#include "common.h" #include "patcher.h" #include "main.h" #include "Pools.h" #include "Particle.h" #include "Stats.h" #include "World.h" #include "RpAnimBlend.h" #include "Ped.h" #include "PlayerPed.h" #include "General.h" #include "SurfaceTable.h" #include "VisibilityPlugins.h" #include "AudioManager.h" #include "HandlingMgr.h" #include "Replay.h" #include "PedPlacement.h" #include "Shadows.h" #include "Weather.h" #include "ZoneCull.h" #include "Population.h" #include "Renderer.h" #include "Lights.h" #include "PointLights.h" #include "Pad.h" #include "Phones.h" #include "Darkel.h" #include "PathFind.h" #include "ModelIndices.h" #include "FileMgr.h" #include "TempColModels.h" #include "Pickups.h" #include "Train.h" #include "TrafficLights.h" #include "PedRoutes.h" #include "Sprite.h" #include "RwHelper.h" #include "Font.h" #include "Text.h" WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); } WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); } WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); } 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); } WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); } WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); } WRAPPER void CPed::RemoveInCarAnims(void) { EAXJMP(0x4E4E20); } WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); } WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); } WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); } WRAPPER void CPed::ProcessObjective(void) { EAXJMP(0x4D94E0); } CPed *gapTempPedList[50]; uint16 gnNumTempPedList; bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44; bool &CPed::bPedCheat2 = *(bool*)0x95CD5A; bool &CPed::bPedCheat3 = *(bool*)0x95CD59; CColPoint &aTempPedColPts = *(CColPoint*)0x62DB14; // TODO: CommentWaitTime should be hardcoded into exe, and it isn't reversed yet. CPedAudioData (&CPed::CommentWaitTime)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4; uint16 nPlayerInComboMove; FightMove (&tFightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844; uint16 &CPed::nThreatReactionRangeMultiplier = *(uint16*)0x5F8C98; CVector vecPedCarDoorAnimOffset; CVector vecPedCarDoorLoAnimOffset; CVector vecPedVanRearDoorAnimOffset; CVector &vecPedQuickDraggedOutCarAnimOffset = *(CVector*)0x62E06C; CVector &vecPedDraggedOutCarAnimOffset = *(CVector*)0x62E060; CVector &vecPedTrainDoorAnimOffset = *(CVector*)0x62E054; CVector2D &CPed::ms_vec2DFleePosition = *(CVector2D*)0x6EDF70; void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); } void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); } void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); } void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); } static char ObjectiveText[34][28] = { "No Obj", "Wait on Foot", "Flee on Foot Till Safe", "Guard Spot", "Guard Area", "Wait in Car", "Wait in Car then Getout", "Kill Char on Foot", "Kill Char Any Means", "Flee Char on Foot Till Safe", "Flee Char on Foot Always", "GoTo Char on Foot", "Follow Char in Formation", "Leave Car", "Enter Car as Passenger", "Enter Car as Driver", "Follow Car in Car", "Fire at Obj from Vehicle", "Destroy Obj", "Destroy Car", "GoTo Area Any Means", "GoTo Area on Foot", "Run to Area", "GoTo Area in Car", "Follow Car on Foot Woffset", "Guard Attack", "Set Leader", "Follow Route", "Solicit", "Take Taxi", "Catch Train", "Buy IceCream", "Steal Any Car", "Mug Char", }; static char StateText[56][18] = { "None", // 1 "Idle", "Look Entity", "Look Heading", "Wander Range", "Wander Path", "Seek Pos", "Seek Entity", "Flee Pos", "Flee Entity", "Pursue", "Follow Path", "Sniper Mode", "Rocket Mode", "Dummy", "Pause", "Attack", "Fight", "Face Phone", "Make Call", "Chat", "Mug", "AimGun", "AI Control", "Seek Car", "Seek InBoat", "Follow Route", "C.P.R.", "Solicit", "Buy IceCream", "Investigate", "Step away", "STATES_NO_AI", "On Fire", "Jump", "Fall", "GetUp", "Stagger", "Dive away", "STATES_NO_ST", "Enter Train", "Exit Train", "Arrest Plyr", "Driving", "Passenger", "Taxi Passngr", "Open Door", "Die", "Dead", "CarJack", "Drag fm Car", "Enter Car", "Steal Car", "Exit Car", "Hands Up", "Arrested", }; static char PersonalityTypeText[32][18] = { "Player", "Cop", "Medic", "Fireman", "Gang 1", "Gang 2", "Gang 3", "Gang 4", "Gang 5", "Gang 6", "Gang 7", "Street Guy", "Suit Guy", "Sensible Guy", "Geek Guy", "Old Guy", "Tough Guy", "Street Girl", "Suit Girl", "Sensible Girl", "Geek Girl", "Old Girl", "Tough Girl", "Tramp", "Tourist", "Prostitute", "Criminal", "Busker", "Taxi Driver", "Psycho", "Steward", "Sports Fan", }; static char WaitStateText[21][16] = { "No Wait", "Traffic Lights", "Pause CrossRoad", "Look CrossRoad", "Look Ped", "Look Shop", "Look Accident", "FaceOff Gang", "Double Back", "Hit Wall", "Turn 180deg", "Surprised", "Ped Stuck", "Look About", "Play Duck", "Play Cower", "Play Taxi", "Play HandsUp", "Play HandsCower", "Play Chat", "Finish Flee", }; #ifndef MASTER int nDisplayDebugInfo = 0; bool CPed::bUnusedFightThingOnPlayer = false; void CPed::SwitchDebugDisplay(void) { nDisplayDebugInfo = !nDisplayDebugInfo; } void CPed::DebugRenderOnePedText(void) { if ((GetPosition() - TheCamera.GetPosition()).MagnitudeSqr() < 900.0f) { float width, height; RwV3d screenCoords; CVector bitAbove = GetPosition(); bitAbove.z += 2.0f; if (CSprite::CalcScreenCoors(bitAbove, &screenCoords, &width, &height, true)) { float lineHeight = SCREEN_SCALE_Y(min(height/100.0f, 0.7f) * 22.0f); DefinedState(); CFont::SetPropOn(); CFont::SetBackgroundOn(); // Originally both of them were being divided by 60.0f. float xScale = min(width / 190.0f, 0.7f); float yScale = min(height / 80.0f, 0.7f); CFont::SetScale(SCREEN_SCALE_X(xScale), SCREEN_SCALE_Y(yScale)); CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_WIDTH); CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 0, 255)); CFont::SetBackGroundOnlyTextOn(); CFont::SetFontStyle(0); AsciiToUnicode(StateText[m_nPedState], gUString); CFont::PrintString(screenCoords.x, screenCoords.y, gUString); AsciiToUnicode(ObjectiveText[m_objective], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + lineHeight, gUString); AsciiToUnicode(PersonalityTypeText[m_pedStats->m_type], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + 2 * lineHeight, gUString); AsciiToUnicode(WaitStateText[m_nWaitState], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + 3 * lineHeight, gUString); DefinedState(); } } } #endif CPed::~CPed(void) { CWorld::Remove(this); CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this)); if (bInVehicle && m_pMyVehicle){ uint8 door_flag = GetCarDoorFlag(m_vehEnterType); if (m_pMyVehicle->pDriver == this) m_pMyVehicle->pDriver = nil; else { for (int i = 0; i < m_pMyVehicle->m_nNumMaxPassengers; i++) { if (m_pMyVehicle->pPassengers[i] == this) m_pMyVehicle->pPassengers[i] = nil; } } if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) m_pMyVehicle->m_nGettingOutFlags &= ~door_flag; bInVehicle = false; m_pMyVehicle = nil; }else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK){ QuitEnteringCar(); } if (m_pFire) m_pFire->Extinguish(); CPopulation::UpdatePedCount(m_nPedType, true); DMAudio.DestroyEntity(m_audioEntityId); } void CPed::FlagToDestroyWhenNextProcessed(void) { bRemoveFromWorld = true; if (!bInVehicle || !m_pMyVehicle) return; if (m_pMyVehicle->pDriver == this){ m_pMyVehicle->pDriver = nil; if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED) m_pMyVehicle->m_status = STATUS_ABANDONED; }else{ m_pMyVehicle->RemovePassenger(this); } bInVehicle = false; m_pMyVehicle = nil; if (CharCreatedBy == MISSION_CHAR) m_nPedState = PED_DEAD; else m_nPedState = PED_NONE; m_pVehicleAnim = nil; } CPed::CPed(uint32 pedType) : m_pedIK(this) { m_type = ENTITY_TYPE_PED; bPedPhysics = true; bUseCollisionRecords = true; m_vecAnimMoveDelta.x = 0.0f; m_vecAnimMoveDelta.y = 0.0f; m_fHealth = 100.0f; m_fArmour = 0.0f; m_nPedType = pedType; m_lastSoundStart = 0; m_soundStart = 0; m_lastQueuedSound = SOUND_TOTAL_PED_SOUNDS; m_queuedSound = SOUND_TOTAL_PED_SOUNDS; m_objective = OBJECTIVE_NONE; m_prevObjective = OBJECTIVE_NONE; CharCreatedBy = RANDOM_CHAR; m_leader = nil; m_pedInObjective = nil; m_carInObjective = nil; bInVehicle = false; m_pMyVehicle = nil; m_pVehicleAnim = nil; m_vecOffsetSeek.x = 0.0f; m_vecOffsetSeek.y = 0.0f; m_vecOffsetSeek.z = 0.0f; m_pedFormation = 0; m_collidingThingTimer = 0; m_nPedStateTimer = 0; m_actionX = 0; m_actionY = 0; m_phoneTalkTimer = 0; m_stateUnused = 0; m_leaveCarTimer = 0; m_getUpTimer = 0; m_attackTimer = 0; m_timerUnused = 0; m_lookTimer = 0; m_standardTimer = 0; m_lastHitTime = 0; m_hitRecoverTimer = 0; m_duckAndCoverTimer = 0; m_moved = CVector2D(0.0f, 0.0f); m_fRotationCur = 0.0f; m_headingRate = 15.0f; m_fRotationDest = 0.0f; m_vehEnterType = CAR_DOOR_LF; m_walkAroundType = 0; m_pCurrentPhysSurface = nil; m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f); m_pSeekTarget = nil; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_wepSkills = 0; m_distanceToCountSeekDone = 1.0f; bRunningToPhone = false; m_phoneId = -1; m_lastAccident = 0; m_fleeFrom = nil; m_fleeFromPosX = 0; m_fleeFromPosY = 0; m_fleeTimer = 0; m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f); m_seekExAngle = 0.0f; m_nWaitState = WAITSTATE_FALSE; m_nWaitTimer = 0; m_pCollidingEntity = nil; m_nPedState = PED_IDLE; m_nLastPedState = PED_NONE; m_nMoveState = PEDMOVE_STILL; m_nStoredMoveState = PEDMOVE_NONE; m_pFire = nil; m_pPointGunAt = nil; m_pLookTarget = nil; m_fLookDirection = 0.0f; m_pCurSurface = nil; m_targetUnused = nil; m_nPathNodes = 0; m_nCurPathNode = 0; m_nPathState = 0; m_pLastPathNode = nil; m_pNextPathNode = nil; m_routeLastPoint = -1; m_routeStartPoint = 0; m_routePointsPassed = 0; m_routeType = 0; m_bodyPartBleeding = -1; m_fMass = 70.0f; m_fTurnMass = 100.0f; m_fAirResistance = 0.4f / m_fMass; m_fElasticity = 0.05f; bIsStanding = false; m_ped_flagA2 = false; bIsAttacking = false; bIsPointingGunAt = false; bIsLooking = false; bKeepTryingToLook = false; bIsRestoringLook = false; bIsAimingGun = false; bIsRestoringGun = false; bCanPointGunAtTarget = false; bIsTalking = false; bIsInTheAir = false; bIsLanding = false; bIsRunning = false; m_ped_flagB40 = false; m_ped_flagB80 = false; m_ped_flagC1 = false; bRespondsToThreats = true; bRenderPedInCar = true; bChangedSeat = false; bUpdateAnimHeading = false; bBodyPartJustCameOff = false; m_ped_flagC40 = false; bFindNewNodeAfterStateRestore = false; m_ped_flagD1 = false; m_ped_flagD2 = false; m_ped_flagD4 = false; m_ped_flagD8 = false; bIsPedDieAnimPlaying = false; bUsePedNodeSeek = false; m_ped_flagD40 = false; bScriptObjectiveCompleted = false; bKindaStayInSamePlace = false; m_ped_flagE2 = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; bIsDucking = false; bGetUpAnimStarted = false; bDoBloodyFootprints = false; m_ped_flagE80 = false; m_ped_flagF1 = false; m_ped_flagF2 = false; m_ped_flagF4 = false; m_ped_flagF8 = false; bWillBeQuickJacked = false; m_ped_flagF20 = false; m_ped_flagF40 = false; bDuckAndCover = false; m_ped_flagG1 = false; m_ped_flagG2 = true; m_ped_flagG4 = false; m_ped_flagG8 = false; m_ped_flagG10 = false; m_ped_flagG20 = false; m_ped_flagG40 = false; m_ped_flagG80 = false; m_ped_flagH1 = false; m_ped_flagH2 = false; m_ped_flagH4 = false; bClearObjective = false; m_ped_flagH10 = false; m_ped_flagH20 = false; m_ped_flagH40 = false; m_ped_flagH80 = false; bShakeFist = false; bNoCriticalHits = false; m_ped_flagI4 = false; bHasAlreadyBeenRecorded = false; bFallenDown = false; #ifdef KANGAROO_CHEAT m_ped_flagI80 = false; #endif if ((CGeneral::GetRandomNumber() & 3) == 0) m_ped_flagD1 = true; m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this); DMAudio.SetEntityStatus(m_audioEntityId, 1); m_fearFlags = CPedType::GetThreats(m_nPedType); m_threatEntity = nil; m_eventOrThreat = CVector2D(0.0f, 0.0f); m_pEventEntity = nil; m_fAngleToEvent = 0.0f; m_numNearPeds = 0; for (int i = 0; i < 10; i++) { m_nearPeds[i] = nil; if (i < 8) { m_pPathNodesStates[i] = nil; } } m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED; m_currentWeapon = WEAPONTYPE_UNARMED; m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { CWeapon &weapon = GetWeapon(i); weapon.m_eWeaponType = WEAPONTYPE_UNARMED; weapon.m_eWeaponState = WEAPONSTATE_READY; weapon.m_nAmmoInClip = 0; weapon.m_nAmmoTotal = 0; weapon.m_nTimer = 0; } m_lastFightMove = FIGHTMOVE_NULL; GiveWeapon(WEAPONTYPE_UNARMED, 0); m_wepAccuracy = 60; m_lastWepDam = -1; m_collPoly.valid = false; m_fCollisionSpeed = 0.0f; m_wepModelID = -1; CPopulation::UpdatePedCount(m_nPedType, false); } uint32 CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) { CWeapon &weapon = GetWeapon(weaponType); if (HasWeapon(weaponType)) { if (weapon.m_nAmmoTotal + ammo > 99999) weapon.m_nAmmoTotal = 99999; else weapon.m_nAmmoTotal += ammo; weapon.Reload(); } else { weapon.Initialise(weaponType, ammo); // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous. m_maxWeaponTypeAllowed++; } if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) weapon.m_eWeaponState = WEAPONSTATE_READY; return weaponType; } static RwObject* RemoveAllModelCB(RwObject *object, void *data) { RpAtomic *atomic = (RpAtomic*)object; if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) { RpClumpRemoveAtomic(atomic->clump, atomic); RpAtomicDestroy(atomic); } return object; } static PedOnGroundState CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround) { PedOnGroundState stateToReturn; float angleToFace; CPed *currentPed = nil; PedState currentPedState; CPed *pedOnTheFloor = nil; CPed *deadPed = nil; CPed *pedBelow = nil; bool foundDead = false; bool foundOnTheFloor = false; bool foundBelow = false; float angleDiff; float distance; if (!CGame::nastyGame) return NO_PED; for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) { currentPed = attacker->m_nearPeds[currentPedId]; CVector posDifference = currentPed->GetPosition() - attacker->GetPosition(); distance = posDifference.Magnitude(); if (distance < 2.0f) { angleToFace = CGeneral::GetRadianAngleBetweenPoints( currentPed->GetPosition().x, currentPed->GetPosition().y, attacker->GetPosition().x, attacker->GetPosition().y); angleToFace = CGeneral::LimitRadianAngle(angleToFace); attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur); angleDiff = Abs(angleToFace - attacker->m_fRotationCur); if (angleDiff > PI) angleDiff = 2 * PI - angleDiff; currentPedState = currentPed->m_nPedState; if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) { if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) { if (currentPedState == PED_DEAD) { foundDead = 1; if (!deadPed) deadPed = currentPed; } else if (!currentPed->IsPedHeadAbovePos(-0.6f)) { foundOnTheFloor = 1; if (!pedOnTheFloor) pedOnTheFloor = currentPed; } } } else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f)) || (distance < 1.3f && angleDiff < DEGTORAD(55.0f)) || (distance < 1.7f && angleDiff < DEGTORAD(35.0f)) || (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) { // Either this condition or below one was probably returning 4 early in development. See Fight(). foundBelow = 1; pedBelow = currentPed; break; } else { if (angleDiff < DEGTORAD(75.0f)) { foundBelow = 1; if (!pedBelow) pedBelow = currentPed; } } } } if (foundOnTheFloor) { currentPed = pedOnTheFloor; stateToReturn = PED_ON_THE_FLOOR; } else if (foundDead) { currentPed = deadPed; stateToReturn = PED_DEAD_ON_THE_FLOOR; } else if (foundBelow) { currentPed = pedBelow; stateToReturn = PED_IN_FRONT_OF_ATTACKER; } else { currentPed = nil; stateToReturn = NO_PED; } if (pedOnGround) * pedOnGround = currentPed; return stateToReturn; } bool CPed::IsPlayer(void) { return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 || m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4; } bool CPed::UseGroundColModel(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIVE_AWAY || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } bool CPed::CanSetPedState(void) { return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED && m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR; } bool CPed::IsPedInControl(void) { return m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding && m_fHealth > 0.0f; } bool CPed::CanStrafeOrMouseControl(void) { return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP; } void CPed::AddWeaponModel(int id) { RpAtomic *atm; if (id != -1) { atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); RwFrameDestroy(RpAtomicGetFrame(atm)); RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR)); RpClumpAddAtomic(GetClump(), atm); m_wepModelID = id; } } void CPed::AimGun(void) { RwV3d pos; CVector vector; if (m_pSeekTarget) { if (m_pSeekTarget->IsPed()) { ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID); vector.x = pos.x; vector.y = pos.y; vector.z = pos.z; } else { vector = m_pSeekTarget->GetPosition(); } Say(SOUND_PED_ATTACK); bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector); if (m_pLookTarget != m_pSeekTarget) { SetLookFlag(m_pSeekTarget, true); } } else { if (IsPlayer()) { bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading); } else { bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f); } } } void CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) { CVector pos2 = CVector( pos.x, pos.y, pos.z + 0.1f ); if (!IsPlayer() || evenOnPlayer) { ++CStats::HeadsPopped; // BUG: This condition will always return true. if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) { CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } bBodyPartJustCameOff = true; m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150; CParticle::AddParticle(PARTICLE_TEST, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0); if (CEntity::GetIsOnScreen()) { for(int i=0; i < 32; i++) { CParticle::AddParticle(PARTICLE_BLOOD_SMALL, pos2, CVector(0.0f, 0.0f, 0.03f), nil, 0.0f, 0, 0, 0, 0); } for (int i = 0; i < 16; i++) { CParticle::AddParticle(PARTICLE_DEBRIS2, pos2, CVector(0.0f, 0.0f, 0.01f), nil, 0.0f, 0, 0, 0, 0); } } } } void CPed::RemoveBodyPart(PedNode nodeId, int8 direction) { RwFrame *frame; RwV3d pos; frame = GetNodeFrame(nodeId); if (frame) { if (CGame::nastyGame) { if (nodeId != PED_HEAD) SpawnFlyingComponent(nodeId, direction); RecurseFrameChildrenVisibilityCB(frame, nil); pos.x = 0.0f; pos.y = 0.0f; pos.z = 0.0f; for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame)); if (CEntity::GetIsOnScreen()) { CParticle::AddParticle(PARTICLE_TEST, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0); for (int i = 0; i < 16; i++) { CParticle::AddParticle(PARTICLE_BLOOD_SMALL, pos, CVector(0.0f, 0.0f, 0.03f), nil, 0.0f, 0, 0, 0, 0); } } bBodyPartJustCameOff = true; m_bodyPartBleeding = nodeId; } } else { printf("Trying to remove ped component"); } } RwObject* CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data) { if (data == nil) RpAtomicSetFlags(object, 0); return object; } RwFrame* CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data) { RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data); RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil); return frame; } void CPed::SetLookFlag(CEntity *target, bool keepTryingToLook) { if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { bIsLooking = true; bIsRestoringLook = false; m_pLookTarget = target; m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); m_fLookDirection = 999999.0f; m_lookTimer = 0; bKeepTryingToLook = keepTryingToLook; if (m_nPedState != PED_DRIVING) { m_pedIK.m_flags &= ~CPedIK::LOOKING; } } } void CPed::SetLookFlag(float direction, bool keepTryingToLook) { if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { bIsLooking = true; bIsRestoringLook = false; m_pLookTarget = nil; m_fLookDirection = direction; m_lookTimer = 0; bKeepTryingToLook = keepTryingToLook; if (m_nPedState != PED_DRIVING) { m_pedIK.m_flags &= ~CPedIK::LOOKING; } } } void CPed::SetLookTimer(int time) { if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { m_lookTimer = CTimer::GetTimeInMilliseconds() + time; } } bool CPed::OurPedCanSeeThisOne(CEntity *target) { CColPoint colpoint; CEntity *ent; CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition()); // Check if target is behind ped if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f) return false; // Check if target is too far away if (dist.Magnitude() >= 40.0f) return false; // Check line of sight from head CVector headPos = this->GetPosition(); headPos.z += 1.0f; return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false); } void CPed::Avoid(void) { CPed *nearestPed; if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50) return; if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { nearestPed = m_nearPeds[0]; if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) { // Check if this ped wants to avoid the nearest one if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) { // 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. // Game converts from radians to degress and back again here, doesn't make much sense CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); forward.Normalise(); // this is kinda pointless // Move forward 1.25 meters CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f; // Get distance to ped we want to avoid CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition; if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) { m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 / 5; m_fRotationDest += DEGTORAD(45.0f); if (!bIsLooking) { CPed::SetLookFlag(nearestPed, false); CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800)); } } } } } } } void CPed::ClearAimFlag(void) { if (bIsAimingGun) { bIsAimingGun = false; bIsRestoringGun = true; m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } if (IsPlayer()) ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; } void CPed::ClearLookFlag(void) { if (bIsLooking) { bIsLooking = false; bIsRestoringLook = true; bShakeFist = false; m_pedIK.m_flags &= ~CPedIK::LOOKING; if (IsPlayer()) m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000; else m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) { RestorePreviousState(); ClearLookFlag(); } } } bool CPed::IsPedHeadAbovePos(float zOffset) { RwMatrix mat; CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat); return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z; } void CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) { CWeaponInfo *currentWeapon; CAnimBlendAssociation *newAnim; CPed *ped = (CPed*)arg; if (attackAssoc) { switch (attackAssoc->animId) { case ANIM_WEAPON_START_THROW: if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) { attackAssoc->blendDelta = -1000.0f; newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU); } else { attackAssoc->blendDelta = -1000.0f; newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW); } newAnim->SetFinishCallback(FinishedAttackCB, ped); return; case ANIM_FIGHT_PPUNCH: attackAssoc->blendDelta = -8.0f; attackAssoc->flags |= ASSOC_DELETEFADEDOUT; ped->ClearAttack(); return; case ANIM_WEAPON_THROW: case ANIM_WEAPON_THROWU: if (ped->GetWeapon()->m_nAmmoTotal > 0) { currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); ped->AddWeaponModel(currentWeapon->m_nModelId); } break; default: break; } } if (!ped->bIsAttacking) ped->ClearAttack(); } void CPed::Attack(void) { CAnimBlendAssociation *weaponAnimAssoc; int32 weaponAnim; float animStart; RwFrame *frame; eWeaponType ourWeaponType; float weaponAnimTime; eWeaponFire ourWeaponFire; float animLoopEnd; CWeaponInfo *ourWeapon; bool lastReloadWasInFuture; AnimationId reloadAnim; CAnimBlendAssociation *reloadAnimAssoc; float delayBetweenAnimAndFire; CVector firePos; ourWeaponType = GetWeapon()->m_eWeaponType; ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); ourWeaponFire = ourWeapon->m_eWeaponFire; weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); lastReloadWasInFuture = bIsAttacking; reloadAnimAssoc = nil; reloadAnim = NUM_ANIMS; delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; weaponAnim = ourWeapon->m_AnimToPlay; if (weaponAnim == ANIM_WEAPON_HGUN_BODY) reloadAnim = ANIM_HGUN_RELOAD; else if (weaponAnim == ANIM_WEAPON_AK_BODY) reloadAnim = ANIM_AK_RELOAD; if (reloadAnim != NUM_ANIMS) reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim); if (bIsDucking) return; if (reloadAnimAssoc) { if (!IsPlayer() || ((CPlayerPed*)this)->field_1380) ClearAttack(); return; } // BUG: We currently don't know any situation this cond. could be true. if (CTimer::GetTimeInMilliseconds() < m_lastHitTime) lastReloadWasInFuture = true; if (!weaponAnimAssoc) { weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay); delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; // Long throw granade, molotov if (!weaponAnimAssoc && ourWeapon->m_bThrow) { weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); delayBetweenAnimAndFire = 0.2f; } if (!weaponAnimAssoc) { if (lastReloadWasInFuture) { if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->field_1380) { if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); } else { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); } weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this); weaponAnimAssoc->SetRun(); if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength) weaponAnimAssoc->SetCurrentTime(0.0f); if (IsPlayer()) { ((CPlayerPed*)this)->field_1376 = 0.0f; ((CPlayerPed*)this)->field_1380 = false; } } } else FinishedAttackCB(nil, this); return; } } animStart = ourWeapon->m_fAnimLoopStart; weaponAnimTime = weaponAnimAssoc->currentTime; if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) { if (ourWeapon->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { if (weaponAnimAssoc->speed < 1.0f) weaponAnimAssoc->speed = 1.0f; } else { firePos = ourWeapon->m_vecFireOffset; if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) { if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; firePos = GetMatrix() * firePos; } else if (ourWeaponType != WEAPONTYPE_UNARMED) { if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR) frame = GetNodeFrame(PED_FOOTR); else frame = GetNodeFrame(PED_HANDR); for (; frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame)); } else { firePos = GetMatrix() * firePos; } GetWeapon()->Fire(this, &firePos); if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { RemoveWeaponModel(ourWeapon->m_nModelId); } if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { SelectGunIfArmed(); } if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) { // If reloading just began, start the animation if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f); ClearLookFlag(); ClearAimFlag(); bIsAttacking = false; bIsPointingGunAt = false; m_lastHitTime = CTimer::GetTimeInMilliseconds(); return; } } else { if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) { DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) { DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); } weaponAnimAssoc->speed = 0.5f; if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime) { weaponAnimAssoc->callbackType = 0; } } lastReloadWasInFuture = false; } if (ourWeaponType == WEAPONTYPE_SHOTGUN) { weaponAnimTime = weaponAnimAssoc->currentTime; firePos = ourWeapon->m_vecFireOffset; if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) { for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame)); CVector gunshellPos( firePos.x - 0.6f * GetForward().x, firePos.y - 0.6f * GetForward().y, firePos.z - 0.15f * GetUp().z ); CVector2D gunshellRot( GetRight().x, GetRight().y ); gunshellRot.Normalise(); GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f); } } animLoopEnd = ourWeapon->m_fAnimLoopEnd; if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) animLoopEnd = 3.4f/6.0f; weaponAnimTime = weaponAnimAssoc->currentTime; // Anim loop end, either start the loop again or finish the attack if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime) && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { weaponAnim = weaponAnimAssoc->animId; if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); } else { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); } } else { if (weaponAnim == ourWeapon->m_Anim2ToPlay) weaponAnimAssoc->SetCurrentTime(0.1f); else CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); } } else { ClearAimFlag(); // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) { switch (ourWeaponType) { case WEAPONTYPE_UZI: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); break; case WEAPONTYPE_AK47: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); break; case WEAPONTYPE_M16: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f); break; default: break; } } // Fun fact: removing this part leds to reloading flamethrower if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAnimAssoc->flags &= ~ASSOC_RUNNING; weaponAnimAssoc->blendDelta = -4.0f; } } } if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire) lastReloadWasInFuture = false; bIsAttacking = lastReloadWasInFuture; } void CPed::RemoveWeaponModel(int modelId) { // modelId is not used!! This function just removes the current weapon. RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil); m_wepModelID = -1; } void CPed::SetCurrentWeapon(uint32 weaponType) { CWeaponInfo *weaponInfo; if (HasWeapon(weaponType)) { weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(weaponInfo->m_nModelId); m_currentWeapon = weaponType; weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); AddWeaponModel(weaponInfo->m_nModelId); } } // Only used while deciding which gun ped should switch to, if no ammo left. bool CPed::SelectGunIfArmed(void) { for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { SetCurrentWeapon(i); return true; } } } SetCurrentWeapon(WEAPONTYPE_UNARMED); return false; } void CPed::Duck(void) { if (CTimer::GetTimeInMilliseconds() > m_duckTimer) ClearDuck(); } void CPed::ClearDuck(void) { CAnimBlendAssociation* animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); if (!animAssoc) { bIsDucking = false; return; } } if (!bCrouchWhenShooting) return; if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) return; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT); if (!animAssoc || animAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); } } void CPed::ClearPointGunAt(void) { CAnimBlendAssociation *animAssoc; CWeaponInfo *weaponInfo; ClearLookFlag(); ClearAimFlag(); bIsPointingGunAt = false; if (m_nPedState == PED_AIM_GUN) { RestorePreviousState(); weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); if (!animAssoc || animAssoc->blendDelta < 0.0f) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); } if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -4.0; } } } void CPed::BeingDraggedFromCar(void) { CAnimBlendAssociation *animAssoc; AnimationId enterAnim; bool dontRunAnim = false; PedLineUpPhase lineUpType; if (!m_pVehicleAnim) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO); } } if (animAssoc) animAssoc->blendDelta = -1000.0f; if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { if (bWillBeQuickJacked) { enterAnim = ANIM_CAR_QJACKED; } else if (m_pMyVehicle->bLowVehicle) { enterAnim = ANIM_CAR_LJACKED_LHS; } else { enterAnim = ANIM_CAR_JACKED_LHS; } } else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { if (m_pMyVehicle->bLowVehicle) enterAnim = ANIM_CAR_LJACKED_RHS; else enterAnim = ANIM_CAR_JACKED_RHS; } else dontRunAnim = true; if (!dontRunAnim) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim); m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this); lineUpType = LINE_UP_TO_CAR_START; } else if (m_pVehicleAnim->currentTime <= 1.4f) { m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); lineUpType = LINE_UP_TO_CAR_START; } else { lineUpType = LINE_UP_TO_CAR_2; } LineUpPedWithCar(lineUpType); } void CPed::RestartNonPartialAnims(void) { CAnimBlendAssociation *assoc; for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (!assoc->IsPartial()) assoc->SetRun(); } } void CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) { CAnimBlendAssociation *quickJackedAssoc; CVehicle *vehicle; CPed *ped = (CPed*)arg; eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType; quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED); if (ped->m_nPedState != PED_ARRESTED) { ped->m_nLastPedState = PED_NONE; if (dragAssoc) dragAssoc->blendDelta = -1000.0f; } ped->RestartNonPartialAnims(); ped->m_pVehicleAnim = nil; ped->m_pSeekTarget = nil; vehicle = ped->m_pMyVehicle; vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); if (vehicle->pDriver == ped) { vehicle->RemoveDriver(); if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) vehicle->m_nDoorLock = CARLOCK_UNLOCKED; if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) vehicle->ChangeLawEnforcerState(false); } else { for (int i = 0; i < vehicle->m_nNumMaxPassengers; i++) { if (vehicle->pPassengers[i] == ped) { vehicle->pPassengers[i] = nil; vehicle->m_nNumPassengers--; } } } ped->bInVehicle = false; if (ped->IsPlayer()) AudioManager.PlayerJustLeftCar(); if (quickJackedAssoc) { dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped); } else { dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped); if (ped->CanSetPedState()) CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); } // Only uzi can be used on cars, so previous weapon was stored if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) { if (ped->m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { ped->SetCurrentWeapon(ped->m_storedWeapon); ped->m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; } } else { ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId); } ped->m_nStoredMoveState = PEDMOVE_NONE; ped->m_ped_flagI4 = false; } CVector CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) { CVehicleModelInfo *vehModel; CVector vehDoorPos; CVector vehDoorOffset; float seatOffset; vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex); if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { seatOffset = 0.0f; vehDoorOffset = vecPedVanRearDoorAnimOffset; } else { seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; if (veh->bLowVehicle) { vehDoorOffset = vecPedCarDoorLoAnimOffset; } else { vehDoorOffset = vecPedCarDoorAnimOffset; } } switch (component) { case CAR_DOOR_RF: if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; 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: if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; vehDoorPos.x = -(vehDoorPos.x + seatOffset); break; case CAR_DOOR_LR: vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; vehDoorPos.x = -(vehDoorPos.x + seatOffset); break; default: if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); } return vehDoorPos - vehDoorOffset; } // This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it. CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component) { CVector localPos; CVector vehDoorPos; localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f); vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition(); /* // 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(); */ return vehDoorPos; } CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset) { CVector doorPos; CMatrix vehMat(veh->GetMatrix()); doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset)); return veh->GetPosition() + doorPos; } void CPed::LineUpPedWithCar(PedLineUpPhase phase) { bool vehIsUpsideDown = false; int vehAnim; float seatPosMult = 0.0f; float currentZ; float adjustedTimeStep; if (CReplay::IsPlayingBack()) return; if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) { SetPedPositionInCar(); return; } bChangedSeat = true; } if (phase == LINE_UP_TO_CAR_START) { m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } CVehicle *veh = m_pMyVehicle; // Not quite right, IsUpsideDown func. checks for <= -0.9f. // Since that function is also used in this file, doesn't this variable indicate upsidedownness?! if (veh->GetUp().z <= -0.8f) vehIsUpsideDown = true; if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { if (vehIsUpsideDown) { m_fRotationDest = -PI + veh->GetForward().Heading(); } else if (veh->bIsBus) { m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); } else { m_fRotationDest = veh->GetForward().Heading(); } } else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { if (vehIsUpsideDown) { m_fRotationDest = veh->GetForward().Heading(); } else if (veh->bIsBus) { m_fRotationDest = -0.5f * PI + veh->GetForward().Heading(); } else { m_fRotationDest = veh->GetForward().Heading(); } } else { // I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional. if (vehIsUpsideDown) { m_fRotationDest = veh->GetForward().Heading(); } else if (veh->bIsBus) { m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); } else { m_fRotationDest = veh->GetForward().Heading(); } } if (!bInVehicle) seatPosMult = 1.0f; if (m_pVehicleAnim) { vehAnim = m_pVehicleAnim->animId; switch (vehAnim) { case ANIM_CAR_JACKED_RHS: case ANIM_CAR_LJACKED_RHS: case ANIM_CAR_JACKED_LHS: case ANIM_CAR_LJACKED_LHS: case ANIM_CAR_QJACKED: case ANIM_CAR_GETOUT_LHS: case ANIM_CAR_GETOUT_LOW_LHS: case ANIM_CAR_GETOUT_RHS: case ANIM_CAR_GETOUT_LOW_RHS: case ANIM_CAR_CRAWLOUT_RHS: case ANIM_CAR_CRAWLOUT_RHS2: case ANIM_VAN_GETIN_L: case ANIM_VAN_GETOUT_L: case ANIM_VAN_GETIN: case ANIM_VAN_GETOUT: seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength; break; case ANIM_CAR_QJACK: case ANIM_CAR_GETIN_LHS: case ANIM_CAR_GETIN_LOW_LHS: case ANIM_CAR_GETIN_RHS: case ANIM_CAR_GETIN_LOW_RHS: case ANIM_DRIVE_BOAT: seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; break; case ANIM_CAR_CLOSEDOOR_LHS: case ANIM_CAR_CLOSEDOOR_LOW_LHS: case ANIM_CAR_CLOSEDOOR_RHS: case ANIM_CAR_CLOSEDOOR_LOW_RHS: case ANIM_CAR_SHUFFLE_RHS: case ANIM_CAR_LSHUFFLE_RHS: seatPosMult = 0.0f; break; case ANIM_CAR_CLOSE_LHS: case ANIM_CAR_CLOSE_RHS: case ANIM_COACH_OPEN_L: case ANIM_COACH_OPEN_R: case ANIM_COACH_IN_L: case ANIM_COACH_IN_R: case ANIM_COACH_OUT_L: seatPosMult = 1.0f; break; default: break; } } CVector neededPos; if (phase == LINE_UP_TO_CAR_2) { neededPos = GetPosition(); } else { neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult); } CVector autoZPos = neededPos; if (veh->bIsInWater) { if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown()) autoZPos.z += 1.0f; } else { CPedPlacement::FindZCoorForPed(&autoZPos); } if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) { neededPos.z = GetPosition().z; // Getting out if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep(); // If we're not in ground at next step, apply animation if (neededPos.z + pedZSpeedOnExit >= autoZPos.z) { m_vecMoveSpeed.z = pedZSpeedOnExit; ApplyMoveSpeed(); // Removing below line breaks the animation neededPos.z = GetPosition().z; } else { neededPos.z = autoZPos.z; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } } } if (autoZPos.z > neededPos.z) { currentZ = GetPosition().z; if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) { neededPos.z = autoZPos.z; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) { adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f); // Smoothly change ped position neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep); } } else { // We may need to raise up the ped if (phase == LINE_UP_TO_CAR_START) { currentZ = GetPosition().z; if (neededPos.z > currentZ) { if (m_pVehicleAnim && (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) { adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f); // Smoothly change ped position neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ; } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) { neededPos.z = max(currentZ, autoZPos.z); } } } } bool stillGettingInOut = false; if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10; if (!stillGettingInOut) { m_fRotationCur = m_fRotationDest; } else { float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest); float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f; m_vecOffsetSeek.z = 0.0f; if (timeUntilStateChange <= 0.0f) { m_vecOffsetSeek.x = 0.0f; m_vecOffsetSeek.y = 0.0f; } else { neededPos -= timeUntilStateChange * m_vecOffsetSeek; } if (PI + m_fRotationCur < limitedAngle) { limitedAngle -= 2 * PI; } else if (m_fRotationCur - PI > limitedAngle) { limitedAngle += 2 * PI; } m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange); } if (seatPosMult > 0.2f || vehIsUpsideDown) { GetPosition() = neededPos; GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); // It will be all 0 after rotate. GetPosition() = neededPos; } else { CMatrix vehDoorMat(veh->GetMatrix()); vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f)); GetMatrix() = vehDoorMat; } } static void particleProduceFootDust(CPed *ped, CVector *pos, float size, int times) { switch (ped->m_nSurfaceTouched) { case SURFACE_TARMAC: case SURFACE_DIRT: case SURFACE_PAVEMENT: case SURFACE_SAND: for (int i = 0; i < times; ++i) { CVector adjustedPos = *pos; adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0); } break; default: break; } } static void particleProduceFootSplash(CPed *ped, CVector *pos, float size, int times) { for (int i = 0; i < times; i++) { CVector adjustedPos = *pos; adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); CVector direction = ped->GetForward() * -0.05f; CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200); } } void CPed::PlayFootSteps(void) { if (bDoBloodyFootprints) { if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) { m_bloodyFootprintCount--; if (m_bloodyFootprintCount == 0) bDoBloodyFootprints = false; } } if (!bIsStanding) return; CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); CAnimBlendAssociation *walkRunAssoc = nil; float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f; for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (assoc->flags & ASSOC_FLAG80) { walkRunAssoc = assoc; walkRunAssocBlend += assoc->blendAmount; } else if ((assoc->flags & ASSOC_FLAG200) == 0) { idleAssocBlend += assoc->blendAmount; } } if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) { float stepStart = 1 / 15.0f; float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart; float currentTime = walkRunAssoc->currentTime; int stepPart = 0; if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart) stepPart = 1; else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd) stepPart = 2; if (stepPart != 0) { DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f); CVector footPos(0.0f, 0.0f, 0.0f); for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame)); CVector forward = GetForward(); footPos.z -= 0.1f; footPos += 0.2f * forward; if (bDoBloodyFootprints) { CVector2D top(forward * 0.26f); CVector2D right(GetRight() * 0.14f); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos, top.x, top.y, right.x, right.y, 255, 255, 0, 0, 4.0f, 3000.0f, 1.0f); if (m_bloodyFootprintCount <= 20) { m_bloodyFootprintCount = 0; bDoBloodyFootprints = false; } else { m_bloodyFootprintCount -= 20; } } if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) { if(IsPlayer()) particleProduceFootDust(this, &footPos, 0.0f, 4); } else if(stepPart == 2) { particleProduceFootSplash(this, &footPos, 0.15f, 4); } } } if (m_nSurfaceTouched == SURFACE_PUDDLE) { float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude(); if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) { float particleSize = pedSpeed * 2.0f; if (particleSize < 0.25f) particleSize = 0.25f; if (particleSize > 0.75f) particleSize = 0.75f; CVector particlePos = GetPosition() + GetForward() * 0.3f; particlePos.z -= 1.2f; CVector particleDir = m_vecMoveSpeed * 0.75f; particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f); CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0); particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0); } } } bool CPed::IsPointerValid(void) { int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8; if (pedIndex < 0 || pedIndex >= NUMPEDS) return false; if (m_entryInfoList.first || FindPlayerPed() == this) return true; return false; } // Some kind of binary sort void CPed::SortPeds(CPed **list, int min, int max) { if (min >= max) return; CVector leftDiff, rightDiff; CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition(); float middleDist = middleDiff.Magnitude(); int left = max; int right; for(right = min; right <= left; ){ // Those 1.0s are to make sure loop always run for first time. for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) { rightDiff = GetPosition() - list[right]->GetPosition(); rightDist = rightDiff.Magnitude(); } right--; for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) { leftDiff = GetPosition() - list[left]->GetPosition(); leftDist = leftDiff.Magnitude(); } left++; if (right <= left) { CPed *ped = list[right]; list[right] = list[left]; list[left] = ped; right++; left--; } } SortPeds(list, min, left); SortPeds(list, right, max); } void CPed::BuildPedLists(void) { if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) { for(int i = 0; i < 10; ) { if (m_nearPeds[i]) { if (m_nearPeds[i]->IsPointerValid()) { float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D(); if (distSqr < 900.0f) { i++; continue; } } // If we arrive here, the ped we're checking isn't "near", so we should remove it. for (int j = i; j < 9; j++) { m_nearPeds[j] = m_nearPeds[j + 1]; m_nearPeds[j + 1] = nil; } // Above loop won't work when it's 9, so we need to empty slot 9. m_nearPeds[9] = nil; m_numNearPeds--; } else i++; } } else { CVector centre = CEntity::GetBoundCentre(); CRect rect( CWorld::GetSectorX(centre.x - 20.0f), CWorld::GetSectorY(centre.y - 20.0f), CWorld::GetSectorX(centre.x + 20.0f), CWorld::GetSectorY(centre.y + 20.0f)); gnNumTempPedList = 0; for(int y = rect.top; y <= rect.bottom; y++) { for(int x = rect.left; x <= rect.right; 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) { gapTempPedList[gnNumTempPedList] = ped; gnNumTempPedList++; } } } } } gapTempPedList[gnNumTempPedList] = nil; SortPeds(gapTempPedList, 0, gnNumTempPedList - 1); for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) { CPed *ped = gapTempPedList[m_numNearPeds]; if (!ped) break; m_nearPeds[m_numNearPeds] = ped; } for (int pedToClear = m_numNearPeds; pedToClear < 10; pedToClear++) m_nearPeds[pedToClear] = nil; } } void CPed::SetPedStats(ePedStats pedStat) { m_pedStats = CPedStats::ms_apPedStats[pedStat]; } void CPed::SetModelIndex(uint32 mi) { CEntity::SetModelIndex(mi); RpAnimBlendClumpInit(GetClump()); RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames); CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex); SetPedStats((ePedStats) modelInfo->m_pedStatType); m_headingRate = m_pedStats->m_headingChangeRate; m_animGroup = (AssocGroupId) modelInfo->m_animGroup; CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE); // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta; } void CPed::RemoveLighting(bool reset) { CRenderer::RemoveVehiclePedLights(this, reset); } bool CPed::SetupLighting(void) { ActivateDirectional(); SetAmbientColoursForPedsCarsAndObjects(); #ifndef MASTER // Originally this was being called through iteration of Sectors, but putting it here is better. if (nDisplayDebugInfo && !IsPlayer()) DebugRenderOnePedText(); #endif if (bRenderScorched) { WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f); } else { // Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0. float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition()); if (!bHasBlip && lightMult != 1.0f) { SetAmbientAndDirectionalColours(lightMult); return true; } } return false; } void CPed::Teleport(CVector pos) { CWorld::Remove(this); GetPosition() = pos; bIsStanding = false; m_nPedStateTimer = 0; m_actionX = 0.0f; m_actionY = 0.0f; m_pDamageEntity = nil; CWorld::Add(this); } void CPed::CalculateNewOrientation(void) { if (CReplay::IsPlayingBack() || !IsPedInControl()) return; CVector pos = GetPosition(); GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); // Because SetRotate makes pos. all 0 GetPosition() = pos; } float CPed::WorkOutHeadingForMovingFirstPerson(float offset) { if (!IsPlayer()) return 0.0f; CPad *pad0 = CPad::GetPad(0); float leftRight = pad0->GetPedWalkLeftRight(); float upDown = pad0->GetPedWalkUpDown(); float &angle = ((CPlayerPed*)this)->m_fWalkAngle; if (upDown != 0.0f) { angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); } else { if (leftRight < 0.0f) angle = 0.5f * PI; else if (leftRight > 0.0f) angle = -0.5f * PI; } return CGeneral::LimitRadianAngle(offset + angle); } void CPed::CalculateNewVelocity(void) { if (IsPedInControl()) { float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep(); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest); if (m_fRotationCur - PI > limitedRotDest) { limitedRotDest += 2 * PI; } else if(PI + m_fRotationCur < limitedRotDest) { limitedRotDest -= 2 * PI; } if (IsPlayer() && m_nPedState == PED_ATTACK) headAmount /= 4.0f; float neededTurn = limitedRotDest - m_fRotationCur; if (neededTurn <= headAmount) { if (neededTurn > (-headAmount)) m_fRotationCur += neededTurn; else m_fRotationCur -= headAmount; } else { m_fRotationCur += headAmount; } } CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur)); m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y; m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur)); if (CTimer::GetTimeStep() >= 0.01f) { m_moved = m_moved * (1 / CTimer::GetTimeStep()); } else { m_moved = m_moved * (1 / 100.0f); } if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam()) || FindPlayerPed() != this || !CanStrafeOrMouseControl()) return; float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur); float pedSpeed = m_moved.Magnitude(); float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur); if (localWalkAngle < -0.5f * PI) { localWalkAngle += PI; } else if (localWalkAngle > 0.5f * PI) { localWalkAngle -= PI; } // Interestingly this part is responsible for diagonal walking. if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) { TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed; m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed; } CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); CAnimBlendAssociation* fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { LimbOrientation newUpperLegs; newUpperLegs.phi = localWalkAngle; if (newUpperLegs.phi < -DEGTORAD(100.0f)) { newUpperLegs.phi += PI; } else if (newUpperLegs.phi > DEGTORAD(100.0f)) { newUpperLegs.phi -= PI; } if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) { newUpperLegs.theta = 0.0f; m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false); m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false); } } } bool CPed::CanBeDeleted(void) { if (this->bInVehicle) return false; switch (CharCreatedBy) { case RANDOM_CHAR: return true; case MISSION_CHAR: return false; default: return true; } } bool CPed::CanPedDriveOff(void) { if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds()) return false; for (int i = 0; i < m_numNearPeds; i++) { CPed *ped = m_nearPeds[i]; if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) { m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000; return false; } } return true; } // I couldn't find where it is used. bool CPed::CanPedJumpThis(int32 unused) { CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); CVector pos = GetPosition(); CVector forwardPos( forward.x + pos.x, forward.y + pos.y, pos.z); return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); } bool CPed::CanPedReturnToState(void) { return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY; } bool CPed::CanSeeEntity(CEntity *entity, float threshold) { float neededAngle = CGeneral::GetRadianAngleBetweenPoints( entity->GetPosition().x, entity->GetPosition().y, GetPosition().x, GetPosition().y); if (neededAngle < 0.0f) neededAngle += TWOPI; else if (neededAngle > TWOPI) neededAngle -= TWOPI; float ourAngle = m_fRotationCur; if (ourAngle < 0.0f) ourAngle += TWOPI; else if (ourAngle > TWOPI) ourAngle -= TWOPI; float neededTurn = Abs(neededAngle - ourAngle); return neededTurn < threshold || TWOPI - threshold < neededTurn; } bool CPed::IsTemporaryObjective(eObjective objective) { return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER || objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER; } void CPed::SetMoveState(eMoveState state) { m_nMoveState = state; } void CPed::SetObjectiveTimer(int time) { if (time == 0) { m_objectiveTimer = 0; } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time; } } void CPed::ForceStoredObjective(eObjective objective) { if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { m_prevObjective = m_objective; return; } switch (m_objective) { case OBJECTIVE_FLEE_TILL_SAFE: case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_GOTO_AREA_ON_FOOT: case OBJECTIVE_RUN_TO_AREA: return; default: m_prevObjective = m_objective; } } void CPed::SetStoredObjective(void) { if (m_objective == m_prevObjective) return; switch (m_objective) { case OBJECTIVE_FLEE_TILL_SAFE: case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_FOLLOW_PED_IN_FORMATION: case OBJECTIVE_LEAVE_VEHICLE: case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_GOTO_AREA_ON_FOOT: case OBJECTIVE_RUN_TO_AREA: return; default: m_prevObjective = m_objective; } } void CPed::RestorePreviousObjective(void) { if (m_objective == OBJECTIVE_NONE) return; if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) m_pedInObjective = nil; if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) { m_objective = OBJECTIVE_NONE; if (m_pMyVehicle) SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } else { m_objective = m_prevObjective; m_prevObjective = OBJECTIVE_NONE; } m_ped_flagD40 = false; } void CPed::SetLeader(CEntity *leader) { m_leader = (CPed*)leader; if(m_leader) m_leader->RegisterReference((CEntity **)&m_leader); } void CPed::SetObjective(eObjective newObj, void *entity) { if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) return; if (m_prevObjective == newObj) { // Why? if (m_prevObjective != OBJECTIVE_NONE) return; } if (entity == this) return; SetObjectiveTimer(0); if (m_objective == newObj) { switch (newObj) { case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_FOLLOW_PED_IN_FORMATION: case OBJECTIVE_GOTO_AREA_ANY_MEANS: case OBJECTIVE_FIGHT_CHAR: if (m_pedInObjective == entity) return; break; case OBJECTIVE_LEAVE_VEHICLE: case OBJECTIVE_FLEE_CAR: return; case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_DESTROY_CAR: case OBJECTIVE_SOLICIT: case OBJECTIVE_BUY_ICE_CREAM: if (m_carInObjective == entity) return; break; case OBJECTIVE_SET_LEADER: if (m_leader == entity) return; break; default: break; } } else { if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle) return; } m_ped_flagD40 = false; if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) { if (m_objective != newObj) { if (IsTemporaryObjective(newObj)) ForceStoredObjective(newObj); else SetStoredObjective(); } m_objective = newObj; } else { m_prevObjective = newObj; } switch (newObj) { case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT: // In this special case, entity parameter isn't CEntity, but int. SetObjectiveTimer((int)entity); break; case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_MUG_CHAR: m_pNextPathNode = nil; bUsePedNodeSeek = false; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); m_pLookTarget = (CEntity*)entity; m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); break; case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_FIGHT_CHAR: m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); break; case OBJECTIVE_FOLLOW_PED_IN_FORMATION: m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); m_pedFormation = 1; break; case OBJECTIVE_LEAVE_VEHICLE: case OBJECTIVE_FLEE_CAR: m_carInObjective = (CVehicle*)entity; m_carInObjective->RegisterReference((CEntity **)&m_carInObjective); if (!m_carInObjective->bIsBus || m_leaveCarTimer) break; for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) { if (m_carInObjective->pPassengers[i] == this) { m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i; break; } } break; case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: if (m_nMoveState == PEDMOVE_STILL) SetMoveState(PEDMOVE_RUN); if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) { RestorePreviousObjective(); break; } // fall through case OBJECTIVE_DESTROY_CAR: case OBJECTIVE_SOLICIT: case OBJECTIVE_BUY_ICE_CREAM: m_carInObjective = (CVehicle*)entity; m_carInObjective->RegisterReference((CEntity**)&m_carInObjective); m_pSeekTarget = m_carInObjective; m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); if (newObj == OBJECTIVE_SOLICIT) { m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR && (m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) { SetObjectiveTimer(14000); } else { m_objectiveTimer = 0; } break; case OBJECTIVE_SET_LEADER: SetLeader((CEntity*)entity); RestorePreviousObjective(); break; default: break; } } void CPed::SetIdle(void) { if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) { m_nPedState = PED_IDLE; SetMoveState(PEDMOVE_STILL); } if (m_nWaitState == WAITSTATE_FALSE) { m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000); } } void CPed::SetObjective(eObjective newObj) { if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) return; if (newObj == OBJECTIVE_NONE) { if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) && IsPedInControl()) { m_ped_flagG8 = true; return; } // Unused code from assembly... /* else if(m_objective == OBJECTIVE_FLEE_CAR) { } else { } */ m_objective = newObj; m_prevObjective = OBJECTIVE_NONE; } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) { SetObjectiveTimer(0); if (m_objective == newObj) return; if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } m_ped_flagD40 = false; switch (newObj) { case OBJECTIVE_NONE: m_prevObjective = OBJECTIVE_NONE; break; case OBJECTIVE_HAIL_TAXI: m_nWaitTimer = 0; SetIdle(); SetMoveState(PEDMOVE_STILL); break; default: break; } } } // Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode // IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call... void CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType) { if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) return; if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE) return; SetObjectiveTimer(0); if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType) return; m_ped_flagD40 = false; if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } if (newObj == OBJECTIVE_FOLLOW_ROUTE) { SetFollowRoute(routePoint, routeType); } } void CPed::ClearChat(void) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } bIsTalking = false; ClearLookFlag(); RestorePreviousState(); } bool CPed::IsGangMember(void) { return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9; } void CPed::InformMyGangOfAttack(CEntity *attacker) { CPed *attackerPed; if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) return; if (attacker->IsPed()) { attackerPed = (CPed*)attacker; } else { if (!attacker->IsVehicle()) return; attackerPed = ((CVehicle*)attacker)->pDriver; if (!attackerPed) return; } if (attackerPed->m_nPedType == PEDTYPE_COP) return; for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; if (nearPed && nearPed != this) { CPed *leader = nearPed->m_leader; if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper) { nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed); nearPed->SetObjectiveTimer(30000); } } } } void CPed::QuitEnteringCar(void) { CAnimBlendAssociation *animAssoc = m_pVehicleAnim; CVehicle *veh = m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; RestartNonPartialAnims(); if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE)) CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); if (veh) { if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK) veh->m_veh_flagC10 = false; if (veh->m_nNumGettingIn != 0) veh->m_nNumGettingIn--; veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType); } bUsesCollision = true; if (IsPlayer() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { if (IsPlayer() && m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { SetCurrentWeapon(m_storedWeapon); m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; } } else { CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); AddWeaponModel(curWeapon->m_nModelId); } if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) { animAssoc = m_pVehicleAnim; if (animAssoc) { animAssoc->blendDelta = -4.0; animAssoc->flags |= ASSOC_FADEOUTWHENDONE; animAssoc = m_pVehicleAnim; animAssoc->flags &= ~ASSOC_RUNNING; } } else SetIdle(); m_pVehicleAnim = nil; if (veh) { if (veh->AutoPilot.m_nCruiseSpeed == 0) veh->AutoPilot.m_nCruiseSpeed = 17; } } void CPed::ReactToAttack(CEntity *attacker) { if (IsPlayer() && attacker->IsPed()) { InformMyGangOfAttack(attacker); SetLookFlag(attacker, true); SetLookTimer(700); return; } if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) { CPed *ourLeader = m_leader; if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader) && attacker->IsPed()) { CPed *attackerPed = (CPed*)attacker; if (bNotAllowedToDuck) { if (!attackerPed->GetWeapon()->IsTypeMelee()) { m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds(); return; } } else if (bCrouchWhenShooting || bKindaStayInSamePlace) { SetDuck(CGeneral::GetRandomNumberInRange(1000,3000)); return; } if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) { if (m_pedStats != attackerPed->m_pedStats) { if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { RegisterThreatWithGangPeds(attackerPed); } if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker); SetMoveState(PEDMOVE_RUN); } else { SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker); SetObjectiveTimer(20000); } } } else { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed); SetMoveState(PEDMOVE_RUN); if (attackerPed->GetWeapon()->IsTypeMelee()) Say(SOUND_PED_FLEE_RUN); } } } } bool CPed::TurnBody(void) { float lookDir; bool doneSmoothly = true; if (m_pLookTarget) { CVector &lookPos = m_pLookTarget->GetPosition(); lookDir = CGeneral::GetRadianAngleBetweenPoints( lookPos.x, lookPos.y, GetPosition().x, GetPosition().y); } else lookDir = m_fLookDirection; float limitedLookDir = CGeneral::LimitRadianAngle(lookDir); float currentRot = m_fRotationCur; if (currentRot - PI > limitedLookDir) limitedLookDir += 2 * PI; else if (PI + currentRot < limitedLookDir) limitedLookDir -= 2 * PI; float neededTurn = currentRot - limitedLookDir; m_fRotationDest = limitedLookDir; if (Abs(neededTurn) > 0.05f) { doneSmoothly = false; currentRot -= neededTurn * 0.2f; } m_fRotationCur = currentRot; m_fLookDirection = limitedLookDir; return doneSmoothly; } void CPed::Chat(void) { if (bIsLooking && TurnBody()) ClearLookFlag(); if (!m_pLookTarget || !m_pLookTarget->IsPed()) { ClearChat(); return; } CPed *partner = (CPed*) m_pLookTarget; if (partner->m_nPedState != PED_CHAT) { ClearChat(); if (partner->m_pedInObjective) { if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE) ReactToAttack(partner->m_pedInObjective); } return; } if (bIsTalking) { if (CGeneral::GetRandomNumber() < 512) { CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (chatAssoc) { chatAssoc->blendDelta = -4.0f; chatAssoc->flags |= ASSOC_DELETEFADEDOUT; } bIsTalking = false; } else Say(SOUND_PED_CHAT); } else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG100)) { if (CGeneral::GetRandomNumber() < 20) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); } if (!bIsTalking) { CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f); float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f); chatAssoc->SetCurrentTime(chatTime); bIsTalking = true; Say(SOUND_PED_CHAT); } } if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) { ClearChat(); m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; } } void CPed::CheckAroundForPossibleCollisions(void) { CVector ourCentre, objCentre; CEntity *objects[8]; int16 maxObject; if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) return; GetBoundCentre(ourCentre); CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false); for (int i = 0; i < maxObject; i++) { CEntity *object = objects[i]; if (bRunningToPhone) { if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition())) break; } object->GetBoundCentre(objCentre); float radius = object->GetBoundRadius(); if (radius > 4.5f || radius < 1.0f) radius = 1.0f; // According to code, developers gave up calculating Z diff. later. float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D(); if (sq(radius + 1.0f) > diff) m_fRotationDest += DEGTORAD(22.5f); } } bool CPed::MakePhonecall(void) { if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer) return false; SetIdle(); gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE; m_phoneId = -1; return true; } bool CPed::FacePhone(void) { // FIX: I don't think this function was working correctly, they confused LimitAngle with LimitRadianAngle etc., so I fixed them float currentRot = m_fRotationCur; float phoneDir = CGeneral::GetRadianAngleBetweenPoints( gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y, GetPosition().x, GetPosition().y); SetLookFlag(phoneDir, false); phoneDir = CGeneral::LimitRadianAngle(phoneDir); m_moved = CVector2D(0.0f, 0.0f); if (currentRot - PI > phoneDir) phoneDir += 2 * PI; else if (PI + currentRot < phoneDir) phoneDir -= 2 * PI; float neededTurn = currentRot - phoneDir; if (Abs(neededTurn) <= 0.75f) { SetIdle(); ClearLookFlag(); m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000; return true; } else { m_fRotationCur -= neededTurn * 0.2f; return false; } } CPed * CPed::CheckForDeadPeds(void) { int event; if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) { int pedHandle = gaEvent[event].entityRef; if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) { m_ped_flagD2 = true; return CPools::GetPed(pedHandle); } } m_ped_flagD2 = false; return nil; } bool CPed::CheckForExplosions(CVector2D &area) { int event = 0; if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) { area.x = gaEvent[event].posn.x; area.y = gaEvent[event].posn.y; CEntity *actualEntity = nil; switch (gaEvent[event].entityType) { case EVENT_ENTITY_PED: actualEntity = CPools::GetPed(gaEvent[event].entityRef); break; case EVENT_ENTITY_VEHICLE: actualEntity = CPools::GetVehicle(gaEvent[event].entityRef); break; case EVENT_ENTITY_OBJECT: actualEntity = CPools::GetObject(gaEvent[event].entityRef); break; default: break; } if (actualEntity) { m_pEventEntity = actualEntity; m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); m_ped_flagD2 = true; } else m_ped_flagD2 = false; CEventList::ClearEvent(event); return true; } else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) { area.x = gaEvent[event].posn.x; area.y = gaEvent[event].posn.y; CEventList::ClearEvent(event); m_ped_flagD2 = false; return true; } m_ped_flagD2 = false; return false; } CPed * CPed::CheckForGunShots(void) { int event; if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) { int pedHandle = gaEvent[event].entityRef; if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) { // Is that a bug?!? (same on VC) m_ped_flagD2 = false; return CPools::GetPed(pedHandle); } } m_ped_flagD2 = false; return nil; } uint8 CPed::CheckForPointBlankPeds(CPed *pedToVerify) { float pbDistance = 1.1f; if (GetWeapon()->IsType2Handed()) pbDistance = 1.6f; for(int i=0; iGetPosition() - GetPosition(); if (diff.Magnitude() < pbDistance) { float neededAngle = CGeneral::GetRadianAngleBetweenPoints( nearPed->GetPosition().x, nearPed->GetPosition().y, GetPosition().x, GetPosition().y); neededAngle = CGeneral::LimitRadianAngle(neededAngle); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float neededTurn = Abs(neededAngle - m_fRotationCur); if (neededTurn > PI) neededTurn = 2*PI - neededTurn; PedState nearPedState = nearPed->m_nPedState; if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY) return 0; if (neededTurn < DEGTORAD(60.0f)) { if (pedToVerify == nearPed) return 1; else return 2; } } } } return 0; } bool CPed::CheckIfInTheAir(void) { if (bInVehicle) return false; CVector pos = GetPosition(); CColPoint foundColPoint; CEntity *foundEntity; float startZ = pos.z - 1.54f; bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, false); if (!foundGround && m_nPedState != PED_JUMP) { pos.z -= 1.04f; if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false)) foundGround = true; } return !foundGround; } void CPed::ClearAll(void) { if (!IsPedInControl() && m_nPedState != PED_DEAD) return; m_nPedState = PED_NONE; m_nMoveState = PEDMOVE_NONE; m_pSeekTarget = nil; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_fleeFromPosX = 0.0f; m_fleeFromPosY = 0.0f; m_fleeFrom = nil; m_fleeTimer = 0; bUsesCollision = true; ClearAimFlag(); ClearLookFlag(); bIsPointingGunAt = false; bRenderPedInCar = true; m_ped_flagH1 = false; m_pCollidingEntity = nil; } void CPed::ClearAttack(void) { if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) return; if (bIsPointingGunAt) { if (m_pLookTarget) SetPointGunAt(m_pLookTarget); else ClearPointGunAt(); } else if (m_objective != OBJECTIVE_NONE) { SetIdle(); } else { RestorePreviousState(); } } void CPed::ClearAttackByRemovingAnim(void) { if (m_nPedState != PED_ATTACK || bIsDucking) return; CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay); if (!weaponAssoc) { weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay); if (!weaponAssoc && weapon->m_bThrow) weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); if (!weaponAssoc) { ClearAttack(); return; } } weaponAssoc->blendDelta = -8.0f; weaponAssoc->flags &= ~ASSOC_RUNNING; weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAssoc->SetDeleteCallback(FinishedAttackCB, this); } void CPed::StopNonPartialAnims(void) { CAnimBlendAssociation* assoc; for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (!assoc->IsPartial()) assoc->flags &= ~ASSOC_RUNNING; } } void CPed::SetStoredState(void) { if (m_nLastPedState != PED_NONE || !CanPedReturnToState()) return; if (m_nPedState == PED_WANDER_PATH) { bFindNewNodeAfterStateRestore = true; if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) m_nMoveState = PEDMOVE_WALK; } m_nLastPedState = m_nPedState; if (m_nMoveState >= m_nPrevMoveState) m_nPrevMoveState = m_nMoveState; } void CPed::SetDie(AnimationId animId, float delta, float speed) { CPlayerPed *player = FindPlayerPed(); if (player == this) { if (!player->m_bCanBeDamaged) return; } m_threatEntity = nil; if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) return; if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) delta *= 0.5f; SetStoredState(); ClearAll(); m_fHealth = 0.0f; if (m_nPedState == PED_DRIVING) { if (!IsPlayer()) FlagToDestroyWhenNextProcessed(); } else if (bInVehicle) { if (m_pVehicleAnim) m_pVehicleAnim->blendDelta = -1000.0f; } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) { QuitEnteringCar(); } m_nPedState = PED_DIE; if (animId == NUM_ANIMS) { bIsPedDieAnimPlaying = false; } else { CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta); if (speed > 0.0f) dieAssoc->speed = speed; dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; if (dieAssoc->IsRunning()) { dieAssoc->SetFinishCallback(FinishDieAnimCB, this); bIsPedDieAnimPlaying = true; } } Say(SOUND_PED_DEATH); if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK) QuitEnteringCar(); if (!bInVehicle) StopNonPartialAnims(); // BUG: This is not timer. m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds(); } bool CPed::InflictDamage(CEntity* damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction) { CPlayerPed *player = FindPlayerPed(); float dieDelta = 4.0f; float dieSpeed = 0.0f; AnimationId dieAnim = ANIM_KO_SHOT_FRONT1; bool headShot = false; bool willLinger = false; int random; if (player == this) { if (!player->m_bCanBeDamaged) return false; player->AnnoyPlayerPed(false); } if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) return false; if (!bUsesCollision && method != WEAPONTYPE_WATER) return false; if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() && method != WEAPONTYPE_WATER && method != WEAPONTYPE_EXPLOSION) return false; float healthImpact; if (IsPlayer()) healthImpact = damage * 0.33f; else healthImpact = damage * m_pedStats->m_defendWeakness; bool detectDieAnim = true; if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) { if (!IsPedHeadAbovePos(-0.3f)) { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta *= 2.0f; dieSpeed = 0.5f; detectDieAnim = false; } else if (m_nPedState == PED_FALL) { dieAnim = NUM_ANIMS; detectDieAnim = false; } } if (detectDieAnim) { switch (method) { case WEAPONTYPE_UNARMED: if (bMeleeProof) return false; if (m_nPedState == PED_FALL) { if (IsPedHeadAbovePos(-0.3f)) { dieAnim = NUM_ANIMS; } else { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta = dieDelta * 2.0f; dieSpeed = 0.5f; } } else { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } } break; case WEAPONTYPE_BASEBALLBAT: if (bMeleeProof) return false; if (m_nPedState == PED_FALL) { if (IsPedHeadAbovePos(-0.3f)) { dieAnim = NUM_ANIMS; } else { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta = dieDelta * 2.0f; dieSpeed = 0.5f; } } else { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } } break; case WEAPONTYPE_COLT45: case WEAPONTYPE_UZI: case WEAPONTYPE_SHOTGUN: case WEAPONTYPE_AK47: case WEAPONTYPE_M16: case WEAPONTYPE_SNIPERRIFLE: if (bBulletProof) return false; bool dontRemoveLimb; if (IsPlayer() || bNoCriticalHits) dontRemoveLimb = true; else { switch (method) { case WEAPONTYPE_SNIPERRIFLE: dontRemoveLimb = false; break; case WEAPONTYPE_M16: dontRemoveLimb = false; break; case WEAPONTYPE_SHOTGUN: dontRemoveLimb = CGeneral::GetRandomNumber() & 7; break; default: dontRemoveLimb = CGeneral::GetRandomNumber() & 15; break; } } if (dontRemoveLimb) { if (method == WEAPONTYPE_SHOTGUN) { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } } else dieAnim = ANIM_KO_SHOT_FRONT1; willLinger = false; } else { switch (pedPiece) { case PEDPIECE_TORSO: willLinger = false; dieAnim = ANIM_KO_SHOT_FRONT1; break; case PEDPIECE_MID: willLinger = false; dieAnim = ANIM_KO_SHOT_STOM; break; case PEDPIECE_LEFTARM: dieAnim = ANIM_KO_SHOT_ARML; RemoveBodyPart(PED_UPPERARML, direction); willLinger = true; break; case PEDPIECE_RIGHTARM: dieAnim = ANIM_KO_SHOT_ARMR; RemoveBodyPart(PED_UPPERARMR, direction); willLinger = true; break; case PEDPIECE_LEFTLEG: dieAnim = ANIM_KO_SHOT_LEGL; RemoveBodyPart(PED_UPPERLEGL, direction); willLinger = true; break; case PEDPIECE_RIGHTLEG: dieAnim = ANIM_KO_SHOT_LEGR; RemoveBodyPart(PED_UPPERLEGR, direction); willLinger = true; break; case PEDPIECE_HEAD: dieAnim = ANIM_KO_SHOT_FACE; RemoveBodyPart(PED_HEAD, direction); headShot = true; willLinger = true; break; default: break; } } break; case WEAPONTYPE_ROCKETLAUNCHER: case WEAPONTYPE_GRENADE: case WEAPONTYPE_EXPLOSION: if (bExplosionProof) return false; if (CGame::nastyGame && !IsPlayer() && !bInVehicle && 1.0f + healthImpact > m_fArmour + m_fHealth) { random = CGeneral::GetRandomNumber(); if (random & 1) RemoveBodyPart(PED_UPPERARML, direction); if (random & 2) RemoveBodyPart(PED_UPPERLEGR, direction); if (random & 4) RemoveBodyPart(PED_HEAD, direction); if (random & 8) RemoveBodyPart(PED_UPPERARMR, direction); if (random & 0x10) RemoveBodyPart(PED_UPPERLEGL, direction); if (bBodyPartJustCameOff) willLinger = true; } // fall through case WEAPONTYPE_MOLOTOV: if (bExplosionProof) return false; switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } break; case WEAPONTYPE_FLAMETHROWER: if (bFireProof) return false; dieAnim = ANIM_KO_SHOT_FRONT1; break; case WEAPONTYPE_RAMMEDBYCAR: case WEAPONTYPE_RUNOVERBYCAR: if (bCollisionProof) return false; random = CGeneral::GetRandomNumber() & 3; switch (random) { case 0: if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) && (pedPiece != PEDPIECE_MID || random != 1)) { if (pedPiece == PEDPIECE_RIGHTARM && random > 1 || pedPiece == PEDPIECE_MID && random == 2) dieAnim = ANIM_KO_SPIN_L; else dieAnim = ANIM_KO_SKID_FRONT; } else dieAnim = ANIM_KO_SPIN_R; break; case 1: if (m_nPedState == PED_DIVE_AWAY) dieAnim = ANIM_KD_LEFT; else dieAnim = ANIM_KO_SPIN_R; break; case 2: if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) && (pedPiece != PEDPIECE_MID || random != 1)) { if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1) && (pedPiece != PEDPIECE_MID || random != 2)) { dieAnim = ANIM_KO_SKID_BACK; } else { dieAnim = ANIM_KD_RIGHT; } } else dieAnim = ANIM_KD_LEFT; break; case 3: if (m_nPedState == PED_DIVE_AWAY) dieAnim = ANIM_KD_RIGHT; else dieAnim = ANIM_KO_SPIN_L; break; default: break; } if (damagedBy) { CVehicle *vehicle = (CVehicle*)damagedBy; if (method == WEAPONTYPE_RAMMEDBYCAR) { float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); dieDelta = 8.0f * vehSpeed + 4.0f; } else { float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); dieDelta = 12.0f * vehSpeed + 4.0f; dieSpeed = 16.0f * vehSpeed + 1.0f; } } break; case WEAPONTYPE_WATER: dieAnim = ANIM_DROWN; break; case WEAPONTYPE_FALL_DAMAGE: if (bCollisionProof) return false; switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } break; default: break; } } if (m_fArmour != 0.0f && method != WEAPONTYPE_WATER) { if (player == this) CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds(); if (healthImpact < m_fArmour) { m_fArmour = m_fArmour - healthImpact; healthImpact = 0.0f; } else { healthImpact = healthImpact - m_fArmour; m_fArmour = 0.0f; } } if (healthImpact != 0.0f) { if (player == this) CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds(); m_lastWepDam = method; } if (m_fHealth - healthImpact >= 1.0f && !willLinger) { m_fHealth -= healthImpact; return false; } if (bInVehicle) { if (method != WEAPONTYPE_WATER) { m_fHealth = 1.0f; return false; } m_fHealth = 0.0f; if (player == this) m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED; SetDie(NUM_ANIMS, 4.0f, 0.0f); return true; } else { m_fHealth = 0.0f; SetDie(dieAnim, dieDelta, dieSpeed); if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) { CDarkel::RegisterKillByPlayer(this, method, headShot); m_threatEntity = player; } else { CDarkel::RegisterKillNotByPlayer(this, method); } if (method == WEAPONTYPE_WATER) bIsInTheAir = false; return true; } } void CPed::ClearFlee(void) { RestorePreviousState(); bUsePedNodeSeek = false; m_standardTimer = 0; m_fleeTimer = 0; } void CPed::ClearFall(void) { SetGetUp(); } void CPed::SetGetUp(void) { if (m_nPedState == PED_GETUP && bGetUpAnimStarted) return; if (!CanSetPedState()) return; if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) { if (bUpdateAnimHeading) { m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); m_fRotationCur -= 0.5f*PI; bUpdateAnimHeading = false; } if (m_nPedState != PED_GETUP) { SetStoredState(); m_nPedState = PED_GETUP; } CVehicle* collidingVeh = (CVehicle*)m_pCollidingEntity; CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition()); if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE || collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE && ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 5) % 8 || CCollision::ProcessColModels(GetMatrix(), *CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(), collidingVeh->GetMatrix(), *CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(), &aTempPedColPts, nil, nil) > 0)) { bGetUpAnimStarted = false; if (IsPlayer()) InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); else { if (!CPad::GetPad(0)->ArePlayerControlsDisabled()) return; InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0); } return; } bGetUpAnimStarted = true; m_pCollidingEntity = nil; m_ped_flagH1 = false; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); if (animAssoc) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f); } else { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); } animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f); else animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); animAssoc->SetFinishCallback(PedGetupCB,this); } else { m_fHealth = 0.0f; SetDie(NUM_ANIMS, 4.0f, 0.0f); } } void CPed::ClearInvestigateEvent(void) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (m_eventType > EVENT_EXPLOSION) m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000; m_ped_flagD2 = false; m_pEventEntity = nil; ClearLookFlag(); RestorePreviousState(); if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) SetMoveState(PEDMOVE_WALK); } void CPed::ClearLeader(void) { if (!m_leader) return; m_leader = nil; if (IsPedInControl()) { SetObjective(OBJECTIVE_NONE); if (CharCreatedBy == MISSION_CHAR) { SetIdle(); } else { SetWanderPath(CGeneral::GetRandomNumberInRange(0,8)); } } else if (m_objective != OBJECTIVE_NONE) { bClearObjective = true; } } void CPed::ClearLook(void) { RestorePreviousState(); ClearLookFlag(); } void CPed::ClearObjective(void) { if (IsPedInControl() || m_nPedState == PED_DRIVING) { m_objective = OBJECTIVE_NONE; if (m_nPedState == PED_DRIVING && m_pMyVehicle) { if (m_pMyVehicle->pDriver != this) { m_ped_flagF1 = true; SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } } else { SetIdle(); SetMoveState(PEDMOVE_STILL); } } else { bClearObjective = true; } } void CPed::ClearPause(void) { RestorePreviousState(); } void CPed::ClearSeek(void) { SetIdle(); bRunningToPhone = false; } bool CPed::SetWanderPath(int8 pathStateDest) { uint8 nextPathState; if (IsPedInControl()) { if (bKindaStayInSamePlace) { SetIdle(); return false; } else { // m_nPathState is pure direction for values 1,2,3 and 5,6,7 m_nPathState = pathStateDest; if (pathStateDest == 0) pathStateDest = CGeneral::GetRandomNumberInRange(1, 7); ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, m_nPathState, &nextPathState); // Circular loop until we find a node for current m_nPathState while (!m_pNextPathNode) { m_nPathState = (m_nPathState+1) % 8; // We're at where we started and couldn't find any node if (m_nPathState == pathStateDest) { ClearAll(); SetIdle(); return false; } ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, m_nPathState, &nextPathState); } // We did it, save next path state and return true m_nPathState = nextPathState; m_nPedState = PED_WANDER_PATH; SetMoveState(PEDMOVE_WALK); bIsRunning = false; return true; } } else { m_nPathState = pathStateDest; m_ped_flagG8 = true; return false; } } void CPed::ClearWeapons(void) { CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(currentWeapon->m_nModelId); m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT; m_currentWeapon = WEAPONTYPE_UNARMED; currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); AddWeaponModel(currentWeapon->m_nModelId); for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { CWeapon &weapon = GetWeapon(i); weapon.m_eWeaponType = WEAPONTYPE_UNARMED; weapon.m_eWeaponState = WEAPONSTATE_READY; weapon.m_nAmmoInClip = 0; weapon.m_nAmmoTotal = 0; weapon.m_nTimer = 0; } } void CPed::RestoreGunPosition(void) { if (bIsLooking) { m_pedIK.m_flags &= ~CPedIK::LOOKING; bIsRestoringGun = false; } else if (m_pedIK.RestoreGunPosn()) { bIsRestoringGun = false; } else { if (IsPlayer()) ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; } } void CPed::RestoreHeadingRate(void) { m_headingRate = m_pedStats->m_headingChangeRate; } void CPed::RestoreHeadingRateCB(CAnimBlendAssociation* assoc, void* arg) { ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate; } void CPed::RestorePreviousState(void) { if(!CanSetPedState() || m_nPedState == PED_FALL) return; if (m_nPedState == PED_GETUP && !bGetUpAnimStarted) return; if (bInVehicle && m_pMyVehicle) { m_nPedState = PED_DRIVING; m_nLastPedState = PED_NONE; } else { if (m_nLastPedState == PED_NONE) { if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) { if (SetWanderPath(CGeneral::GetRandomNumber() & 7) != 0) return; } SetIdle(); return; } switch (m_nLastPedState) { case PED_IDLE: SetIdle(); break; case PED_WANDER_PATH: m_nPedState = PED_WANDER_PATH; bIsRunning = false; if (!bFindNewNodeAfterStateRestore) { if (m_pNextPathNode) { CVector diff = m_pNextPathNode->pos - GetPosition(); if (diff.MagnitudeSqr() < 49.0f) { SetMoveState(PEDMOVE_WALK); break; } } } SetWanderPath(CGeneral::GetRandomNumber() & 7); break; default: m_nPedState = m_nLastPedState; SetMoveState((eMoveState) m_nPrevMoveState); break; } m_nLastPedState = PED_NONE; } } void CPed::SetAimFlag(CEntity *to) { bIsAimingGun = true; bIsRestoringGun = false; m_pLookTarget = to; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_pSeekTarget = to; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); m_lookTimer = 0; } void CPed::SetAimFlag(float angle) { bIsAimingGun = true; bIsRestoringGun = false; m_fLookDirection = angle; m_lookTimer = 0; m_pLookTarget = nil; m_pSeekTarget = nil; if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } void CPed::SetPointGunAt(CEntity *to) { if (to) { SetLookFlag(to, true); SetAimFlag(to); } if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) return; if (m_nPedState != PED_ATTACK) SetStoredState(); m_nPedState = PED_AIM_GUN; bIsPointingGunAt = true; CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); SetMoveState(PEDMOVE_NONE); CAnimBlendAssociation *aimAssoc; if (bCrouchWhenShooting) aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay); else aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay); if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { if (bCrouchWhenShooting) aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f); else aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay); aimAssoc->blendAmount = 0.0f; aimAssoc->blendDelta = 8.0f; } if (to) Say(SOUND_PED_ATTACK); } void CPed::SetAmmo(eWeaponType weaponType, uint32 ammo) { if (HasWeapon(weaponType)) { GetWeapon(weaponType).m_nAmmoTotal = ammo; } else { GetWeapon(weaponType).Initialise(weaponType, ammo); m_maxWeaponTypeAllowed++; } } void CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo) { if (HasWeapon(weaponType)) { GetWeapon(weaponType).m_nAmmoTotal += ammo; } else { GetWeapon(weaponType).Initialise(weaponType, ammo); m_maxWeaponTypeAllowed++; } } void CPed::SetEvasiveStep(CEntity *reason, uint8 animType) { AnimationId stepAnim; if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0)) return; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( reason->GetPosition().x, reason->GetPosition().y, GetPosition().x, GetPosition().y); angleToFace = CGeneral::LimitRadianAngle(angleToFace); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float neededTurn = Abs(angleToFace - m_fRotationCur); bool vehPressedHorn = false; if (neededTurn > PI) neededTurn = 2 * PI - neededTurn; CVehicle *veh = (CVehicle*)reason; if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) { if (veh->m_nCarHornTimer) { vehPressedHorn = true; if (!IsPlayer()) animType = 1; } } if (neededTurn <= DEGTORAD(90.0f) || veh->m_modelIndex == MI_RCBANDIT || vehPressedHorn || animType != 0) { SetLookFlag(veh, true); if ((CGeneral::GetRandomNumber() & 1) && veh->m_modelIndex != MI_RCBANDIT && animType == 0) { stepAnim = ANIM_IDLE_TAXI; } else { float vehDirection = CGeneral::GetRadianAngleBetweenPoints( veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, 0.0f, 0.0f); // Let's turn our back to the "reason" angleToFace += PI; if (angleToFace > PI) angleToFace -= 2*PI; // We don't want to run towards car's direction float dangerZone = angleToFace - vehDirection; dangerZone = CGeneral::LimitRadianAngle(dangerZone); // So, add or subtract 90deg (jump to left/right) according to that if (dangerZone <= 0.0f) angleToFace = 0.5f*PI + vehDirection; else angleToFace = vehDirection - 0.5f*PI; if (animType == 2) stepAnim = ANIM_HANDSCOWER; else if (animType < 2) stepAnim = ANIM_EV_STEP; else stepAnim = NUM_ANIMS; } if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) { CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f); stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT; stepAssoc->SetFinishCallback(PedEvadeCB, this); if (animType == 0) Say(SOUND_PED_EVADE); m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace); ClearAimFlag(); SetStoredState(); m_nPedState = PED_STEP_AWAY; } } } void CPed::SetEvasiveDive(CPhysical* reason, uint8 onlyRandomJump) { if (!IsPedInControl() || !bRespondsToThreats) return; CAnimBlendAssociation* animAssoc; float angleToFace, neededTurn; bool handsUp = false; angleToFace = m_fRotationCur; CVehicle *veh = (CVehicle*) reason; if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer && !IsPlayer()) { onlyRandomJump = true; } if (onlyRandomJump) { if (reason) { // Simple version of my bug fix below. Doesn't calculate "danger zone", selects jump direction randomly. // Also doesn't include random hands up, sound etc. Only used on player ped and peds running from gun shots. float vehDirection = CGeneral::GetRadianAngleBetweenPoints( veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, 0.0f, 0.0f); angleToFace = (CGeneral::GetRandomNumber() & 1) * PI + (-0.5f*PI) + vehDirection; angleToFace = CGeneral::LimitRadianAngle(angleToFace); } } else { if (IsPlayer()) { ((CPlayerPed*)this)->m_bShouldEvade = 5; ((CPlayerPed*)this)->m_pEvadingFrom = reason; reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom); return; } angleToFace = CGeneral::GetRadianAngleBetweenPoints( reason->GetPosition().x, reason->GetPosition().y, GetPosition().x, GetPosition().y); angleToFace = CGeneral::LimitRadianAngle(angleToFace); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); // FIX: Peds no more dive into cars. Taken from SetEvasiveStep, last if statement inverted #ifdef FIX_BUGS float vehDirection = CGeneral::GetRadianAngleBetweenPoints( veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, 0.0f, 0.0f); // Let's turn our back to the "reason" angleToFace += PI; if (angleToFace > PI) angleToFace -= 2 * PI; // We don't want to dive towards car's direction float dangerZone = angleToFace - vehDirection; dangerZone = CGeneral::LimitRadianAngle(dangerZone); // So, add or subtract 90deg (jump to left/right) according to that if (dangerZone > 0.0f) angleToFace = 0.5f * PI + vehDirection; else angleToFace = vehDirection - 0.5f * PI; #endif neededTurn = Abs(angleToFace - m_fRotationCur); if (neededTurn > PI) neededTurn = 2 * PI - neededTurn; if (neededTurn <= 0.5f*PI) { if (CGeneral::GetRandomNumber() & 1) handsUp = true; } else { if (CGeneral::GetRandomNumber() & 7) return; } Say(SOUND_PED_EVADE); } if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) { m_fRotationCur = angleToFace; ClearLookFlag(); ClearAimFlag(); SetLookFlag(reason, true); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP); if (animAssoc) return; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f); animAssoc->flags &= ~ASSOC_DELETEFADEDOUT; animAssoc->SetFinishCallback(PedEvadeCB, this); SetStoredState(); m_nPedState = PED_STEP_AWAY; } else { m_fRotationCur = angleToFace; ClearLookFlag(); ClearAimFlag(); SetStoredState(); m_nPedState = PED_DIVE_AWAY; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f); animAssoc->SetFinishCallback(PedEvadeCB, this); } if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) { if (veh->pDriver && veh->pDriver->IsPlayer()) { CWanted *wanted = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted; wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (int)this, false); wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (int)this, false); } } } void CPed::SetAttack(CEntity* victim) { CPed *victimPed = nil; if (victim && victim->IsPed()) victimPed = (CPed*)victim; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); if (animAssoc) { animAssoc->blendDelta = -1000.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE) return; if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) { bIsAttacking = false; return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) { if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->field_1380) bIsAttacking = false; else bIsAttacking = true; return; } CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) { if (GetWeapon()->HitsGround(this, nil, victim)) return; } if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { if (IsPlayer() || (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) { if (m_nPedState != PED_ATTACK) { m_nPedState = PED_ATTACK; bIsAttacking = false; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); animAssoc->SetFinishCallback(FinishedAttackCB, this); } } else { StartFightAttack(CGeneral::GetRandomNumber() % 256); } return; } m_pSeekTarget = victim; if (m_pSeekTarget) m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); if (curWeapon->m_bCanAim) { CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition(); CEntity *foundEntity = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); if (foundEntity) return; m_pLookTarget = victim; if (victim) { m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); } if (m_pLookTarget) { SetAimFlag(m_pLookTarget); } else { SetAimFlag(m_fRotationCur); if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam()) ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); } } if (m_nPedState == PED_ATTACK) { bIsAttacking = true; return; } if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) { if(IsPlayer()) CPad::GetPad(0)->ResetAverageWeapon(); if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16FIRSTPERSON_34 && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_FIRSTPERSONPEDONPC_41 && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUN_AROUND && CheckForPointBlankPeds(victimPed) != 0) { ClearAimFlag(); // This condition is pointless, we already check it in above // if (CheckForPointBlankPeds(victimPed) == 1 || !victimPed) StartFightAttack(200); } else { if (!curWeapon->m_bCanAim) m_pSeekTarget = nil; if (m_nPedState != PED_AIM_GUN) SetStoredState(); m_nPedState = PED_ATTACK; SetMoveState(PEDMOVE_NONE); if (bCrouchWhenShooting) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); } else { float animDelta = 8.0f; if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) animDelta = 1000.0f; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta); } else { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta); } } animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); animAssoc->SetFinishCallback(FinishedAttackCB, this); } return; } if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP) SetWaitState(WAITSTATE_SURPRISE, nil); SetLookFlag(victim, false); SetLookTimer(100); } void CPed::StartFightAttack(uint8 buttonPressure) { if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds()) return; if (m_nPedState == PED_FIGHT) { m_fightButtonPressure = buttonPressure; return; } if (m_nPedState != PED_AIM_GUN) SetStoredState(); if (m_nWaitState != WAITSTATE_FALSE) { m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); } m_nPedState = PED_FIGHT; m_fightButtonPressure = 0; RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -1000.0f; } animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -1000.0f; RestoreHeadingRate(); } SetMoveState(PEDMOVE_NONE); m_nStoredMoveState = PEDMOVE_NONE; CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; CPed *pedOnGround = nil; if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) { m_lastFightMove = FIGHTMOVE_GROUNDKICK; } else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) { m_lastFightMove = FIGHTMOVE_ROUNDHOUSE; } else { m_lastFightMove = FIGHTMOVE_STDPUNCH; } if (pedOnGround && IsPlayer()) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( pedOnGround->GetPosition().x, pedOnGround->GetPosition().y, GetPosition().x, GetPosition().y); m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); m_fRotationCur = m_fRotationDest; m_lookTimer = 0; SetLookFlag(pedOnGround, true); SetLookTimer(1500); } animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightUnk2 = 0; m_takeAStepAfterAttack = false; #ifndef MASTER m_takeAStepAfterAttack = IsPlayer() && bUnusedFightThingOnPlayer; #endif bIsAttacking = true; if (IsPlayer()) nPlayerInComboMove = 0; } void CPed::LoadFightData(void) { float startFireTime, endFireTime, comboFollowOnTime, strikeRadius; int damage, flags; char line[256], moveName[32], animName[32], hitLevel; int moveId = 0; CAnimBlendAssociation* animAssoc; int bp, buflen; int lp, linelen; buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r"); for (bp = 0; bp < buflen; ) { // read file line by line for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) { line[linelen++] = work_buff[bp]; } bp++; line[linelen] = '\0'; // skip white space for (lp = 0; line[lp] <= ' '; lp++); if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines line[lp] == '#') continue; sscanf( &line[lp], "%s %f %f %f %f %c %s %d %d", &moveName, &startFireTime, &endFireTime, &comboFollowOnTime, &strikeRadius, &hitLevel, &animName, &damage, &flags); if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0) return; tFightMoves[moveId].startFireTime = startFireTime / 30.0f; tFightMoves[moveId].endFireTime = endFireTime / 30.0f; tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f; tFightMoves[moveId].strikeRadius = strikeRadius; tFightMoves[moveId].damage = damage; tFightMoves[moveId].flags = flags; switch (hitLevel) { case 'G': tFightMoves[moveId].hitLevel = 1; break; case 'H': tFightMoves[moveId].hitLevel = 4; break; case 'L': tFightMoves[moveId].hitLevel = 2; break; case 'M': tFightMoves[moveId].hitLevel = 3; break; case 'N': tFightMoves[moveId].hitLevel = 0; break; default: break; } if (strncmp(animName, "null", 4) != 0) { animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; } else { tFightMoves[moveId].animId = ANIM_WALK; } moveId++; } } // Actually GetLocalDirectionTo(Turn/Look) int CPed::GetLocalDirection(CVector2D const &posOffset) { float direction; for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI); for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4); // Should be 0-east, 1-north, 2-west, 3-south. Not sure about order. return direction; } bool CPed::FightStrike(CVector &touchedNodePos) { CColModel* ourCol; CVector attackDistance; ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; float maxDistanceToBeBeaten; CPed *nearPed; int unk = m_fightUnk2; bool pedFound = false; if (unk == -1) return false; if (unk > 0) attackDistance = touchedNodePos - m_vecHitLastPos; for (int i = 0; i < m_numNearPeds; i++) { nearPed = m_nearPeds[i]; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f; else maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius; if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { CVector nearPedCentre; nearPed->GetBoundCentre(nearPedCentre); CVector potentialAttackDistance = nearPedCentre - touchedNodePos; // He can beat us if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { if (nearPed->m_nPedState == PED_FALL || nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE || !nearPed->IsPedHeadAbovePos(-0.3f)) { ourCol = &CTempColModels::ms_colModelPedGroundHit; } else { #ifdef ANIMATE_PED_COL_MODEL ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(), RpClumpGetFrame(GetClump())); #else ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(); #endif } for (int j = 0; j < ourCol->numSpheres; j++) { attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center; attackDistance -= touchedNodePos; CColSphere *ourPieces = ourCol->spheres; float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; // We