ m_fightState = FIGHTSTATE_JUST_ATTACKED;
+ RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
+ if (!victim->DyingOrDead()) {
+ victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction);
+ }
+
+ if (CGame::nastyGame
+ && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM
+ && victim->m_nPedState == PED_DIE
+ && victim->GetIsOnScreen()) {
+
+ // Just for blood particle. We will restore it below.
+ dist /= (10.0f * dist.Magnitude());
+ for(int i=0; i<4; i++) {
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dist, nil, 0.0f, 0, 0, 0, 0);
}
- if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
- float curVictimHealth = nearPed->m_fHealth;
+ }
+
+ eWeaponType weaponType = GetWeapon()->m_eWeaponType;
+ if (!fightingWithWeapon) {
+ if (victim->m_nPedState != PED_FALL && victim->m_nPedState != PED_DIE && victim->m_nPedState != PED_DEAD) {
+ float curVictimHealth = victim->m_fHealth;
if (curVictimHealth > 0.0f
- && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer()
- || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f
- || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
- || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
+ && (curVictimHealth < 30.0f && oldVictimHealth > 30.0f
+ || weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer()
+ || victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
- nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
- if (nearPed->m_nPedState == PED_FALL)
- nearPed->bIsStanding = false;
+ victim->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
+ if (victim->m_nPedState == PED_FALL)
+ victim->bIsStanding = false;
}
}
- if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) {
- attackDistance = nearPed->GetPosition() - GetPosition();
- attackDistance.Normalise();
- attackDistance.z = 1.0f;
- nearPed->bIsStanding = false;
+ }
+
+ if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) {
+ dist = victim->GetPosition() - GetPosition();
+ dist.Normalise();
+ dist.z = 1.0f;
+ victim->bIsStanding = false;
- float moveMult;
- if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
- moveMult = Min(damageMult * 0.6f, 4.0f);
+ float moveMult;
+ if (fightingWithWeapon) {
+ moveMult = Min(damageMult * 0.02f, 1.0f);
+ } else if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
+ moveMult = Min(damageMult * 0.6f, 4.0f);
+ } else {
+ if (victim->m_nPedState != PED_DIE || damageMult >= 20) {
+ moveMult = damageMult;
} else {
- if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) {
- moveMult = damageMult;
- } else {
- moveMult = Min(damageMult * 2.0f, 14.0f);
- }
+ moveMult = Min(damageMult * 2.0f, 14.0f);
}
-
- nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance);
}
- CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
+
+ victim->ApplyMoveForce(moveMult * 0.6f * dist);
}
- if (m_fightState == FIGHTSTATE_NO_MOVE)
- m_fightState = FIGHTSTATE_1;
+ if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE
+ && weaponType != WEAPONTYPE_KATANA && weaponType != WEAPONTYPE_CHAINSAW) {
- m_vecHitLastPos = *touchedNodePos;
- return false;
+ if (victim->m_nPedType == PEDTYPE_COP)
+ CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victim, this, 2000);
+ } else {
+ if (victim->m_nPedType == PEDTYPE_COP)
+ CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victim, this, 2000);
+ }
}
// --MIAMI: Done
@@ -6002,6 +6170,7 @@ CPed::PlayHitSound(CPed *hitTo)
DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
}
+// --MIAMI: Done
void
CPed::CollideWithPed(CPed *collideWith)
{
@@ -6014,6 +6183,15 @@ CPed::CollideWithPed(CPed *collideWith)
int waitTime = 0;
if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
+ if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
+ SetGetUp();
+ return;
+ }
+ if (collideWith->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
+ collideWith->SetGetUp();
+ return;
+ }
+
bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
@@ -6021,10 +6199,8 @@ CPed::CollideWithPed(CPed *collideWith)
if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
-#ifdef VC_PED_PORTS
|| m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith
- || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
-#endif
+ || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
)) {
if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
@@ -6053,11 +6229,10 @@ CPed::CollideWithPed(CPed *collideWith)
SetDirectionToWalkAroundObject(collideWith);
}
} else {
-#ifdef VC_PED_PORTS
if (FindPlayerPed() != m_pedInObjective
|| m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|| collideWith == m_pedInObjective) {
-#endif
+
if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
@@ -6067,47 +6242,43 @@ CPed::CollideWithPed(CPed *collideWith)
} else {
SetEvasiveStep(collideWith, 2);
}
-#ifdef VC_PED_PORTS
} else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
&& collideWith->m_pedInObjective == m_pedInObjective) {
- int colliderIsAtPlayerSafePosID = -1;
- int weAreAtPlayerSafePosID = -1;
- for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) {
- CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i];
