mirror of https://github.com/Nofated095/re-GTA.git
Merge pull request #162 from erorcun/erorcun
Ped & fixes, including peds dive into danger fix
This commit is contained in:
commit
a9f4ba12d7
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@ -210,7 +210,7 @@ PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg)
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CPed *ped = (CPed*)arg;
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if (assoc->blendAmount > 0.5f)
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ped->m_ped_flagC10 = true;
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ped->bUpdateAnimHeading = true;
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if (ped->m_nPedState == PED_MAKE_CALL)
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ped->m_nPedState = PED_IDLE;
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@ -244,10 +244,10 @@ PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg)
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CPed *ped = CPhoneInfo::pedWhoPickingUpPhone;
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ped->m_nMoveState = PEDMOVE_STILL;
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CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
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CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
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if (assoc->blendAmount > 0.5f && ped)
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CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
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CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
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CPhoneInfo::pedWhoPickingUpPhone = nil;
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}
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@ -1304,6 +1304,17 @@ CCam::GetWeaponFirstPersonOn()
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return false;
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}
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float
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CCamera::Find3rdPersonQuickAimPitch(void)
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{
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float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
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// float rot = atan2(clampedFrontZ, sqrt(1.0f - sq(clampedFrontZ)));
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float rot = Asin(clampedFrontZ);
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return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot);
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}
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STARTPATCHES
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InjectHook(0x42C760, (bool (CCamera::*)(const CVector ¢er, float radius, const CMatrix *mat))&CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
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@ -469,6 +469,8 @@ int m_iModeObbeCamIsInForCar;
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void Restore(void);
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void SetWidescreenOff(void);
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float Find3rdPersonQuickAimPitch(void);
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void dtor(void) { this->CCamera::~CCamera(); }
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};
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static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");
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@ -7,6 +7,7 @@ public:
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CVector2D(void) {}
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CVector2D(float x, float y) : x(x), y(y) {}
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CVector2D(const CVector &v) : x(v.x), y(v.y) {}
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float Heading(void) const { return Atan2(-x, y); }
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float Magnitude(void) const { return Sqrt(x*x + y*y); }
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float MagnitudeSqr(void) const { return x*x + y*y; }
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869
src/peds/Ped.cpp
869
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
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@ -13,6 +13,47 @@
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struct CPathNode;
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struct FightMove
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{
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AnimationId animId;
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float startFireTime;
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float endFireTime;
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float comboFollowOnTime;
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float strikeRadius;
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uint8 hitLevel;
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uint8 damage;
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uint8 flags;
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};
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static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
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enum PedFightMoves
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{
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FIGHTMOVE_NULL,
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FIGHTMOVE_STDPUNCH,
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FIGHTMOVE_IDLE,
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FIGHTMOVE_SHUFFLE_F,
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FIGHTMOVE_KNEE,
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FIGHTMOVE_HEADBUTT,
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FIGHTMOVE_PUNCHJAB,
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FIGHTMOVE_PUNCHHOOK,
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FIGHTMOVE_KICK,
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FIGHTMOVE_LONGKICK,
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FIGHTMOVE_ROUNDHOUSE,
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FIGHTMOVE_BODYBLOW,
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FIGHTMOVE_GROUNDKICK,
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FIGHTMOVE_HITFRONT,
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FIGHTMOVE_HITBACK,
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FIGHTMOVE_HITRIGHT,
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FIGHTMOVE_HITLEFT,
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FIGHTMOVE_HITBODY,
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FIGHTMOVE_HITCHEST,
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FIGHTMOVE_HITHEAD,
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FIGHTMOVE_HITBIGSTEP,
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FIGHTMOVE_HITONFLOOR,
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FIGHTMOVE_HITBEHIND,
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FIGHTMOVE_IDLE2NORM
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};
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enum ePedPieceTypes
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{
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PEDPIECE_TORSO,
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@ -209,7 +250,7 @@ public:
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uint8 bRespondsToThreats : 1;
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uint8 bRenderPedInCar : 1;
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uint8 bChangedSeat : 1;
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uint8 m_ped_flagC10 : 1; // related with phone
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uint8 bUpdateAnimHeading : 1;
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uint8 bBodyPartJustCameOff : 1;
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uint8 m_ped_flagC40 : 1;
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uint8 m_ped_flagC80 : 1;
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@ -223,12 +264,12 @@ public:
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uint8 m_ped_flagD40 : 1; // reset when objective changes
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uint8 m_bScriptObjectiveCompleted : 1;
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uint8 m_ped_flagE1 : 1;
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uint8 bKindaStayInSamePlace : 1;
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uint8 m_ped_flagE2 : 1;
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 1;
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uint8 bIsDucking : 1; // set if you don't want ped to attack
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uint8 m_ped_flagE20 : 1; // getup complete?