can beat him too if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) { pedFound = true; closestPedPiece = (ePedPieceTypes) ourPieces[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; 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; } // 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. int unk2; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) unk2 = 101; else unk2 = damageMult; nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); PlayHitSound(nearPed); m_fightUnk2 = -1; RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; if (nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) { nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); } if (CGame::nastyGame && tFightMoves[m_lastFightMove].hitLevel > 3 && nearPed->m_nPedState == PED_DIE && nearPed->GetIsOnScreen()) { // 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); } } if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) { float curVictimHealth = nearPed->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)) { nearPed->SetFall(0, (AnimationId)(direction + 25), 0); if (nearPed->m_nPedState == PED_FALL) nearPed->bIsStanding = false; } } if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) { attackDistance = nearPed->GetPosition() - GetPosition(); attackDistance.Normalise(); attackDistance.z = 1.0f; nearPed->bIsStanding = false; float moveMult; if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { moveMult = min(damageMult * 0.6f, 4.0f); } else { if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) { moveMult = damageMult; } else { 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); } if (!m_fightUnk2) m_fightUnk2 = 1; m_vecHitLastPos = *touchedNodePos; return false; } void CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl) { if (!IsPedInControl() && (!evenIfNotInControl || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)) return; ClearLookFlag(); ClearAimFlag(); SetStoredState(); m_nPedState = PED_FALL; CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId); if (fallAssoc) { fallAssoc->SetCurrentTime(0.0f); fallAssoc->blendAmount = 0.0f; fallAssoc->blendDelta = 8.0f; fallAssoc->SetRun(); } else { fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f); } if (extraTime == -1) { m_getUpTimer = -1; } else if (fallAssoc) { if (IsPlayer()) { m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength + CTimer::GetTimeInMilliseconds() + 500.0f; } else { m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength + CTimer::GetTimeInMilliseconds() + extraTime + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); } } else { m_getUpTimer = extraTime + CTimer::GetTimeInMilliseconds() + 1000 + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); } bFallenDown = true; } void CPed::SetFlee(CEntity* fleeFrom, int time) { if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom) return; SetStoredState(); m_nPedState = PED_FLEE_ENTITY; bUsePedNodeSeek = true; SetMoveState(PEDMOVE_RUN); m_fleeFrom = fleeFrom; m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); if (time <= 0) m_fleeTimer = 0; else m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, fleeFrom->GetPosition().x, fleeFrom->GetPosition().y); m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); if (m_fRotationCur - PI > m_fRotationDest) { m_fRotationDest += 2 * PI; } else if (PI + m_fRotationCur < m_fRotationDest) { m_fRotationDest -= 2 * PI; } } void CPed::SetFlee(CVector2D const &from, int time) { if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace) return; if (m_nPedState != PED_FLEE_ENTITY) { SetStoredState(); m_nPedState = PED_FLEE_POS; SetMoveState(PEDMOVE_RUN); m_fleeFromPosX = from.x; m_fleeFromPosY = from.y; } bUsePedNodeSeek = true; m_pNextPathNode = nil; m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, from.x, from.y); m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); if (m_fRotationCur - PI > m_fRotationDest) { m_fRotationDest += 2 * PI; } else if (PI + m_fRotationCur < m_fRotationDest) { m_fRotationDest -= 2 * PI; } } void CPed::SetWaitState(eWaitState state, void *time) { AnimationId waitAnim = NUM_ANIMS; CAnimBlendAssociation *animAssoc; if (!IsPedInControl()) return; if (state != m_nWaitState) FinishedWaitCB(nil, this); switch (state) { case WAITSTATE_TRAFFIC_LIGHTS: m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; SetMoveState(PEDMOVE_STILL); break; case WAITSTATE_CROSS_ROAD: m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f); break; case WAITSTATE_CROSS_ROAD_LOOK: CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f); if (time) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000); break; case WAITSTATE_LOOK_PED: case WAITSTATE_LOOK_SHOP: case WAITSTATE_LOOK_ACCIDENT: case WAITSTATE_FACEOFF_GANG: break; case WAITSTATE_DOUBLEBACK: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f); break; case WAITSTATE_HITWALL: m_headingRate = 2.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f); animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->flags |= ASSOC_FADEOUTWHENDONE; animAssoc->SetDeleteCallback(FinishedWaitCB, this); if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { ClearObjective(); RestorePreviousState(); m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; } break; case WAITSTATE_TURN180: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 3000.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this); break; case WAITSTATE_SURPRISE: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 3000.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); break; case WAITSTATE_STUCK: SetMoveState(PEDMOVE_STILL); SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 3000.0f); if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { ClearObjective(); RestorePreviousState(); m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; } break; case WAITSTATE_LOOK_ABOUT: SetMoveState(PEDMOVE_STILL); SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f); break; case WAITSTATE_PLAYANIM_COWER: waitAnim = ANIM_HANDSCOWER; case WAITSTATE_PLAYANIM_HANDSUP: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_HANDSUP; case WAITSTATE_PLAYANIM_HANDSCOWER: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_HANDSCOWER; m_headingRate = 0.0f; if (time) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 3000.0f); animAssoc->SetDeleteCallback(FinishedWaitCB, this); break; case WAITSTATE_PLAYANIM_DUCK: waitAnim = ANIM_DUCK_DOWN; case WAITSTATE_PLAYANIM_TAXI: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_IDLE_TAXI; case WAITSTATE_PLAYANIM_CHAT: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_IDLE_CHAT; if (time) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 3000.0f); animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->SetDeleteCallback(FinishedWaitCB, this); break; case WAITSTATE_FINISH_FLEE: SetMoveState(PEDMOVE_STILL); SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 3000.0f); break; default: m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); return; } m_nWaitState = state; } void CPed::PlayHitSound(CPed *hitTo) { // That was very complicated to reverse for me... // First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10). enum { S33 = SOUND_FIGHT_PUNCH_33, S34 = SOUND_FIGHT_KICK_34, S35 = SOUND_FIGHT_HEADBUTT_35, S36 = SOUND_FIGHT_PUNCH_36, S37 = SOUND_FIGHT_PUNCH_37, S38 = SOUND_FIGHT_CLOSE_PUNCH_38, S39 = SOUND_FIGHT_PUNCH_39, S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 , S41 = SOUND_FIGHT_PUNCH_41, S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42, S43 = SOUND_FIGHT_KNEE_OR_KICK_43, S44 = SOUND_FIGHT_KICK_44, NO_SND = SOUND_TOTAL_PED_SOUNDS }; uint16 hitSoundsByFightMoves[12][10] = { {S39,S42,S43,S43,S39,S39,S39,S39,S39,S42}, {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, {S39,S39,S39,S39,S33,S43,S39,S39,S39,S39}, {S39,S39,S39,S39,S35,S39,S38,S38,S39,S39}, {S39,S39,S39,S39,S33,S39,S41,S36,S39,S39}, {S39,S39,S39,S39,S37,S40,S38,S38,S39,S39}, {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, {S39,S39,S39,S39,S34,S43,S44,S37,S39,S40}, {S39,S39,S39,S39,S33,S39,S41,S37,S39,S40}, {S39,S39,S39,S39,S39,S39,S39,S39,S33,S33} }; // This is why first dimension is between FightMove 1 and 12. if (m_lastFightMove == FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT) return; uint16 soundId; // And this is why second dimension is between 13 and 22. if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) { if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) { soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT]; } else { soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT]; } } else { soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_lastFightMove - FIGHTMOVE_HITFRONT]; } if (soundId != NO_SND) DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f); } void CPed::Say(uint16 audio) { uint16 audioToPlay = audio; if (IsPlayer()) { switch (audio) { case SOUND_PED_DEATH: audioToPlay = SOUND_PED_DAMAGE; break; case SOUND_PED_DAMAGE: case SOUND_PED_HIT: case SOUND_PED_LAND: break; case SOUND_PED_BULLET_HIT: case SOUND_PED_CAR_JACKED: case SOUND_PED_DEFEND: audioToPlay = SOUND_PED_HIT; break; default: return; } } else { if (3.0f + TheCamera.GetPosition().z < GetPosition().z) return; if (TheCamera.m_CameraAverageSpeed > 1.65f) { return; } else if (TheCamera.m_CameraAverageSpeed > 1.25f) { if (audio != SOUND_PED_DEATH && audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE) return; } else if (TheCamera.m_CameraAverageSpeed > 0.9f) { switch (audio) { case SOUND_PED_DEATH: case SOUND_PED_BURNING: case SOUND_PED_FLEE_SPRINT: case SOUND_PED_TAXI_WAIT: case SOUND_PED_EVADE: case SOUND_PED_CAR_COLLISION: break; default: return; } } } if (audioToPlay < m_queuedSound) { if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH || CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime + m_lastSoundStart + (uint32) CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime) <= CTimer::GetTimeInMilliseconds()) { m_queuedSound = audioToPlay; } } } void CPed::CollideWithPed(CPed *collideWith) { CAnimBlendAssociation *animAssoc; AnimationId animToPlay; bool weAreMissionChar = CharCreatedBy == MISSION_CHAR; bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR; CVector posDiff = collideWith->GetPosition() - GetPosition(); int waitTime = 0; if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) { bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f; bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f; if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f) && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)) { if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) { if (weAreMissionChar && ((m_nPedState == PED_SEEK_POS) || m_nPedState == PED_SEEK_ENTITY)) { if (collideWith->m_nMoveState != PEDMOVE_STILL && (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) { float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); if (seekPosDist <= heAndSeekPosDist) { waitTime = 1000; collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; } else { waitTime = 500; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; } } else if (collideWith->m_nMoveState == PEDMOVE_STILL) { SetDirectionToWalkAroundObject(collideWith); } } else 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)) { SetDirectionToWalkAroundObject(collideWith); if (!weAreMissionChar) Say(SOUND_PED_CHAT); } else { SetEvasiveStep(collideWith, 2); } } else { if (m_pedStats->m_temper <= m_pedStats->m_fear || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED || weAreMissionChar || collideWith->m_nPedType == PEDTYPE_CIVFEMALE || collideWith->m_nPedType == m_nPedType || collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { SetDirectionToWalkAroundObject(collideWith); Say(SOUND_PED_CHAT); } else { TurnBody(); SetAttack(collideWith); } m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450); } } } else { if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (heLooksToUs) { SetEvasiveStep(collideWith, 1); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } } else if (weDontLookToHim && IsPedInControl()) { if (m_pedStats != collideWith->m_pedStats) { if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) { if (collideWith->IsPlayer()) { // He's on our right side if (DotProduct(posDiff,GetRight()) <= 0.0f) m_fRotationCur -= m_headingRate; else m_fRotationCur += m_headingRate; } else { // He's on our right side if (DotProduct(posDiff, GetRight()) <= 0.0f) m_fRotationCur -= m_headingRate; else m_fRotationCur += m_headingRate; } } else { SetLookFlag(collideWith, false); TurnBody(); animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); animAssoc->flags |= ASSOC_FADEOUTWHENDONE; if (!heIsMissionChar) { CVector2D posDiff2D(posDiff); int direction = collideWith->GetLocalDirection(posDiff2D); collideWith->StartFightDefend(direction, 4, 5); } } } } } } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar) { // He looks us and we're not at his right side if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) { CVector moveForce = GetRight(); moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) animToPlay = ANIM_HIT_LEFT; else animToPlay = ANIM_SHOT_LEFT_PARTIAL; } else if (heLooksToUs) { CVector moveForce = GetRight() * -1.0f; moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) animToPlay = ANIM_HIT_RIGHT; else animToPlay = ANIM_SHOT_RIGHT_PARTIAL; } else { if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) animToPlay = ANIM_HIT_BACK; else animToPlay = ANIM_SHOT_BACK_PARTIAL; } if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) { animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f); animAssoc->flags |= ASSOC_FADEOUTWHENDONE; collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000; if (m_nPedState == PED_ATTACK) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); } } else { // We're at his right side if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) { CVector moveForce = GetRight() * -1.0f; moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (heLooksToUs) animToPlay = ANIM_KO_SPIN_L; else animToPlay = ANIM_KD_RIGHT; } else { CVector moveForce = GetRight(); moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (heLooksToUs) animToPlay = ANIM_KO_SPIN_R; else animToPlay = ANIM_KD_LEFT; } if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl()) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); collideWith->SetFall(3000, animToPlay, 0); } } else { if (!IsPedInControl()) return; if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) return; if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) { if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){ SetEvasiveStep(collideWith, 2); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } else if (collideWith->m_nMoveState > PEDMOVE_WALK) { waitTime = 2000; SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime); } } } else if (heLooksToUs && collideWith->m_nPedState != PED_STEP_AWAY && m_nPedState != PED_STEP_AWAY && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { SetEvasiveStep(collideWith, 1); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } } if (IsPlayer()) { SetLookFlag(collideWith, true); SetLookTimer(800); } } else { bool doWeRun = true; if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT) doWeRun = false; SetFlee(collideWith, 5000); bUsePedNodeSeek = true; m_pNextPathNode = nil; if (!doWeRun) SetMoveState(PEDMOVE_WALK); } } void CPed::CreateDeadPedMoney(void) { if (!CGame::nastyGame) return; int skin = m_modelIndex; if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle) return; int money = CGeneral::GetRandomNumber() % 60; if (money < 10) return; if (money == 43) money = 700; int pickupCount = money / 40 + 1; int moneyPerPickup = money / pickupCount; for(int i = 0; i < pickupCount; i++) { float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x; float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y; bool found = false; float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; if (found) { CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); } } } void CPed::CreateDeadPedWeaponPickups(void) { bool found = false; float angleToPed; CVector pickupPos; if (bInVehicle) return; for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { eWeaponType weapon = GetWeapon(i).m_eWeaponType; int weaponAmmo = GetWeapon(i).m_nAmmoTotal; if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0) continue; angleToPed = i * 1.75f; pickupPos = GetPosition(); pickupPos.x += 1.5f * Sin(angleToPed); pickupPos.y += 1.5f * Cos(angleToPed); pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; CVector pedPos = GetPosition(); pedPos.z += 0.3f; CVector pedToPickup = pickupPos - pedPos; float distance = pedToPickup.Magnitude(); // outer edge of pickup distance = (distance + 0.3f) / distance; CVector pickupPos2 = pedPos; pickupPos2 += distance * pedToPickup; // pickup must be on ground and line to its edge must be clear if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) { // otherwise try another position (but disregard second check apparently) angleToPed += 3.14f; pickupPos = GetPosition(); pickupPos.x += 1.5f * Sin(angleToPed); pickupPos.y += 1.5f * Cos(angleToPed); pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; } if (found) CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, min(weaponAmmo, AmmoForWeapon_OnStreet[weapon])); } ClearWeapons(); } void CPed::SetAttackTimer(uint32 time) { if (CTimer::GetTimeInMilliseconds() > m_attackTimer) m_attackTimer = max(m_lastHitTime, CTimer::GetTimeInMilliseconds()) + time; } void CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) { if (m_nPedState == PED_DRAG_FROM_CAR) return; bUsesCollision = false; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_nLastPedState = PED_IDLE; SetMoveState(PEDMOVE_STILL); m_pSeekTarget = veh; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); m_vehEnterType = vehEnterType; if (m_vehEnterType == CAR_DOOR_LF) { if (veh->pDriver && veh->pDriver->IsPlayer()) veh->m_status = STATUS_PLAYER_DISABLED; else veh->m_status = STATUS_ABANDONED; } RemoveInCarAnims(); SetMoveState(PEDMOVE_NONE); LineUpPedWithCar(LINE_UP_TO_CAR_START); m_pVehicleAnim = nil; m_nPedState = PED_DRAG_FROM_CAR; bChangedSeat = false; bWillBeQuickJacked = quickJack; CVector pos = GetPosition(); GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); GetPosition() += pos; Say(SOUND_PED_CAR_JACKED); SetRadioStation(); veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType); } void CPed::SetBuyIceCream(void) { if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl()) return; if (!m_carInObjective) return; // Side of the Ice Cream van m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000; m_nPedState = PED_BUY_ICECREAM; } } void CPed::SetChat(CEntity* chatWith, uint32 time) { if(m_nPedState != PED_CHAT) SetStoredState(); m_nPedState = PED_CHAT; SetMoveState(PEDMOVE_STILL); SetLookFlag(chatWith, true); m_standardTimer = CTimer::GetTimeInMilliseconds() + time; m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000; } void CPed::SetDead(void) { bUsesCollision = false; m_fHealth = 0.0f; if (m_nPedState == PED_DRIVING) bIsVisible = false; m_nPedState = PED_DEAD; m_pVehicleAnim = nil; m_pCollidingEntity = nil; CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(weapon->m_nModelId); m_currentWeapon = WEAPONTYPE_UNARMED; CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250); if (this != FindPlayerPed()) { CreateDeadPedWeaponPickups(); CreateDeadPedMoney(); } // BUG: Is this count or timer?! m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds(); m_deadBleeding = 0; bDoBloodyFootprints = false; m_ped_flagI4 = false; CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000); } void CPed::SetSeek(CEntity *seeking, float distanceToCountDone) { if (!IsPedInControl()) return; if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking) return; if (!seeking) return; if (m_nPedState != PED_SEEK_ENTITY) SetStoredState(); m_nPedState = PED_SEEK_ENTITY; m_distanceToCountSeekDone = distanceToCountDone; m_pSeekTarget = seeking; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); SetMoveState(PEDMOVE_STILL); } void CPed::SetSeek(CVector pos, float distanceToCountDone) { if (!IsPedInControl() || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y)) return; if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 || GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47 || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) { ClearPointGunAt(); } if (m_nPedState != PED_SEEK_POS) SetStoredState(); m_nPedState = PED_SEEK_POS; m_distanceToCountSeekDone = distanceToCountDone; m_vecSeekPos = pos; } void CPed::DeadPedMakesTyresBloody(void) { int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f); if (minX < 0) minX = 0; int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f); if (minY < 0) minY = 0; int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f); if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1; int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f); if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1; CWorld::AdvanceCurrentScanCode(); for (int curY = minY; curY <= maxY; curY++) { for (int curX = minX; curX <= maxX; curX++) { CSector* sector = CWorld::GetSector(curX, curY); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]); } } } void CPed::Die(void) { // UNUSED: This is a perfectly empty function. } uint8 CPed::DoesLOSBulletHitPed(CColPoint &colPoint) { RwMatrix mat; CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat); float headZ = RwMatrixGetPos(&mat)->z; if (m_nPedState == PED_FALL) return 1; float colZ = colPoint.point.z; if (colZ < headZ) return 1; if (headZ + 0.2f <= colZ) return 0; return 2; } bool CPed::DuckAndCover(void) { if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer) return false; if (bKindaStayInSamePlace){ if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) { if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); } if (!bIsAimingGun) SetAimFlag(m_pedInObjective); } else { bCrouchWhenShooting = false; bKindaStayInSamePlace = false; bIsDucking = false; bDuckAndCover = false; m_headingRate = 10.0f; m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000); if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--; } return false; } bool justDucked = false; CVehicle *foundVeh = nil; float maxDist = 225.0f; bIsDucking = false; bCrouchWhenShooting = false; if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { CVector pos = GetPosition(); int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle *veh = (CVehicle*) vehicles[i]; if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f && !veh->bIsBus && !veh->bIsVan && !veh->bIsBig && veh->m_numPedsUseItAsCover < 3) { float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr(); if (dist < maxDist) { maxDist = dist; foundVeh = veh; } } } if (foundVeh) { // Unused. // CVector lfWheelPos, rfWheelPos; // foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos); // foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos); CVector rightSide, leftSide; // 3 persons can use the car as cover. Found the correct position for us. if (foundVeh->m_numPedsUseItAsCover == 2) { rightSide = CVector(1.5f, -0.5f, 0.0f); leftSide = CVector(-1.5f, -0.5f, 0.0f); } else if (foundVeh->m_numPedsUseItAsCover == 1) { rightSide = CVector(1.5f, 0.5f, 0.0f); leftSide = CVector(-1.5f, 0.5f, 0.0f); } else if (foundVeh->m_numPedsUseItAsCover == 0) { rightSide = CVector(1.5f, 0.0f, 0.0f); leftSide = CVector(-1.5f, 0.0f, 0.0f); } CMatrix vehMatrix(foundVeh->GetMatrix()); CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition(); CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition(); CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide; CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide; CVector duckPos; if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr()) duckPos = duckAtLeftSide; else duckPos = duckAtRightSide; if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false) && CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) { SetSeek(duckPos, 1.0f); m_headingRate = 15.0f; bIsRunning = true; bDuckAndCover = true; justDucked = true; m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500; if (foundVeh->bIsLawEnforcer) m_carInObjective = foundVeh; // BUG? Shouldn't we register the reference? m_pSeekTarget = foundVeh; ClearPointGunAt(); } else { m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000); bDuckAndCover = false; } } else { bDuckAndCover = false; } } if (!justDucked && !bDuckAndCover) return false; if (!Seek()) return true; bKindaStayInSamePlace = true; bDuckAndCover = false; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++; SetIdle(); SetMoveState(PEDMOVE_STILL); SetMoveAnim(); if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); } m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000); return