- if (pedAtSafePos == this) {
- weAreAtPlayerSafePosID = i;
- } else if (pedAtSafePos == collideWith) {
- colliderIsAtPlayerSafePosID = i;
+ int colliderIndexAtPlayersKillList = -1;
+ int ourIndexAtPlayersKillList = -1;
+ for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pMeleeList); i++) {
+ CPed *pedInKillList = ((CPlayerPed*)m_pedInObjective)->m_pMeleeList[i];
+ if (pedInKillList == this) {
+ ourIndexAtPlayersKillList = i;
+ } else if (pedInKillList == collideWith) {
+ colliderIndexAtPlayersKillList = i;
}
}
bool weAreCloserToTargetThenCollider = false;
if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
weAreCloserToTargetThenCollider = true;
- if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) {
- if (!weAreCloserToTargetThenCollider) {
+ if (ourIndexAtPlayersKillList > 0 && !weAreCloserToTargetThenCollider) {
+ if (colliderIndexAtPlayersKillList > 0) {
int time = 300;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
- }
- } else if (colliderIsAtPlayerSafePosID <= 0) {
- if (collideWith->m_pedInObjective == FindPlayerPed()) {
- // VC specific
- // ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
+
+ } else if (collideWith->m_pedInObjective == FindPlayerPed()) {
+ ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
int time = 500;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
}
- } else {
+ } else if (!weAreCloserToTargetThenCollider) {
int time = 300;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
- }
+ }
} else {
SetDirectionToWalkAroundObject(collideWith);
}
-#endif
}
} else {
if (m_pedStats->m_temper <= m_pedStats->m_fear
@@ -6121,12 +6292,14 @@ CPed::CollideWithPed(CPed *collideWith)
} else {
TurnBody();
SetAttack(collideWith);
+ m_fRotationCur = 0.3f + m_fRotationCur;
+ m_fRotationDest = m_fRotationCur;
}
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
}
}
} else {
- if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+ if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (heLooksToUs) {
SetEvasiveStep(collideWith, 1);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
@@ -6135,7 +6308,8 @@ CPed::CollideWithPed(CPed *collideWith)
if (m_pedStats != collideWith->m_pedStats) {
- if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) {
+ if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper || collideWith->IsPlayer()
+ || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) {
if (collideWith->IsPlayer()) {
// He's on our right side
@@ -6145,16 +6319,17 @@ CPed::CollideWithPed(CPed *collideWith)
m_fRotationCur += m_headingRate;
} else {
// He's on our right side
- if (DotProduct(posDiff, GetRight()) <= 0.0f)
- m_fRotationCur -= m_headingRate;
+ if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f)
+ collideWith->m_fRotationCur -= collideWith->m_headingRate;
else
- m_fRotationCur += m_headingRate;
+ collideWith->m_fRotationCur += collideWith->m_headingRate;
}
} else {
SetLookFlag(collideWith, false);
TurnBody();
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
if (!heIsMissionChar) {
CVector2D posDiff2D(posDiff);
int direction = collideWith->GetLocalDirection(posDiff2D);
@@ -6164,11 +6339,9 @@ CPed::CollideWithPed(CPed *collideWith)
}
}
}
- } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
-#ifdef VC_PED_PORTS
- || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
-#endif
- ) {
+ } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar ||
+ m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness) {
+
// He looks us and we're not at his right side
if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
CVector moveForce = GetRight();
@@ -6221,7 +6394,7 @@ CPed::CollideWithPed(CPed *collideWith)
}
if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
collideWith->SetFall(3000, animToPlay, 0);
}
@@ -6370,6 +6543,7 @@ CPed::SetAttackTimer(uint32 time)
m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
}
+// --MIAMI: Done
void
CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
{
@@ -6382,7 +6556,17 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
SetMoveState(PEDMOVE_STILL);
m_pSeekTarget = veh;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
- m_vehEnterType = vehEnterType;
+
+ if (veh->IsBike()) {
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+ if (veh->pPassengers[0] != this && (vehEnterType != CAR_WINDSCREEN || veh->pPassengers[0]))
+ m_vehEnterType = CAR_DOOR_LF;
+ else
+ m_vehEnterType = CAR_DOOR_LR;
+ } else {
+ m_vehEnterType = vehEnterType;
+ }
+
if (m_vehEnterType == CAR_DOOR_LF) {
if (veh->pDriver && veh->pDriver->IsPlayer())
veh->SetStatus(STATUS_PLAYER_DISABLED);
@@ -6391,9 +6575,9 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
}
RemoveInCarAnims();
SetMoveState(PEDMOVE_NONE);
- LineUpPedWithCar(LINE_UP_TO_CAR_START);
+ LineUpPedWithCar(veh->IsBike() ? LINE_UP_TO_CAR_FALL : LINE_UP_TO_CAR_START);
m_pVehicleAnim = nil;
- m_nPedState = PED_DRAG_FROM_CAR;
+ SetPedState(PED_DRAG_FROM_CAR);
bChangedSeat = false;
bWillBeQuickJacked = quickJack;
@@ -7498,6 +7682,7 @@ CPed::Fight(void)
}
}
+// --MIAMI: Done
// Some helper function which doesn't exist in og game.