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uint8 bGetUpAnimStarted : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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@ -253,17 +294,17 @@ public:
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uint8 m_ped_flagH1 : 1;
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uint8 m_ped_flagH2 : 1;
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uint8 m_ped_flagH4 : 1;
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uint8 m_ped_flagH8 : 1;
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uint8 bClearObjective : 1;
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uint8 m_ped_flagH10 : 1;
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uint8 m_ped_flagH20 : 1;
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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uint8 m_ped_flagI1 : 1;
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uint8 m_ped_flagI2 : 1; // if set, limbs won't came off
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 m_ped_flagI10 : 1;
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uint8 bIsFell : 1;
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uint8 m_ped_flagI20 : 1;
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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@ -299,8 +340,8 @@ public:
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PedState m_nPedState;
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PedState m_nLastPedState;
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eMoveState m_nMoveState;
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int32 m_nStoredActionState;
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int32 m_nPrevActionState;
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int32 m_nStoredMoveState;
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int32 m_nPrevMoveState;
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eWaitState m_nWaitState;
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uint32 m_nWaitTimer;
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void *m_pPathNodesStates[8]; // seems unused
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@ -363,10 +404,11 @@ public:
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uint8 m_wepAccuracy;
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint32 m_lastHitState;
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uint8 m_fightFlags1;
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uint8 m_fightFlags2;
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uint8 pad_4B2[2];
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PedFightMoves m_lastFightMove;
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uint8 m_fightButtonPressure;
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int8 m_fightUnk2; // TODO
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uint8 m_fightUnk1; // TODO
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uint8 pad_4B3;
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CFire* m_pFire;
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CEntity *m_pLookTarget;
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float m_fLookDirection;
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@ -503,6 +545,16 @@ public:
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void SetAimFlag(float angle);
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void SetAmmo(eWeaponType weaponType, uint32 ammo);
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void SetEvasiveStep(CEntity*, uint8);
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void SetEvasiveDive(CPhysical*, uint8);
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void SetAttack(CEntity*);
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void StartFightAttack(uint8);
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void LoadFightData(void);
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void SetWaitState(eWaitState, void*);
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bool FightStrike(CVector&);
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int GetLocalDirection(CVector2D&);
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void StartFightDefend(uint8, uint8, uint8);
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void PlayHitSound(CPed*);
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void SetFall(int, AnimationId, uint8);
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// Static methods
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static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
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@ -577,6 +629,8 @@ public:
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static bool &bPedCheat2;
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static bool &bPedCheat3;
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static CColPoint &ms_tempColPoint;
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static uint16 &unknownFightThing; // TODO
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static FightMove (&ms_fightMoves)[24];
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};
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void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
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@ -104,8 +104,7 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
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return destination;
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}
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// A helper function that adjusts "limb" parameter according to limitations. Doesn't move the limb.
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int8
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uint32
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CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
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{
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int result = 1;
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@ -47,7 +47,7 @@ public:
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
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void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
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int8 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
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uint32 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
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bool RestoreGunPosn(void);
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};
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static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
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@ -3,6 +3,8 @@
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#include "Weapon.h"
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#include "Timer.h"
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#include "WeaponInfo.h"
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#include "Ped.h"
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#include "World.h"
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WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
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WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
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@ -50,7 +52,42 @@ CWeapon::IsTypeMelee(void)
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return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
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}
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bool
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CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
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{
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if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
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return false;
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CWeaponInfo *ourType = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
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CVector adjustedOffset = ourType->m_vecFireOffset;
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adjustedOffset.z += 0.6f;
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CVector point1, point2;
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CEntity *foundEnt = nil;
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CColPoint foundCol;
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if (firePos)
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point1 = *firePos;
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else
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point1 = holder->GetMatrix() * adjustedOffset;
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CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
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point2 = aimEntity->GetPosition();
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point2.z += 0.6f;
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CWorld::ProcessLineOfSight(point1, point2, foundCol, foundEnt, true, false, false, false, false, false, false);
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if (foundEnt && foundEnt->IsBuilding()) {
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// That was supposed to be Magnitude, according to leftover code in assembly
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float diff = (foundCol.point.z - point1.z);
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if (diff < 0.0f && diff > -3.0f)
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return true;
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}
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return false;
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}
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STARTPATCHES
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InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
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InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
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InjectHook(0x564890, &CWeapon::HitsGround, PATCH_JUMP);
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ENDPATCHES
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@ -70,7 +70,7 @@ public:
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void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
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bool IsTypeMelee(void);
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bool IsType2Handed(void);
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static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
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bool HitsGround(CEntity* holder, CVector* firePos, CEntity* aimingTo);
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};
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static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
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