false; } void CPed::EndFight(uint8 endType) { if (m_nPedState != PED_FIGHT) return; m_lastFightMove = FIGHTMOVE_NULL; RestorePreviousState(); CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); if (animAssoc) animAssoc->flags |= ASSOC_DELETEFADEDOUT; switch (endType) { case ENDFIGHT_NORMAL: CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f); break; case ENDFIGHT_WITH_A_STEP: CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f); break; case ENDFIGHT_FAST: CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f; break; default: break; } m_nWaitTimer = 0; } void CPed::EnterCar(void) { if (m_pMyVehicle && m_pMyVehicle->m_status != STATUS_WRECKED && m_fHealth > 0.0f) { CVehicle* veh = (CVehicle*)m_pSeekTarget; // Not used. // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType); if (veh->CanPedOpenLocks(this)) { if (m_vehEnterType) { CAnimBlendAssociation *enterAssoc = m_pVehicleAnim; if (enterAssoc) veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime); } } bIsInTheAir = false; LineUpPedWithCar(LINE_UP_TO_CAR_START); } else { QuitEnteringCar(); SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } } uint8 CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos) { CVector enterStepOffset; CVehicleModelInfo *trainModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(train->m_modelIndex); CMatrix trainMat = CMatrix(train->GetMatrix()); CVector leftEntryPos, rightEntryPos, midEntryPos; float distLeftEntry, distRightEntry, distMidEntry; // enterStepOffset = vecPedCarDoorAnimOffset; enterStepOffset = CVector(1.5f, 0.0f, 0.0f); if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) { distLeftEntry = 999.0f; } else { leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset; leftEntryPos = Multiply3x3(trainMat, leftEntryPos); leftEntryPos += train->GetPosition(); distLeftEntry = (leftEntryPos - GetPosition()).Magnitude(); } if (train->pPassengers[TRAIN_POS_MID_ENTRY]) { distMidEntry = 999.0f; } else { midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset; midEntryPos = Multiply3x3(trainMat, midEntryPos); midEntryPos += train->GetPosition(); distMidEntry = (midEntryPos - GetPosition()).Magnitude(); } if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) { distRightEntry = 999.0f; } else { rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset; rightEntryPos = Multiply3x3(trainMat, rightEntryPos); rightEntryPos += train->GetPosition(); distRightEntry = (rightEntryPos - GetPosition()).Magnitude(); } if (distMidEntry < distLeftEntry) { if (distMidEntry < distRightEntry) { enterPos = midEntryPos; m_vehEnterType = TRAIN_POS_MID_ENTRY; } else { enterPos = rightEntryPos; m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; } } else if (distRightEntry < distLeftEntry) { enterPos = rightEntryPos; m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; } else { enterPos = leftEntryPos; m_vehEnterType = TRAIN_POS_LEFT_ENTRY; } return 1; } uint8 CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos) { GetNearestTrainPedPosition(train, doorPos); /* // Not used. CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex); CMatrix trainMat = CMatrix(train->GetMatrix()); doorPos = trainModel->m_positions[m_vehEnterType]; doorPos.x -= 1.5f; doorPos = Multiply3x3(trainMat, doorPos); doorPos += train->GetPosition(); */ return 1; } void CPed::LineUpPedWithTrain(void) { CVector lineUpPos; CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); CVector enterOffset(1.5f, 0.0f, -0.2f); m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; m_fRotationDest = m_fRotationCur; if (!bInVehicle) { GetNearestTrainDoor(m_pMyVehicle, lineUpPos); lineUpPos.z += 0.2f; } else { if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) { lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset; } else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) { lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset; } else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) { lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset; } lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos); lineUpPos += m_pMyVehicle->GetPosition(); } if (m_pVehicleAnim) { float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; lineUpPos += (GetPosition() - lineUpPos) * percentageLeft; } GetPosition() = lineUpPos; // CVector pedPos = GetPosition(); GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); GetPosition() += lineUpPos; } void CPed::EnterTrain(void) { LineUpPedWithTrain(); } void CPed::ExitTrain(void) { LineUpPedWithTrain(); } void CPed::ExitCar(void) { if (!m_pVehicleAnim) return; AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId; float animTime = m_pVehicleAnim->currentTime; m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime); if (m_pSeekTarget) { // Car is upside down if (m_pMyVehicle->GetUp().z > -0.8f) { if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f) LineUpPedWithCar((m_pMyVehicle->m_modelIndex == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); else LineUpPedWithCar(LINE_UP_TO_CAR_END); } else { LineUpPedWithCar(LINE_UP_TO_CAR_END); } } // If there is someone in front of the door, make him fall while we exit. if (m_nPedState == PED_EXIT_CAR) { CPed *foundPed = nil; for (int i = 0; i < m_numNearPeds; i++) { if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) { foundPed = m_nearPeds[i]; break; } } if (foundPed && animTime > 0.4f && foundPed->IsPedInControl()) foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1); } } void CPed::Fall(void) { if (m_getUpTimer != -1 && CTimer::GetTimeInMilliseconds() > m_getUpTimer) ClearFall(); } void CPed::Fight(void) { CAnimBlendAssociation *currentAssoc = nil, *animAssoc; bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse; float angleToFace, nextAngle; bool goForward = false; int nextFightMove; switch (m_lastFightMove) { case FIGHTMOVE_NULL: return; case FIGHTMOVE_IDLE2NORM: m_lastFightMove = FIGHTMOVE_NULL; RestorePreviousState(); break; case FIGHTMOVE_IDLE: // currentAssoc = nil; break; default: currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId); break; } if (!bIsAttacking && IsPlayer()) { if (currentAssoc) { currentAssoc->blendDelta = -1000.0f; currentAssoc->flags |= ASSOC_DELETEFADEDOUT; currentAssoc->flags &= ~ASSOC_RUNNING; } if (m_takeAStepAfterAttack) EndFight(ENDFIGHT_WITH_A_STEP); else EndFight(ENDFIGHT_FAST); } else if (currentAssoc && m_fightUnk2 > -2) { float animTime = currentAssoc->currentTime; FightMove &curMove = tFightMoves[m_lastFightMove]; if (curMove.hitLevel != 0 && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightUnk2 >= 0) { CVector touchingNodePos(0.0f, 0.0f, 0.0f); RwFrame *touchingFrame = nil; switch (m_lastFightMove) { case FIGHTMOVE_STDPUNCH: case FIGHTMOVE_PUNCHHOOK: case FIGHTMOVE_BODYBLOW: touchingFrame = GetNodeFrame(PED_HANDR); break; case FIGHTMOVE_IDLE: case FIGHTMOVE_SHUFFLE_F: break; case FIGHTMOVE_KNEE: touchingFrame = GetNodeFrame(PED_LOWERLEGR); break; case FIGHTMOVE_HEADBUTT: touchingFrame = GetNodeFrame(PED_HEAD); break; case FIGHTMOVE_PUNCHJAB: touchingFrame = GetNodeFrame(PED_HANDL); break; case FIGHTMOVE_KICK: case FIGHTMOVE_LONGKICK: case FIGHTMOVE_ROUNDHOUSE: case FIGHTMOVE_GROUNDKICK: touchingFrame = GetNodeFrame(PED_FOOTR); break; } while (touchingFrame) { RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame)); touchingFrame = RwFrameGetParent(touchingFrame); } if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) { touchingNodePos += 0.1f * GetForward(); } else if (m_lastFightMove == FIGHTMOVE_PUNCHHOOK) { touchingNodePos += 0.22f * GetForward(); } FightStrike(touchingNodePos); m_fightButtonPressure = 0; return; } if (curMove.hitLevel != 0) { if (animTime > curMove.endFireTime) { if (IsPlayer()) currentAssoc->speed = 1.0f; else currentAssoc->speed = 0.8f; } if (IsPlayer() && !nPlayerInComboMove) { if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curMove.animId, 8.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength); m_fightButtonPressure = 0; nPlayerInComboMove = 1; } } } else { if (curMove.startFireTime > 0.0f && m_lastFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) { if (IsPlayer()) currentAssoc->speed = 1.3f; else currentAssoc->speed = 0.8f; } } } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { EndFight(ENDFIGHT_FAST); } else if (m_fightButtonPressure != 0) { bool canAffectMultiplePeople = true; nextAngle = m_fRotationCur; bool kickGround = false; float angleForGroundKick = 0.0f; CPed *pedOnGround = nil; Say(SOUND_PED_ATTACK); if (IsPlayer()) { canRoundhouse = false; punchOnly = false; canKick = true; nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); hasShoppingBags = false; canKneeHead = true; nPlayerInComboMove = 0; } else { nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); uint16 pedFeatures = m_pedStats->m_flags; punchOnly = pedFeatures & STAT_PUNCH_ONLY; canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE; canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD; canKick = pedFeatures & STAT_CAN_KICK; hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS; } // Attack isn't scripted, find the victim if (IsPlayer() || !m_pedInObjective) { for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude(); if (nearPedDist < 3.0f) { float angleToFace = CGeneral::GetRadianAngleBetweenPoints( nearPed->GetPosition().x, nearPed->GetPosition().y, GetPosition().x, GetPosition().y); nextAngle = CGeneral::LimitRadianAngle(angleToFace); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float neededTurn = Abs(nextAngle - m_fRotationCur); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; PedState nearPedState = nearPed->m_nPedState; if (nearPedState != PED_FALL && nearPedState != PED_GETUP && nearPedState != PED_DIE && nearPedState != PED_DEAD) { if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) { canAffectMultiplePeople = false; } else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) { if (nearPedDist < 1.7f && neededTurn < DEGTORAD(35.0f) && (canKick || hasShoppingBags)) { nextFightMove = FIGHTMOVE_KICK; if (hasShoppingBags) { nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) { nextFightMove = FIGHTMOVE_ROUNDHOUSE; } canAffectMultiplePeople = false; } else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) { canAffectMultiplePeople = false; nextFightMove = FIGHTMOVE_LONGKICK; } else if (neededTurn < DEGTORAD(30.0f)) { goForward = true; } } else { nextFightMove += 2; // Makes it 6 or 7 if (punchOnly) nextFightMove = FIGHTMOVE_PUNCHJAB; canAffectMultiplePeople = false; } } else if (!CGame::nastyGame || nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || punchOnly) { if (nearPedDist > 0.8f && nearPedDist < 3.0f && neededTurn < DEGTORAD(30.0f)) { goForward = true; } } else if (nearPedState != PED_DEAD || pedOnGround) { if (!nearPed->IsPedHeadAbovePos(-0.3f)) { canAffectMultiplePeople = false; nextFightMove = FIGHTMOVE_GROUNDKICK; } } else { pedOnGround = nearPed; kickGround = true; angleForGroundKick = nextAngle; } } if (!canAffectMultiplePeople) { m_fRotationDest = nextAngle; if (IsPlayer()) { m_fRotationCur = m_fRotationDest; m_lookTimer = 0; SetLookFlag(nearPed, true); SetLookTimer(1500); } break; } } } else { // Because we're in a scripted fight with some particular ped. canAffectMultiplePeople = false; float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude(); if (hasShoppingBags) { if (fightingPedDist >= 1.7f) nextFightMove = FIGHTMOVE_SHUFFLE_F; else nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (punchOnly) { if (fightingPedDist >= 1.3f) nextFightMove = FIGHTMOVE_SHUFFLE_F; else nextFightMove = FIGHTMOVE_PUNCHJAB; } else if (fightingPedDist >= 3.0f) { nextFightMove = FIGHTMOVE_STDPUNCH; } else { angleToFace = CGeneral::GetRadianAngleBetweenPoints( m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); nextAngle = CGeneral::LimitRadianAngle(angleToFace); m_fRotationDest = nextAngle; m_fRotationCur = m_fRotationDest; PedState fightingPedState = m_pedInObjective->m_nPedState; if (fightingPedState != PED_FALL && fightingPedState != PED_GETUP && fightingPedState != PED_DIE && fightingPedState != PED_DEAD) { if (fightingPedDist >= 0.8f || !canKneeHead) { if (fightingPedDist >= 1.3f) { if (fightingPedDist < 1.7f && canKick) { nextFightMove = FIGHTMOVE_KICK; if (canRoundhouse && CGeneral::GetRandomNumber() & 1) nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (fightingPedDist < 2.0f && canKick) { nextFightMove += 5; // Makes it 9 or 10 } else { nextFightMove = FIGHTMOVE_SHUFFLE_F; } } else { nextFightMove += 2; // Makes it 6 or 7 } } } else if (!CGame::nastyGame || fightingPedDist >= 1.3f || m_pedInObjective->IsPlayer() || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) { nextFightMove = FIGHTMOVE_IDLE; } else { nextFightMove = FIGHTMOVE_GROUNDKICK; } } } if (canAffectMultiplePeople) { if (kickGround && IsPlayer()) { m_fRotationDest = angleForGroundKick; nextFightMove = FIGHTMOVE_GROUNDKICK; m_fRotationCur = m_fRotationDest; m_lookTimer = 0; SetLookFlag(pedOnGround, true); SetLookTimer(1500); } else if (goForward) { nextFightMove = FIGHTMOVE_SHUFFLE_F; } else { nextFightMove = FIGHTMOVE_STDPUNCH; } } if (nextFightMove != FIGHTMOVE_IDLE) { m_lastFightMove = (PedFightMoves) nextFightMove; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); if (m_fightUnk2 == -2 && animAssoc->currentTime != 0.0f) { animAssoc->SetCurrentTime(0.0f); animAssoc->SetRun(); } m_fightButtonPressure = 0; } m_fightUnk2 = 0; } else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F #ifndef FIX_BUGS && CheckForPedsOnGroundToAttack(this, nil) == 4) { #else && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) { #endif m_lastFightMove = FIGHTMOVE_SHUFFLE_F; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId); if (animAssoc) { animAssoc->SetCurrentTime(0.0f); animAssoc->blendDelta = 4.0f; animAssoc->SetRun(); } else { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f); } animAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightUnk2 = 0; m_fightButtonPressure = 0; m_takeAStepAfterAttack = false; } else if (m_takeAStepAfterAttack) { EndFight(ENDFIGHT_FAST); } else if (m_lastFightMove == FIGHTMOVE_IDLE) { if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { EndFight(ENDFIGHT_NORMAL); } } else { m_lastFightMove = FIGHTMOVE_IDLE; if (IsPlayer()) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; } } // 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) { for (int i = 0; i < node->numLinks; i++) { CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.m_connections[i + node->firstLink]]; if (testNode && testNode != closeNode && testNode != closeNode2) { CVector2D posDiff(ped->m_vecSeekPos - testNode->pos); float dist = posDiff.MagnitudeSqr(); if (farDist.MagnitudeSqr() > dist) { if (closeDist.MagnitudeSqr() <= dist) { ped->m_pNextPathNode = closeNode; closeDist = posDiff; } else { ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode); farDist = posDiff; } } if (--runCount > 0) SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount); } } } bool CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) { if (m_pNextPathNode || !bUsePedNodeSeek) return false; CVector ourPos = GetPosition(); int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f, false, false); CVector seekObjPos = m_vecSeekPos; seekObjPos.z += 1.0f; if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false)) return false; m_pNextPathNode = nil; CVector2D seekPosDist (m_vecSeekPos - ourPos); CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId]; CVector2D closeDist(m_vecSeekPos - closestNode->pos); 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->pos - ourPos; if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { *bestCoords = m_pNextPathNode->pos; return true; } m_pNextPathNode = nil; } return false; } void CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (ped->bIsPedDieAnimPlaying) ped->bIsPedDieAnimPlaying = false; } void CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) { ped->m_fightUnk2 = -2; animAssoc->blendDelta = -1000.0f; } } void CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (ped->m_nPedState == PED_JUMP) ped->RestorePreviousState(); ped->bIsLanding = false; } void CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed* ped = (CPed*)arg; ped->m_ped_flagG4 = true; ped->bIsLanding = false; animAssoc->blendDelta = -1000.0f; } void CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (ped->m_nPedState != PED_JUMP) return; CVector forward(0.15f * ped->GetForward() + ped->GetPosition()); forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f; CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); if (!foundEnt) { // Forward of forward forward += 0.15f * ped->GetForward(); forward.z += 0.15f; foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); } if (foundEnt) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f); handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped); ped->bIsLanding = true; return; } float velocityFromAnim = 0.1f; CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT); if (sprintAssoc) { velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f; } else { CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN); if (runAssoc) { velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f; } } if (ped->IsPlayer()) ped->ApplyMoveForce(0.0f, 0.0f, 8.5f); else ped->ApplyMoveForce(0.0f, 0.0f, 4.5f); if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()) { if (TheCamera.Cams[0].Using3rdPersonMouseCam()) { float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur); ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle); ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle); } else { ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur); ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur); } } ped->bIsStanding = false; ped->bIsInTheAir = true; animAssoc->blendDelta = -1000.0f; CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE); if (ped->bDoBloodyFootprints) { CVector bloodPos(0.0f, 0.0f, 0.0f); for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i)) RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i)); bloodPos.z -= 0.1f; bloodPos += 0.2f * ped->GetForward(); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, 0.26f * ped->GetForward().x, 0.26f * ped->GetForward().y, 0.14f * ped->GetRight().x, 0.14f * ped->GetRight().y, 255, 255, 0, 0, 4.0f, 3000, 1.0f); bloodPos = CVector(0.0f, 0.0f, 0.0f); for (RwFrame* j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j)) RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j)); bloodPos.z -= 0.1f; bloodPos += 0.2f * ped->GetForward(); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, 0.26f * ped->GetForward().x, 0.26f * ped->GetForward().y, 0.14f * ped->GetRight().x, 0.14f * ped->GetRight().y, 255, 255, 0, 0, 4.0f, 3000, 1.0f); if (ped->m_bloodyFootprintCount <= 40) { ped->m_bloodyFootprintCount = 0; ped->bDoBloodyFootprints = false; } else { ped->m_bloodyFootprintCount -= 40; } } } void CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed* ped = (CPed*)arg; ped->m_nWaitTimer = 0; ped->RestoreHeadingRate(); ped->Wait(); } void CPed::Wait(void) { AnimationId mustHaveAnim = NUM_ANIMS; CAnimBlendAssociation *animAssoc; CPed *pedWeLook; if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) { m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); return; } switch (m_nWaitState) { case WAITSTATE_TRAFFIC_LIGHTS: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) { m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); } } break; case WAITSTATE_CROSS_ROAD: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer) m_nWaitState = WAITSTATE_FALSE; else SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_LOOK_PED: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_DOUBLEBACK: if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds(); if (timeLeft < 2500 && timeLeft > 2000) { m_nWaitTimer -= 500; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); } } else { m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); } break; case WAITSTATE_HITWALL: if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; } } else { m_nWaitState = WAITSTATE_FALSE; } break; case WAITSTATE_TURN180: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); m_fRotationCur = m_fRotationCur + PI; if (m_nPedState == PED_INVESTIGATE) ClearInvestigateEvent(); } if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; } break; case WAITSTATE_SURPRISE: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; } else { m_nWaitState = WAITSTATE_FALSE; } } break; case WAITSTATE_STUCK: if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) break; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { if (animAssoc->IsPartial()) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } else { animAssoc->flags |= ASSOC_DELETEFADEDOUT; CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); } if (animAssoc->animId == ANIM_TURN_180) { m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur); m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); m_nStoredMoveState = PEDMOVE_NONE; m_panicCounter = 0; return; } } AnimationId animToPlay; switch (CGeneral::GetRandomNumber() & 3) { case 0: animToPlay = ANIM_ROAD_CROSS; break; case 1: animToPlay = ANIM_IDLE_TIRED; break; case 2: animToPlay = ANIM_XPRESS_SCRATCH; break; case 3: animToPlay = ANIM_TURN_180; break; default: break; } animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); if (animToPlay == ANIM_TURN_180) animAssoc->SetFinishCallback(FinishedWaitCB, this); m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000); break; case WAITSTATE_LOOK_ABOUT: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_PLAYANIM_HANDSUP: mustHaveAnim = ANIM_HANDSUP; case WAITSTATE_PLAYANIM_HANDSCOWER: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_HANDSCOWER; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); pedWeLook = (CPed*) m_pLookTarget; if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt) && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK && CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && animAssoc) { TurnBody(); } else { m_nWaitState = WAITSTATE_FALSE; m_nWaitTimer = 0; if (m_pLookTarget && m_pLookTarget->IsPed()) { if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) { if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) { if (GetWeapon()->IsTypeMelee()) { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { bUsePedNodeSeek = true; m_pNextPathNode = nil; } if (m_nMoveState != PEDMOVE_RUN) SetMoveState(PEDMOVE_WALK); if (m_nPedType != PEDTYPE_COP) { ProcessObjective(); SetMoveState(PEDMOVE_WALK); } } else { SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget); SetObjectiveTimer(20000); } } else { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { bUsePedNodeSeek = true; m_pNextPathNode = nil; } SetMoveState(PEDMOVE_RUN); Say(SOUND_PED_FLEE_RUN); } } } animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_PLAYANIM_COWER: mustHaveAnim = ANIM_HANDSCOWER; case WAITSTATE_PLAYANIM_DUCK: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_DUCK_DOWN; case WAITSTATE_PLAYANIM_TAXI: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_IDLE_TAXI; case WAITSTATE_PLAYANIM_CHAT: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_IDLE_CHAT; if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } m_nWaitState = WAITSTATE_FALSE; } break; case WAITSTATE_FINISH_FLEE: animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); if (animAssoc) { if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); int timer = 2000; m_nWaitState = WAITSTATE_FALSE; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer); } } else { m_nWaitState = WAITSTATE_FALSE; } break; default: break; } if(!m_nWaitState) RestoreHeadingRate(); } bool CPed::Seek(void) { float distanceToCountItDone = m_distanceToCountSeekDone; eMoveState nextMove = PEDMOVE_NONE; if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT && !bDuckAndCover) { if ((!m_pedInObjective || !m_pedInObjective->bInVehicle) && !