inline void
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
@@ -7527,6 +7712,7 @@ SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVecto
}
}
+// --MIAMI: Done
bool
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
{
@@ -7552,12 +7738,14 @@ CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil);
- // Above function decided that going to the next node is more logical than seeking the object.
if (m_pNextPathNode) {
- CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos;
- if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
- *bestCoords = m_pNextPathNode->GetPosition();
+ // Function above decided that directly going to next node makes more sense then seeking the object.
+ CVector correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+
+ if ((correctedCoords - ourPos).MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
+ correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ *bestCoords = correctedCoords;
return true;
}
m_pNextPathNode = nil;
@@ -8523,11 +8711,15 @@ CPed::FollowPath(void)
}
}
+// --MIAMI: Done
CVector
CPed::GetFormationPosition(void)
{
CPed *referencePed = m_pedInObjective;
+ if (!referencePed)
+ return GetPosition();
+
if (referencePed->m_nPedState == PED_DEAD) {
CPed *referencePedOfReference = referencePed->m_pedInObjective;
if (!referencePedOfReference) {
@@ -8538,36 +8730,37 @@ CPed::GetFormationPosition(void)
}
CVector formationOffset;
+ float offset = CGeneral::GetRandomNumberInRange(1.f, 1.25f) * 1.75f;
switch (m_pedFormation) {
case FORMATION_REAR:
- formationOffset = CVector(0.0f, -1.5f, 0.0f);
+ formationOffset = CVector(0.0f, -offset, 0.0f);
break;
case FORMATION_REAR_LEFT:
- formationOffset = CVector(-1.5f, -1.5f, 0.0f);
+ formationOffset = CVector(-offset, -offset, 0.0f);
break;
case FORMATION_REAR_RIGHT:
- formationOffset = CVector(1.5f, -1.5f, 0.0f);
+ formationOffset = CVector(offset, -offset, 0.0f);
break;
case FORMATION_FRONT_LEFT:
- formationOffset = CVector(-1.5f, 1.5f, 0.0f);
+ formationOffset = CVector(-offset, offset, 0.0f);
break;
case FORMATION_FRONT_RIGHT:
- formationOffset = CVector(1.5f, 1.5f, 0.0f);
+ formationOffset = CVector(offset, offset, 0.0f);
break;
case FORMATION_LEFT:
- formationOffset = CVector(-1.5f, 0.0f, 0.0f);
+ formationOffset = CVector(-offset, 0.0f, 0.0f);
break;
case FORMATION_RIGHT:
- formationOffset = CVector(1.5f, 0.0f, 0.0f);
+ formationOffset = CVector(offset, 0.0f, 0.0f);
break;
case FORMATION_FRONT:
- formationOffset = CVector(0.0f, 1.5f, 0.0f);
+ formationOffset = CVector(0.0f, offset, 0.0f);
break;
default:
formationOffset = CVector(0.0f, 0.0f, 0.0f);
break;
}
- return formationOffset + referencePed->GetPosition();
+ return m_pedInObjective->GetMatrix() * formationOffset;
}
// --MIAMI: Done
@@ -9320,7 +9513,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
}
bIsStanding = false;
- damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed);
+ damageDir = GetLocalDirection(-m_vecMoveSpeed);
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
vehColModel = vehModel->GetColModel();
float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
@@ -17761,6 +17954,7 @@ CPed::SeekCar(void)
}
}
+// --MIAMI: Done
void
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
{
@@ -17801,13 +17995,9 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
} else if (IsPedInControl()) {
if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
|| (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
-#ifndef VC_PED_PORTS
- if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) {
- if (IsPlayer() || CGeneral::GetRandomNumber() & 3) {
-#else
+
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
-#endif
AnimationId shotAnim;
switch (direction) {
case 1:
@@ -17835,22 +18025,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
}
} else {
-#ifndef VC_PED_PORTS
- switch (direction) {
- case 1:
- SetFall(500, ANIM_KO_SPIN_R, false);
- break;
- case 2:
- SetFall(500, ANIM_KO_SKID_BACK, false);
- break;
- case 3:
- SetFall(500, ANIM_KO_SPIN_L, false);
- break;
- default:
- SetFall(500, ANIM_KO_SHOT_STOM, false);
- break;
- }
-#else
bool fall = true;
AnimationId hitAnim;
switch (direction) {
@@ -17893,7 +18067,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
hitAssoc->SetRun();
hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
}
-#endif
}
Say(SOUND_PED_DEFEND);
} else {
@@ -17903,20 +18076,15 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
m_lastFightMove = FIGHTMOVE_HITONFLOOR;
break;
case HITLEVEL_LOW:
-#ifndef VC_PED_PORTS