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) { CEntity *foundEnt = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, false, true, false, false, false, false); if (foundEnt) { if (!foundEnt->IsVehicle() || ((CVehicle*)foundEnt)->m_vehType == VEHICLE_TYPE_CAR) { distanceToCountItDone = 2.5f; } else { CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(foundEnt->m_modelIndex); float yLength = vehModel->GetColModel()->boundingBox.max.y - vehModel->GetColModel()->boundingBox.min.y; distanceToCountItDone = yLength * 0.55f; } } } } } if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY) ClearSeek(); float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D(); if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) { if (m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION) { if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) nextMove = m_pedInObjective->m_nMoveState; } else nextMove = PEDMOVE_WALK; } else if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION) { if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning) nextMove = PEDMOVE_RUN; else nextMove = PEDMOVE_WALK; } else if (seekPosDist <= 2.0f) { if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) nextMove = m_pedInObjective->m_nMoveState; } else { nextMove = PEDMOVE_RUN; } if (m_nPedState == PED_SEEK_ENTITY) { if (m_pSeekTarget->IsPed()) { if (((CPed*)m_pSeekTarget)->bInVehicle) distanceToCountItDone += 2.0f; } } if (seekPosDist >= distanceToCountItDone) { if (bIsRunning) nextMove = PEDMOVE_RUN; if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) { if (m_actionX != 0.0f && m_actionY != 0.0f) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_actionX, m_actionY, GetPosition().x, GetPosition().y); float neededTurn = Abs(m_fRotationDest - m_fRotationCur); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; if (neededTurn > HALFPI) { if (seekPosDist >= 1.0f) { if (seekPosDist < 2.0f) { if (bIsRunning) nextMove = PEDMOVE_RUN; else nextMove = PEDMOVE_WALK; } } else { nextMove = PEDMOVE_STILL; } } CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY); if (moveDist.Magnitude() < 0.5f) { m_nPedStateTimer = 0; m_actionX = 0; m_actionY = 0; } } } else { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_vecSeekPos.x, m_vecSeekPos.y, GetPosition().x, GetPosition().y); float neededTurn = Abs(m_fRotationDest - m_fRotationCur); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; if (neededTurn > HALFPI) { if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) { if (seekPosDist < 2.0f) nextMove = PEDMOVE_WALK; } else { nextMove = PEDMOVE_STILL; } } } if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove) || (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) { SetMoveState(nextMove); } SetMoveAnim(); return false; } if ((m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) { m_nPedStateTimer = 0; m_actionX = 0; m_actionY = 0; } if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) { if (m_pNextPathNode) m_pNextPathNode = nil; else bScriptObjectiveCompleted = true; bUsePedNodeSeek = true; } if (SeekFollowingPath(nil)) m_nCurPathNode++; return true; } bool CPed::SeekFollowingPath(CVector *unused) { return m_nCurPathNode <= m_nPathNodes && m_nPathNodes; } void CPed::Flee(void) { if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) { bool mayFinishFleeing = true; if (m_nPedState == PED_FLEE_ENTITY) { if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < 900.0f) mayFinishFleeing = false; } if (mayFinishFleeing) { eMoveState moveState = m_nMoveState; ClearFlee(); if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) RestorePreviousObjective(); if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) { SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil); } return; } m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000; } if (bUsePedNodeSeek) { CPathNode *realLastNode = nil; uint8 nextDirection = 0; uint8 curDirectionShouldBe = 9; // means not defined yet if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds() && m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) { if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) { curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); if (m_nPathState < curDirectionShouldBe) m_nPathState += 8; int dirDiff = m_nPathState - curDirectionShouldBe; if (dirDiff > 2 && dirDiff < 6) { realLastNode = nil; m_pLastPathNode = m_pNextPathNode; m_pNextPathNode = 0; } } if (m_pNextPathNode) { m_vecSeekPos = m_pNextPathNode->pos; if (m_nMoveState == PEDMOVE_RUN) bIsRunning = true; eMoveState moveState = m_nMoveState; if (Seek()) { realLastNode = m_pLastPathNode; m_pLastPathNode = m_pNextPathNode; m_pNextPathNode = nil; } bIsRunning = false; SetMoveState(moveState); } } if (!m_pNextPathNode) { if (curDirectionShouldBe == 9) { curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); } ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, curDirectionShouldBe, &nextDirection); if (curDirectionShouldBe < nextDirection) curDirectionShouldBe += 8; if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) { m_nPathState = nextDirection; m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; } else { bUsePedNodeSeek = false; SetMoveState(PEDMOVE_RUN); Flee(); } } return; } if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, ms_vec2DFleePosition.x, ms_vec2DFleePosition.y); m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos); if (m_fRotationCur - PI > m_fRotationDest) m_fRotationDest += TWOPI; else if (PI + m_fRotationCur < m_fRotationDest) m_fRotationDest -= TWOPI; } if (CTimer::GetTimeInMilliseconds() & 0x20) { //CVector forwardPos = GetPosition(); CMatrix forwardMat(GetMatrix()); forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f)); CVector forwardPos = forwardMat.GetPosition(); CEntity *foundEnt; CColPoint foundCol; bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0); if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) { m_fRotationDest += DEGTORAD(112.5f); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; } } if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer) return; if (!m_collidingEntityWhileFleeing) return; double damagingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500; if (damagingThingPriorityMult <= 1.5) { double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, m_collidingEntityWhileFleeing->GetPosition().x, m_collidingEntityWhileFleeing->GetPosition().y); angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity); // It includes projectiles, but is everything collides with us included? double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints( m_vecDamageNormal.x, m_vecDamageNormal.y, 0.0, 0.0); angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing); if (angleToFleeEntity - PI > angleToFleeDamagingThing) angleToFleeDamagingThing += TWOPI; else if (PI + angleToFleeEntity < angleToFleeDamagingThing) angleToFleeDamagingThing -= TWOPI; if (damagingThingPriorityMult <= 1.0) { // Range [0.0, 1.0] double angleToFleeBoth = (angleToFleeDamagingThing + angleToFleeEntity) * 0.5; if (m_fRotationDest - PI > angleToFleeBoth) angleToFleeBoth += TWOPI; else if (PI + m_fRotationDest < angleToFleeBoth) angleToFleeBoth -= TWOPI; m_fRotationDest = (1.0 - damagingThingPriorityMult) * m_fRotationDest + damagingThingPriorityMult * angleToFleeBoth; } else { // Range (1.0, 1.5] double adjustedMult = (damagingThingPriorityMult - 1.0) * 2.0; m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeDamagingThing; } } else { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_vecDamageNormal.x, m_vecDamageNormal.y, 0.0f, 0.0f); m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); } m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); if (m_fRotationCur - PI > m_fRotationDest) m_fRotationDest += TWOPI; else if (PI + m_fRotationCur < m_fRotationDest) m_fRotationDest -= TWOPI; } void CPed::FollowPath(void) { m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x; m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y; m_vecSeekPos.z = GetPosition().z; // Mysterious code /* int v4 = 0; int maxNodeIndex = m_nPathNodes - 1; if (maxNodeIndex > 0) { if (maxNodeIndex > 8) { while (v4 < maxNodeIndex - 8) v4 += 8; } while (v4 < maxNodeIndex) v4++; } */ if (Seek()) { m_nCurPathNode++; if (m_nCurPathNode == m_nPathNodes) RestorePreviousState(); } } CVector CPed::GetFormationPosition(void) { CPed *referencePed = m_pedInObjective; if (referencePed->m_nPedState == PED_DEAD) { CPed *referencePedOfReference = referencePed->m_pedInObjective; if (!referencePedOfReference) { m_pedInObjective = nil; return GetPosition(); } m_pedInObjective = referencePed = referencePedOfReference; } CVector formationOffset; switch (m_pedFormation) { case 1: formationOffset = CVector(0.0f, -1.5f, 0.0f); break; case 2: formationOffset = CVector(-1.5f, -1.5f, 0.0f); break; case 3: formationOffset = CVector(1.5f, -1.5f, 0.0f); break; case 4: formationOffset = CVector(-1.5f, 1.5f, 0.0f); break; case 5: formationOffset = CVector(1.5f, 1.5f, 0.0f); break; case 6: formationOffset = CVector(-1.5f, 0.0f, 0.0f); break; case 7: formationOffset = CVector(1.5f, 0.0f, 0.0f); break; case 8: formationOffset = CVector(0.0f, 1.5f, 0.0f); break; default: formationOffset = CVector(0.0f, 0.0f, 0.0f); break; } return formationOffset + referencePed->GetPosition(); } void CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) { CVector *enterOffset = nil; if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver || m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2]) { enterOffset = &vecPedQuickDraggedOutCarAnimOffset; } CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF); CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); // Right front door is closer if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) { if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { CPed *rfPassenger = veh->pPassengers[0]; if (!rfPassenger || rfPassenger->m_leader != this && !m_ped_flagF4 && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) { if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0 || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) { m_vehEnterType = CAR_DOOR_RF; posToOpen = rfPos; return; } } } else { if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) return; } m_vehEnterType = CAR_DOOR_LF; posToOpen = lfPos; return; } if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { m_vehEnterType = CAR_DOOR_LF; posToOpen = lfPos; return; } if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { m_vehEnterType = CAR_DOOR_RF; posToOpen = rfPos; } } bool CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen) { CVector rfPos, lrPos, rrPos; bool canEnter = false; CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->m_modelIndex); switch (veh->m_modelIndex) { case MI_BUS: m_vehEnterType = CAR_DOOR_RF; posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); return true; case MI_RHINO: default: break; } CVector2D rfPosDist(999.0f, 999.0f); CVector2D lrPosDist(999.0f, 999.0f); CVector2D rrPosDist(999.0f, 999.0f); if (!veh->pPassengers[0] && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) { rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); canEnter = true; rfPosDist = rfPos - GetPosition(); } if (vehModel->m_numDoors == 4) { if (!veh->pPassengers[1] && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) { lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR); canEnter = true; lrPosDist = lrPos - GetPosition(); } if (!veh->pPassengers[2] && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) { rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR); canEnter = true; rrPosDist = rrPos - GetPosition(); } // When the door we should enter is blocked by some object. if (!canEnter) veh->ShufflePassengersToMakeSpace(); } CVector2D nextToCompare = rfPosDist; posToOpen = rfPos; m_vehEnterType = CAR_DOOR_RF; if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { m_vehEnterType = CAR_DOOR_LR; posToOpen = lrPos; nextToCompare = lrPosDist; } if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { m_vehEnterType = CAR_DOOR_RR; posToOpen = rrPos; } return canEnter; } int CPed::GetNextPointOnRoute(void) { int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; // Route is complete if (nextPoint < 0 || nextPoint > 200 || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) { switch (m_routeType) { case PEDROUTE_STOP_WHEN_DONE: nextPoint = -1; break; case PEDROUTE_GO_BACKWARD_WHEN_DONE: m_routePointsBeingPassed = -m_routePointsBeingPassed; nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; break; case PEDROUTE_GO_TO_START_WHEN_DONE: m_routePointsPassed = -1; nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; break; default: break; } } return nextPoint; } // TODO: enum uint8 CPed::GetPedRadioCategory(uint32 modelIndex) { switch (modelIndex) { case MI_MALE01: case MI_FEMALE03: case MI_PROSTITUTE2: case MI_WORKER1: case MI_MOD_MAN: case MI_MOD_WOM: case MI_ST_WOM: case MI_FAN_WOM: return 3; case MI_TAXI_D: case MI_PIMP: case MI_MALE02: case MI_FEMALE02: case MI_FATFEMALE01: case MI_FATFEMALE02: case MI_DOCKER1: case MI_WORKER2: case MI_FAN_MAN2: return 9; case MI_GANG01: case MI_GANG02: case MI_SCUM_MAN: case MI_SCUM_WOM: case MI_HOS_WOM: case MI_CONST1: return 1; case MI_GANG03: case MI_GANG04: case MI_GANG07: case MI_GANG08: case MI_CT_MAN2: case MI_CT_WOM2: case MI_B_MAN3: case MI_SHOPPER3: return 4; case MI_GANG05: case MI_GANG06: case MI_GANG11: case MI_GANG12: case MI_CRIMINAL02: case MI_B_WOM2: case MI_ST_MAN: case MI_HOS_MAN: return 5; case MI_FATMALE01: case MI_LI_MAN2: case MI_SHOPPER1: case MI_CAS_MAN: return 6; case MI_PROSTITUTE: case MI_P_WOM2: case MI_LI_WOM2: case MI_B_WOM3: case MI_CAS_WOM: return 2; case MI_P_WOM1: case MI_DOCKER2: case MI_STUD_MAN: return 7; case MI_CT_MAN1: case MI_CT_WOM1: case MI_LI_MAN1: case MI_LI_WOM1: case MI_B_MAN1: case MI_B_MAN2: case MI_B_WOM1: case MI_SHOPPER2: case MI_STUD_WOM: return 8; default: return 0; } } // Some kind of VC leftover I think int CPed::GetWeaponSlot(eWeaponType weaponType) { if (HasWeapon(weaponType)) return weaponType; else return -1; } void CPed::GoToNearestDoor(CVehicle *veh) { CVector posToOpen; GetNearestDoor(veh, posToOpen); SetSeek(posToOpen, 0.5f); SetMoveState(PEDMOVE_RUN); } bool CPed::HaveReachedNextPointOnRoute(float distToCountReached) { if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached) return false; m_routePointsPassed += m_routePointsBeingPassed; return true; } void CPed::Idle(void) { CVehicle *veh = m_pMyVehicle; if (veh && veh->m_nGettingOutFlags && m_vehEnterType) { if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) { if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType); CVector doorDist = GetPosition() - doorPos; if (doorDist.MagnitudeSqr() < 0.25f) { SetMoveState(PEDMOVE_WALK); return; } } } } CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); CAnimBlendAssociation* unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); int waitTime; if (m_nMoveState == PEDMOVE_STILL) { eWeaponType curWeapon = GetWeapon()->m_eWeaponType; if (!armedIdleAssoc || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) { if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT || !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { m_moved = CVector2D(0.0f, 0.0f); return; } CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f); waitTime = CGeneral::GetRandomNumberInRange(4000, 7500); } else { armedIdleAssoc->blendDelta = -2.0f; armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; waitTime = CGeneral::GetRandomNumberInRange(3000, 8500); } m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime; } else { if (armedIdleAssoc) { armedIdleAssoc->blendDelta = -8.0f; armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; m_nWaitTimer = 0; } if (!IsPlayer()) SetMoveState(PEDMOVE_STILL); } m_moved = CVector2D(0.0f, 0.0f); } void CPed::InTheAir(void) { CColPoint foundCol; CEntity *foundEnt; CVector ourPos = GetPosition(); CVector bitBelow = GetPosition(); bitBelow.z -= 4.04f; if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) { if (m_nPedState != PED_DIE && m_nPedState != PED_DEAD) { if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) { if (GetPosition().z - foundCol.point.z < 1.3f) SetLanding(); } else { if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) { if (m_vecMoveSpeed.z < -0.1f) CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f); } } } } } void CPed::SetLanding(void) { if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) return; CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); CAnimBlendAssociation *landAssoc; RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); if (fallAssoc) { landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE); DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f); if (IsPlayer()) Say(SOUND_PED_LAND); } else { landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND); DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f); } landAssoc->SetFinishCallback(PedLandCB, this); bIsInTheAir = false; bIsLanding = true; } void CPed::Initialise(void) { debug("Initialising CPed...\n"); CPedType::Initialise(); LoadFightData(); SetAnimOffsetForEnterOrExitVehicle(); debug("CPed ready\n"); } void CPed::SetAnimOffsetForEnterOrExitVehicle(void) { // FIX: If there were no translations on enter anims, there were overflows all over this function. CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy; CAnimBlendSequence *seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedDraggedOutCarAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LHS)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedCarDoorAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedCarDoorLoAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_QJACKED)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedVanRearDoorAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedTrainDoorAnimOffset = lastFrame->translation; } } } void CPed::InvestigateEvent(void) { CAnimBlendAssociation *animAssoc; AnimationId animToPlay; AssocGroupId animGroup; if (m_nWaitState == WAITSTATE_TURN180) return; if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { if (m_standardTimer) { if (m_eventType < EVENT_ASSAULT_NASTYWEAPON) SetWaitState(WAITSTATE_TURN180, nil); m_standardTimer = 0; } else { ClearInvestigateEvent(); } return; } CVector2D vecDist = m_eventOrThreat - GetPosition(); float distSqr = vecDist.MagnitudeSqr(); if (sq(m_distanceToCountSeekDone) >= distSqr) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f); SetMoveState(PEDMOVE_STILL); switch (m_eventType) { case EVENT_DEAD_PED: case EVENT_HIT_AND_RUN: case EVENT_HIT_AND_RUN_COP: if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (m_pEventEntity) SetLookFlag(m_pEventEntity, true); SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000)); } else if (CGeneral::GetRandomNumber() & 3) { ClearLookFlag(); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); Say(SOUND_PED_CHAT_EVENT); } else { ClearInvestigateEvent(); } } break; case EVENT_FIRE: case EVENT_EXPLOSION: if (m_ped_flagD1 && CTimer::GetTimeInMilliseconds() > m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 14.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } else if (CGeneral::GetRandomNumber() & 3) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000)); Say(SOUND_PED_CHAT_EVENT); } else { m_standardTimer = 0; } } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) { if (CGeneral::GetRandomNumber() & 1) animToPlay = ANIM_IDLE_HBHB; else animToPlay = ANIM_XPRESS_SCRATCH; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (CGeneral::GetRandomNumber() & 1) { animToPlay = ANIM_IDLE_STANCE; animGroup = m_animGroup; } else { animToPlay = ANIM_XPRESS_SCRATCH; animGroup = ASSOCGRP_STD; } CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } else { if (CGeneral::GetRandomNumber() & 1) { animToPlay = ANIM_IDLE_STANCE; animGroup = m_animGroup; } else { animToPlay = ANIM_IDLE_HBHB; animGroup = ASSOCGRP_STD; } CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } Say(SOUND_PED_CHAT_EVENT); } break; case EVENT_ICECREAM: case EVENT_SHOPSTALL: m_fRotationDest = m_fAngleToEvent; if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { if (m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (m_eventType == EVENT_ICECREAM) animToPlay = ANIM_IDLE_CHAT; else animToPlay = ANIM_XPRESS_SCRATCH; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); } else { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; ClearInvestigateEvent(); } else { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } ClearInvestigateEvent(); } } } else { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } } break; default: return; } } else { m_vecSeekPos.x = m_eventOrThreat.x; m_vecSeekPos.y = m_eventOrThreat.y; m_vecSeekPos.z = GetPosition().z; Seek(); if (m_eventType < EVENT_ICECREAM) { if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) { SetMoveState(PEDMOVE_RUN); return; } } if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) { SetMoveState(PEDMOVE_WALK); return; } if (distSqr > 1.44f) { SetMoveState(PEDMOVE_WALK); return; } for (int i = 0; i < m_numNearPeds; i++) { if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < 0.16f) { SetMoveState(PEDMOVE_STILL); return; } } SetMoveState(PEDMOVE_WALK); } } bool CPed::IsPedDoingDriveByShooting(void) { if (this == FindPlayerPed() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) return true; } return false; } bool CPed::IsPedShootable(void) { return m_nPedState <= PED_STATES_NO_ST; } bool CPed::IsRoomToBeCarJacked(void) { if (!m_pMyVehicle) return false; CVector2D offset; if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) { offset = vecPedDraggedOutCarAnimOffset; } else { offset = vecPedQuickDraggedOutCarAnimOffset; } CVector doorPos(offset.x, offset.y, 0.0f); if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &doorPos)) { return true; } return false; } void CPed::KillPedWithCar(CVehicle* car, float impulse) { CVehicleModelInfo* vehModel; CColModel* vehColModel; uint8 damageDir; PedNode nodeToDamage; eWeaponType killMethod; if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) { if (!this->m_pCollidingEntity || car->m_status == STATUS_PLAYER) this->m_pCollidingEntity = car; return; } if (m_nPedState == PED_DEAD) return; if (m_pCurSurface) { if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer())) return; } CVector distVec = GetPosition() - car->GetPosition(); if ((impulse > 12.0f || car->m_modelIndex == MI_TRAIN) && !IsPlayer()) { nodeToDamage = PED_TORSO; killMethod = WEAPONTYPE_RAMMEDBYCAR; uint8 randVal = CGeneral::GetRandomNumber() & 3; if (car == FindPlayerVehicle()) { float carSpeed = car->m_vecMoveSpeed.Magnitude(); uint8 shakeFreq; if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) { shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f; } else { shakeFreq = 250.0f; } CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq); } bIsStanding = false; damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed); vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->m_modelIndex); vehColModel = vehModel->GetColModel(); float carRightAndDistDotProd = DotProduct(distVec, car->GetRight()); if (car->m_modelIndex == MI_TRAIN) { killMethod = WEAPONTYPE_RUNOVERBYCAR; nodeToDamage = PED_HEAD; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; m_vecMoveSpeed.z = 0.0; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); // Car doesn't look to us } else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){ if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) { // We're at the right of the car if (carRightAndDistDotProd <= 0.0f) nodeToDamage = PED_UPPERARML; else nodeToDamage = PED_UPPERARMR; if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) { killMethod = WEAPONTYPE_RUNOVERBYCAR; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; m_vecMoveSpeed.z = 0.0; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); } } else { float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward()); // carFrontAndDistDotProd <= 0.0 car looks to us if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) { killMethod = WEAPONTYPE_RUNOVERBYCAR; nodeToDamage = PED_HEAD; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; m_vecMoveSpeed.z = 0.0; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); } else { nodeToDamage = PED_MID; float vehColMaxY = vehColModel->boundingBox.max.y; float vehColMinY = vehColModel->boundingBox.min.y; float vehColMaxZ = vehColModel->boundingBox.max.z; float carFrontZ = car->GetForward().z; float carHighestZ, carLength; if (carFrontZ < -0.2f) { // Highest point of car's back carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z; carLength = vehColMaxY - vehColMinY; } else if (carFrontZ > 0.1f) { // Highest point of car's front carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; float highestZDist = carHighestZ - GetPosition().z; if (highestZDist > 0.0f) { GetPosition().z += 0.5f * highestZDist; carHighestZ += highestZDist * 0.25f; } carLength = vehColMaxY; } else { // Highest point of car's front carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; carLength = vehColMaxY; } float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude()); // TODO: What are we doing down here? float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ; // After this point, distVec isn't distVec anymore. distVec = car->m_vecMoveSpeed; distVec.Normalise(); distVec *= 0.2 * unknown; if (damageDir != 1 && damageDir != 3) distVec.z += unknown; else distVec.z += 1.5f * unknown; m_vecMoveSpeed = distVec; damageDir += 2; if (damageDir > 3) damageDir = damageDir - 4; if (car->m_vehType == VEHICLE_TYPE_CAR) { CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision(); if (bonnet) { if (CGeneral::GetRandomNumber() & 1) { bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f)); } else { bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f)); } CVector forceDir = car->GetUp() * 10.0f; bonnet->ApplyTurnForce(forceDir, car->GetForward()); } } } } } if (car->pDriver) { CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000); } ePedPieceTypes pieceToDamage; switch (nodeToDamage) { case PED_HEAD: pieceToDamage = PEDPIECE_HEAD; break; case PED_UPPERARML: pieceToDamage = PEDPIECE_LEFTARM; break; case PED_UPPERARMR: pieceToDamage = PEDPIECE_RIGHTARM; break; default: pieceToDamage = PEDPIECE_MID; break; } CPed::InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir); if ((m_nPedState == PED_DIE || m_nPedState == PED_DEAD) && bIsPedDieAnimPlaying && !m_pCollidingEntity) { m_pCollidingEntity = car; } if (nodeToDamage == PED_MID) m_ped_flagH1 = true; else m_ped_flagH1 = false; distVec.Normalise(); car->ApplyMoveForce(distVec * -100.0f); Say(SOUND_PED_DEFEND); } else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f || impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) { bIsStanding = false; uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed); float damage; if (IsPlayer() && car->m_modelIndex == MI_TRAIN) damage = 150.0f; else damage = 30.0f; CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection); CPed::SetFall(1000, (AnimationId)(fallDirection + 25), true); if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD) && !m_pCollidingEntity && (!IsPlayer() || m_ped_flagD2 || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { m_pCollidingEntity = car; } m_ped_flagH1 = false; if (car->m_modelIndex != MI_TRAIN && !m_ped_flagD2) { m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f; } m_vecMoveSpeed.z = 0.0f; distVec.Normalise(); car->ApplyMoveForce(distVec * -60.0f); Say(SOUND_PED_DEFEND); } #ifdef FIX_BUGS // Killing gang members with car wasn't triggering a fight, until now... Taken from VC. if (IsGangMember()) { CPed *driver = car->pDriver; if (driver && driver->IsPlayer()) { RegisterThreatWithGangPeds(driver); } } #endif } void CPed::Look(void) { // UNUSED: This is a perfectly empty function. } bool CPed::LookForInterestingNodes(void) { CBaseModelInfo *model; CPtrNode *ptrNode; CVector effectPos; CVector effectDist; C2dEffect *effect; CMatrix *objMat; if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) { return false; } bool found = false; uint8 randVal = CGeneral::GetRandomNumber() % 256; int minX = CWorld::GetSectorIndexX(GetPosition().x - 15.0f); if (minX < 0) minX = 0; int minY = CWorld::GetSectorIndexY(GetPosition().y - 15.0f); if (minY < 0) minY = 0; int maxX = CWorld::GetSectorIndexX(GetPosition().x + 15.0f); if (maxX > NUMSECTORS_X) maxX = NUMSECTORS_X; int maxY = CWorld::GetSectorIndexY(GetPosition().y + 15.0f); if (maxY > NUMSECTORS_Y) maxY = NUMSECTORS_Y; for (int curY = minY; curY <= maxY && !found; curY++) { for (int curX = minX; curX <= maxX && !found; curX++) { for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) { CVehicle* veh = (CVehicle*)ptrNode->item; model = veh->GetModelInfo(); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &veh->GetMatrix(); effectPos = veh->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < 64.0f) { found = true; break; } } } } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) { CObject* obj = (CObject*)ptrNode->item; model = CModelInfo::GetModelInfo(obj->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &obj->GetMatrix(); effectPos = obj->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < 64.0f) { found = true; break; } } } } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) { CBuilding* building = (CBuilding*)ptrNode->item; model = CModelInfo::GetModelInfo(building->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &building->GetMatrix(); effectPos = building->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < 64.0f) { found = true; break; } } } } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) { CBuilding* building = (CBuilding*)ptrNode->item; model = CModelInfo::GetModelInfo(building->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &building->GetMatrix(); effectPos = building->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < 64.0f) { found = true; break; } } } } } } } if (!found) return false; CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir); float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f); randVal = CGeneral::GetRandomNumber() % 256; if (randVal <= m_randomSeed % 256) { m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; SetLookFlag(angleToFace, true); SetLookTimer(1000); return false; } switch (effect->attractor.flags) { case 0: SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace); break; case 1: SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(effectPos), 1.0f, CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500), angleToFace); break; default: return true; } return true; } void CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle) { if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR) return; SetStoredState(); bFindNewNodeAfterStateRestore = false; m_nPedState = PED_INVESTIGATE; m_standardTimer = CTimer::GetTimeInMilliseconds() + time; m_eventType = event; m_eventOrThreat = pos; m_distanceToCountSeekDone = distanceToCountDone; m_fAngleToEvent = angle; if (m_eventType >= EVENT_ICECREAM) m_lookTimer = 0; else CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f); } void CPed::LookForSexyCars(void) { CEntity *vehicles[8]; CVehicle *veh; int foundVehId = 0; int bestPriceYet = 0; int16 lastVehicle; if (!IsPedInControl() && m_nPedState != PED_DRIVING) return; if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int vehId = 0; vehId < lastVehicle; vehId++) { veh = (CVehicle*)vehicles[vehId]; if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) { foundVehId = vehId; bestPriceYet = veh->pHandling->nMonetaryValue; } } if (lastVehicle > 0 && bestPriceYet > 40000) SetLookFlag(vehicles[foundVehId], false); m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; } } void CPed::LookForSexyPeds(void) { if ((!IsPedInControl() && m_nPedState != PED_DRIVING) || m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE) return; for (int i = 0; i < m_numNearPeds; i++) { if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) { if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) { CPed *nearPed = m_nearPeds[i]; if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness) && nearPed->m_nPedType == PEDTYPE_CIVFEMALE) { SetLookFlag(nearPed, true); m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; Say(SOUND_PED_CHAT_SEXY); return; } } } } m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; } void CPed::MakeTyresMuddySectorList(CPtrList &list) { for (CPtrNode* node = list.first; node; node = node->next) { CVehicle* veh = (CVehicle*)node->item; if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) { veh->m_scanCode = CWorld::GetCurrentScanCode(); if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) { if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f && veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) { for(int wheel = 0; wheel < 4; wheel++) { if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] && ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) { CColModel *vehCol = veh->GetModelInfo()->GetColModel(); CVector approxWheelOffset; switch (wheel) { case 0: approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); break; case 1: approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); break; case 2: approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); break; case 3: approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); break; default: break; } // I hope so CVector wheelPos = veh->GetMatrix() * approxWheelOffset; if (Abs(wheelPos.z - GetPosition().z) < 2.0f) { if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) { if (CGame::nastyGame) { ((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true; DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f); } veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f)); CVector vehAndWheelDist = wheelPos - veh->GetPosition(); veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist); if (veh == FindPlayerVehicle()) { CPad::GetPad(0)->StartShake(300, 70); } } } } } } } } } } void CPed::Mug(void) { if (m_pSeekTarget && m_pSeekTarget->IsPed()) { if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) { if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f) m_wepSkills = 50; Say(SOUND_PED_MUGGING); ((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED); } else { SetWanderPath(CGeneral::GetRandomNumber() & 7); SetFlee(m_pSeekTarget, 20000); } } else { SetIdle(); } } void CPed::MoveHeadToLook(void) { CVector lookPos; if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) { ClearLookFlag(); } else if (m_nPedState == PED_DRIVING) { m_pedIK.m_flags |= CPedIK::LOOKING; } if (m_pLookTarget) { if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { CAnimBlendAssociation* fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); if (fuckUAssoc) { float animTime = fuckUAssoc->currentTime; if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) { bool lookingToCop = false; if (m_pLookTarget->m_modelIndex == MI_POLICE || m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) { lookingToCop = true; } if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) { AddWeaponModel(MI_FINGERS); ((CPlayerPed*)this)->AnnoyPlayerPed(true); } else if ((CGeneral::GetRandomNumber() & 3) == 0) { AddWeaponModel(MI_FINGERS); } } } } if (m_pLookTarget->IsPed()) { ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID); } else { lookPos = m_pLookTarget->GetPosition(); } if (!m_pedIK.LookAtPosition(lookPos)) { if (!bKeepTryingToLook) { ClearLookFlag(); } return; } if (!bShakeFist || bIsAimingGun || bIsRestoringGun) return; if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000) return; bool notRocketLauncher = false; bool notTwoHanded = false; AnimationId animToPlay = NUM_ANIMS; if (!GetWeapon()->IsType2Handed()) notTwoHanded = true; if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER) notRocketLauncher = true; if (IsPlayer() && notRocketLauncher) { if (m_pLookTarget->IsPed()) { if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) { // FIX: Unreachable and meaningless condition #ifndef FIX_BUGS if (m_pedStats->m_temper < 47) #endif animToPlay = ANIM_FIGHT_PPUNCH; } else { animToPlay = ANIM_FUCKU; } } else if (m_pedStats->m_temper > 49 || m_pLookTarget->m_modelIndex == MI_POLICE) { animToPlay = ANIM_FUCKU; } } else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) { animToPlay = ANIM_FUCKU; } if (animToPlay != NUM_ANIMS) { CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); if (newAssoc) { newAssoc->flags |= ASSOC_FADEOUTWHENDONE; newAssoc->flags |= ASSOC_DELETEFADEDOUT; if (newAssoc->animId == ANIM_FUCKU) newAssoc->SetDeleteCallback(FinishFuckUCB, this); } } bShakeFist = false; return; } if (999999.0f == m_fLookDirection) { ClearLookFlag(); return; } if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) { if (!bKeepTryingToLook) { ClearLookFlag(); return; } } } void FinishFuckUCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) ped->RemoveWeaponModel(0); } void CPed::Pause(void) { m_moved = CVector2D(0.0f, 0.0f); if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) ClearPause(); } void CPed::PedAnimAlignCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (veh && veh->m_status != STATUS_WRECKED) { if (ped->m_nPedState != PED_ENTER_CAR && ped->m_nPedState != PED_CARJACK) { ped->QuitEnteringCar(); return; } if (ped->m_fHealth == 0.0f) { ped->QuitEnteringCar(); return; } bool itsVan = veh->bIsVan; bool itsBus = veh->bIsBus; eDoors enterDoor; AnimationId enterAnim; switch (ped->m_vehEnterType) { case CAR_DOOR_RF: itsVan = false; enterDoor = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: enterDoor = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: itsVan = false; enterDoor = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: enterDoor = DOOR_REAR_LEFT; break; default: break; } if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) { veh->AutoPilot.m_nCruiseSpeed = 0; if (ped->m_nPedState == PED_CARJACK) { ped->PedAnimDoorOpenCB(nil, ped); return; } if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { if (itsVan) { enterAnim = ANIM_VAN_GETIN; } else if (itsBus) { enterAnim = ANIM_COACH_IN_R; } else { enterAnim = ANIM_CAR_GETIN_RHS; } } else if (itsVan) { enterAnim = ANIM_VAN_GETIN_L; } else if (itsBus) { enterAnim = ANIM_COACH_IN_L; } else { enterAnim = ANIM_CAR_GETIN_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else if (veh->CanPedOpenLocks(ped)) { veh->AutoPilot.m_nCruiseSpeed = 0; if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { if (itsVan) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN); } else if (itsBus) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R); } else { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS); } } else if (itsVan) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L); } else if (itsBus) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L); } else { if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) { if (!veh->bLowVehicle && veh->pDriver->CharCreatedBy != MISSION_CHAR && veh->pDriver->m_nPedState == PED_DRIVING) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_QJACK); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true); if (veh->pDriver->IsGangMember()) veh->pDriver->RegisterThreatWithGangPeds(ped); return; } } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_LHS); } ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); } else { AnimationId animToPlay; if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) animToPlay = ANIM_CAR_DOORLOCKED_RHS; else animToPlay = ANIM_CAR_DOORLOCKED_LHS; ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_ped_flagF20 = true; ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); } } } WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); } WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); } WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); } WRAPPER void CPed::PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEC80); } WRAPPER void CPed::PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE500); } WRAPPER void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEAF0); } WRAPPER void CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF1B0); } WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CF220); } WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); } WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); } WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2480); } WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); } WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); } WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); } WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E4B90); } WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); } class CPed_ : public CPed { public: CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); } void dtor(void) { CPed::~CPed(); } void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); } void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); } bool SetupLighting_(void) { return CPed::SetupLighting(); } void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); } void Teleport_(CVector pos) { CPed::Teleport(pos); } }; STARTPATCHES InjectHook(0x4C41C0, &CPed_::ctor, PATCH_JUMP); InjectHook(0x4C50D0, &CPed_::dtor, PATCH_JUMP); InjectHook(0x4C52A0, &CPed_::SetModelIndex_, PATCH_JUMP); InjectHook(0x4D6570, &CPed_::FlagToDestroyWhenNextProcessed_, PATCH_JUMP); InjectHook(0x4A7D30, &CPed_::SetupLighting_, PATCH_JUMP); InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP); InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP); InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP); InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP); InjectHook(0x4C6460, (void (CPed::*)(CEntity*, bool)) &CPed::SetLookFlag, PATCH_JUMP); InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP); InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP); InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP); InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP); InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP); InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP); InjectHook(0x4EB670, &CPed::IsPedHeadAbovePos, PATCH_JUMP); InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP); InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP); InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP); InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP); InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP); InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP); InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP); InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP); InjectHook(0x4E07D0, &CPed::BeingDraggedFromCar, PATCH_JUMP); InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP); InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP); InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP); InjectHook(0x4E4660, (CVector (*)(CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP); InjectHook(0x4E1A30, (CVector (*)(CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP); InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP); InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP); InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP); InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP); InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP); InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP); InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP); InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP); InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP); InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP); InjectHook(0x4D82C0, (void (CPed::*)(eObjective)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D89A0, (void (CPed::*)(eObjective, int16, int16)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4DDEC0, &CPed::ReactToAttack, PATCH_JUMP); InjectHook(0x4D0600, &CPed::SetIdle, PATCH_JUMP); InjectHook(0x4E0E00, &CPed::QuitEnteringCar, PATCH_JUMP); InjectHook(0x4E4AD0, &CPed::InformMyGangOfAttack, PATCH_JUMP); InjectHook(0x4D3C80, &CPed::ClearChat, PATCH_JUMP); InjectHook(0x4D1390, &CPed::TurnBody, PATCH_JUMP); InjectHook(0x4D3AC0, &CPed::Chat, PATCH_JUMP); InjectHook(0x4D0490, &CPed::CheckAroundForPossibleCollisions, PATCH_JUMP); InjectHook(0x4D3E20, &CPed::MakePhonecall, PATCH_JUMP); InjectHook(0x4D3CC0, &CPed::FacePhone, PATCH_JUMP); InjectHook(0x4D4860, &CPed::CheckForDeadPeds, PATCH_JUMP); InjectHook(0x4D4650, &CPed::CheckForExplosions, PATCH_JUMP); InjectHook(0x4D47D0, &CPed::CheckForGunShots, PATCH_JUMP); InjectHook(0x4E6990, &CPed::CheckForPointBlankPeds, PATCH_JUMP); InjectHook(0x4D0BE0, &CPed::CheckIfInTheAir, PATCH_JUMP); InjectHook(0x4C7F20, &CPed::ClearAll, PATCH_JUMP); InjectHook(0x4E6790, &CPed::ClearAttack, PATCH_JUMP); InjectHook(0x4E67F0, &CPed::ClearAttackByRemovingAnim, PATCH_JUMP); InjectHook(0x4D37D0, &CPed::SetDie, PATCH_JUMP); InjectHook(0x4C5D50, &CPed::StopNonPartialAnims, PATCH_JUMP); InjectHook(0x4C5DB0, &CPed::SetStoredState, PATCH_JUMP); InjectHook(0x4EA420, &CPed::InflictDamage, PATCH_JUMP); InjectHook(0x4D1EA0, &CPed::ClearFlee, PATCH_JUMP); InjectHook(0x4D0BB0, &CPed::ClearFall, PATCH_JUMP); InjectHook(0x4D0F20, &CPed::SetGetUp, PATCH_JUMP); InjectHook(0x4D6550, &CPed::RestoreHeadingRateCB, PATCH_JUMP); InjectHook(0x4C5E30, &CPed::RestorePreviousState, PATCH_JUMP); InjectHook(0x4E5F70, &CPed::SetPointGunAt, PATCH_JUMP); InjectHook(0x4D2750, &CPed::SetWanderPath, PATCH_JUMP); InjectHook(0x4D30C0, &CPed::SetEvasiveStep, PATCH_JUMP); InjectHook(0x4EA360, &CPed::ClearInvestigateEvent, PATCH_JUMP); InjectHook(0x4D8E80, &CPed::ClearLeader, PATCH_JUMP); InjectHook(0x4D1360, &CPed::ClearLook, PATCH_JUMP); InjectHook(0x4D8DF0, &CPed::ClearObjective, PATCH_JUMP); InjectHook(0x4D0970, &CPed::ClearPause, PATCH_JUMP); InjectHook(0x4D1620, &CPed::ClearSeek, PATCH_JUMP); InjectHook(0x4CFB70, &CPed::ClearWeapons, PATCH_JUMP); InjectHook(0x4C6BB0, &CPed::RestoreGunPosition, PATCH_JUMP); InjectHook(0x4D6540, &CPed::RestoreHeadingRate, PATCH_JUMP); InjectHook(0x4C69E0, (void (CPed::*)(CEntity*)) &CPed::SetAimFlag, PATCH_JUMP); InjectHook(0x4C6960, (void (CPed::*)(float)) &CPed::SetAimFlag, PATCH_JUMP); InjectHook(0x4CFAD0, &CPed::GrantAmmo, PATCH_JUMP); InjectHook(0x4CFB20, &CPed::SetAmmo, PATCH_JUMP); InjectHook(0x4D33A0, &CPed::SetEvasiveDive, PATCH_JUMP); InjectHook(0x4D09B0, &CPed::SetFall, PATCH_JUMP); InjectHook(0x4E6220, &CPed::SetAttack, PATCH_JUMP); InjectHook(0x4E7530, &CPed::StartFightAttack, PATCH_JUMP); InjectHook(0x4E8EC0, &CPed::FightStrike, PATCH_JUMP); InjectHook(0x4CCE20, &CPed::GetLocalDirection, PATCH_JUMP); InjectHook(0x4E8E20, &CPed::PlayHitSound, PATCH_JUMP); InjectHook(0x4E5A10, &CPed::Say, PATCH_JUMP); InjectHook(0x4D58D0, &CPed::SetWaitState, PATCH_JUMP); InjectHook(0x4D1D70, (void (CPed::*)(CEntity*, int)) &CPed::SetFlee, PATCH_JUMP); InjectHook(0x4D1C40, (void (CPed::*)(CVector2D const &, int)) &CPed::SetFlee, PATCH_JUMP); InjectHook(0x4EB9A0, &CPed::CollideWithPed, PATCH_JUMP); InjectHook(0x433490, &CPed::CreateDeadPedMoney, PATCH_JUMP); InjectHook(0x433660, &CPed::CreateDeadPedWeaponPickups, PATCH_JUMP); InjectHook(0x4D3970, &CPed::SetDead, PATCH_JUMP); InjectHook(0x53CDF0, &CPed::DeadPedMakesTyresBloody, PATCH_JUMP); InjectHook(0x4E0640, &CPed::SetBeingDraggedFromCar, PATCH_JUMP); InjectHook(0x4D1300, &CPed::SetAttackTimer, PATCH_JUMP); InjectHook(0x4D6950, &CPed::SetBuyIceCream, PATCH_JUMP); InjectHook(0x4D3A60, &CPed::SetChat, PATCH_JUMP); InjectHook(0x4D14B0, (void (CPed::*)(CVector, float)) &CPed::SetSeek, PATCH_JUMP); InjectHook(0x4D15A0, (void (CPed::*)(CEntity*, float)) &CPed::SetSeek, PATCH_JUMP); InjectHook(0x4EB5C0, &CPed::DoesLOSBulletHitPed, PATCH_JUMP); InjectHook(0x4E3EC0, &CPed::DuckAndCover, PATCH_JUMP); InjectHook(0x4E8D30, &CPed::EndFight, PATCH_JUMP); InjectHook(0x4E0D30, &CPed::EnterCar, PATCH_JUMP); InjectHook(0x4E2E50, &CPed::GetNearestTrainPedPosition, PATCH_JUMP); InjectHook(0x4E2D70, &CPed::GetNearestTrainDoor, PATCH_JUMP); InjectHook(0x4E33D0, &CPed::LineUpPedWithTrain, PATCH_JUMP); InjectHook(0x4E18D0, &CPed::ExitCar, PATCH_JUMP); InjectHook(0x4E7EE0, &CPed::Fight, PATCH_JUMP); InjectHook(0x4D3950, &CPed::FinishDieAnimCB, PATCH_JUMP); InjectHook(0x4E9830, &CPed::FinishFightMoveCB, PATCH_JUMP); InjectHook(0x4D7A80, &CPed::FinishHitHeadCB, PATCH_JUMP); InjectHook(0x4D7A50, &CPed::FinishJumpCB, PATCH_JUMP); InjectHook(0x4D7490, &CPed::FinishLaunchCB, PATCH_JUMP); InjectHook(0x4D6520, &CPed::FinishedWaitCB, PATCH_JUMP); InjectHook(0x4D5D80, &CPed::Wait, PATCH_JUMP); InjectHook(0x4E3A90, &CPed::FindBestCoordsFromNodes, PATCH_JUMP); InjectHook(0x4D2E70, &CPed::SeekFollowingPath, PATCH_JUMP); InjectHook(0x4D1640, &CPed::Seek, PATCH_JUMP); InjectHook(0x4D3020, &CPed::FollowPath, PATCH_JUMP); InjectHook(0x4D1ED0, &CPed::Flee, PATCH_JUMP); InjectHook(0x4E1CF0, &CPed::GetNearestDoor, PATCH_JUMP); InjectHook(0x4DF420, &CPed::GetFormationPosition, PATCH_JUMP); InjectHook(0x4E1F30, &CPed::GetNearestPassengerDoor, PATCH_JUMP); InjectHook(0x4D0690, &CPed::Idle, PATCH_JUMP); InjectHook(0x4DD720, &CPed::GetNextPointOnRoute, PATCH_JUMP); InjectHook(0x4D7B50, &CPed::GetPedRadioCategory, PATCH_JUMP); InjectHook(0x4CFA40, &CPed::GetWeaponSlot, PATCH_JUMP); InjectHook(0x4E2220, &CPed::GoToNearestDoor, PATCH_JUMP); InjectHook(0x4DD7B0, &CPed::HaveReachedNextPointOnRoute, PATCH_JUMP); InjectHook(0x4D0D10, &CPed::InTheAir, PATCH_JUMP); InjectHook(0x4C5270, &CPed::Initialise, PATCH_JUMP); InjectHook(0x4D0E40, &CPed::SetLanding, PATCH_JUMP); InjectHook(0x4E9B50, &CPed::InvestigateEvent, PATCH_JUMP); InjectHook(0x564BB0, &CPed::IsPedDoingDriveByShooting, PATCH_JUMP); InjectHook(0x4E4D90, &CPed::IsRoomToBeCarJacked, PATCH_JUMP); InjectHook(0x4EC430, &CPed::KillPedWithCar, PATCH_JUMP); InjectHook(0x4E9A80, &CPed::SetInvestigateEvent, PATCH_JUMP); InjectHook(0x4D5040, &CPed::LookForInterestingNodes, PATCH_JUMP); InjectHook(0x4D4F50, &CPed::LookForSexyCars, PATCH_JUMP); InjectHook(0x4D4DF0, &CPed::LookForSexyPeds, PATCH_JUMP); InjectHook(0x53CFD0, &CPed::MakeTyresMuddySectorList, PATCH_JUMP); InjectHook(0x4C6580, &FinishFuckUCB, PATCH_JUMP); InjectHook(0x4D11D0, &CPed::Mug, PATCH_JUMP); InjectHook(0x4DE130, &CPed::PedAnimAlignCB, PATCH_JUMP); InjectHook(0x4D0980, &CPed::Pause, PATCH_JUMP); InjectHook(0x4C65B0, &CPed::MoveHeadToLook, PATCH_JUMP); ENDPATCHES