- if (direction == 2) {
- CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
- return;
- }
-#else
if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
- CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
+ SetFall(1000, ANIM_KO_SKID_BACK, false);
+ Say(SOUND_PED_DEFEND);
return;
} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
- CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false);
+ SetFall(1000, ANIM_KO_SHOT_STOM, false);
+ Say(SOUND_PED_DEFEND);
return;
}
-#endif
m_lastFightMove = FIGHTMOVE_HITBODY;
break;
case HITLEVEL_HIGH:
@@ -17966,24 +18134,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
if (IsPlayer())
- moveAssoc->speed = 1.3f;
+ moveAssoc->speed = 1.2f;
m_takeAStepAfterAttack = 0;
m_fightButtonPressure = 0;
- } else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) {
+
+ } else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
+ !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
moveAssoc->SetCurrentTime(0.0f);
- moveAssoc->speed = 1.3f;
+ moveAssoc->speed = 1.2f;
+
} else {
if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
SetStoredState();
if (m_nWaitState != WAITSTATE_FALSE) {
- m_nWaitState = WAITSTATE_FALSE;
+ ClearWaitState();
RestoreHeadingRate();
}
- m_nPedState = PED_FIGHT;
+ SetPedState(PED_FIGHT);
m_fightButtonPressure = 0;
+ m_lastHitState = 2;
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
if (walkStartAssoc) {
@@ -18000,13 +18172,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
}
SetMoveState(PEDMOVE_NONE);
m_nStoredMoveState = PEDMOVE_NONE;
- CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
+ CAnimBlendAssociation *fightIdleAssoc;
+
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (GetFightIdleWithMeleeAnim(weaponInfo)) {
+ fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo));
+ } else {
+ fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE);
+ }
+ } else {
+ fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE);
+ }
+ fightIdleAssoc->blendAmount = 1.0f;
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_takeAStepAfterAttack = false;
bIsAttacking = true;
}
+
+ if (m_pedInObjective && m_pedInObjective->IsPlayer() && !IsPlayer())
+ ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
}
}
}
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 6fd96b66..69d1ba5a 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -594,6 +594,7 @@ public:
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_lastFightMove;
+ uint32 m_lastHitState; // TODO(Miami): What's this?
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
@@ -756,7 +757,8 @@ public:
void SetAttack(CEntity*);
void StartFightAttack(uint8);
void SetWaitState(eWaitState, void*);
- bool FightStrike(CVector&);
+ bool FightStrike(CVector&, bool);
+ void FightHitPed(CPed*, CVector&, CVector&, int16);
int GetLocalDirection(const CVector2D &);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
@@ -1020,6 +1022,13 @@ public:
else
return (AnimationId)0;
}
+
+ static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
+ if (!!weapon->m_bFightMode)
+ return ANIM_MELEE_IDLE_FIGHTMODE;
+ else
+ return (AnimationId)0;
+ }
// --
// My additions, because there were many, many instances of that.
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 08f79c7e..ee6891c7 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -81,7 +81,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
m_pPedAtSafePos[i] = nil;
- m_pCheckPlayers[i] = nil;
+ m_pMeleeList[i] = nil;
}
m_nCheckPlayersIndex = 0;
m_nPadUpPressedInMilliseconds = 0;
@@ -1711,6 +1711,18 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
}
}
+void
+CPlayerPed::RemovePedFromMeleeList(CPed *ped)
+{
+ int i = 0;
+ for (; m_pMeleeList[i] != ped; i++) {
+ if (i >= ARRAY_SIZE(m_pMeleeList))
+ return;
+ }
+ m_pMeleeList[i] = nil;
+ ped->m_attackTimer = 0;
+}
+
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
index cc56af9f..7ff95ff3 100644
--- a/src/peds/PlayerPed.h
+++ b/src/peds/PlayerPed.h
@@ -34,7 +34,7 @@ public:
bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
CPed *m_pPedAtSafePos[6];
- CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
+ CPlayerPed* m_pMeleeList[6];
char unused1;
int16 m_nCheckPlayersIndex;
float m_fWalkAngle; //angle between heading and walking direction
@@ -84,6 +84,7 @@ public:
void PlayerControlZelda(CPad*);
bool DoesPlayerWantNewWeapon(eWeaponType, bool);
void PlayIdleAnimations(CPad*);
+ void RemovePedFromMeleeList(CPed*);
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);