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author | erorcun <erayorcunus@gmail.com> | 2019-11-20 22:06:22 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-11-20 22:06:22 +0100 |
commit | a7d0404c89047acbd426a0369a8cc343ed1429f0 (patch) | |
tree | 137c86403af35f742ebdff48706b520e4134dc5f /src/peds/Ped.cpp | |
parent | Frontend, Peds & logic and overflow fixes (diff) | |
parent | CPed completed! (diff) | |
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Diffstat (limited to 'src/peds/Ped.cpp')
-rw-r--r-- | src/peds/Ped.cpp | 422 |
1 files changed, 362 insertions, 60 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 04cc3edf..e9653cb3 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -49,12 +49,6 @@ #include "ParticleObject.h" #include "Floater.h" -WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } -WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); } -WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); } -WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); } -WRAPPER void CPed::WarpPedToNearLeaderOffScreen(void) { EAXJMP(0x4E52A0); } - #define FEET_OFFSET 1.04f CPed *gapTempPedList[50]; @@ -461,7 +455,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_wanderRangeBounds = nil; m_nPathNodes = 0; m_nCurPathNode = 0; - m_nPathState = 0; + m_nPathDir = 0; m_pLastPathNode = nil; m_pNextPathNode = nil; m_routeLastPoint = -1; @@ -787,9 +781,7 @@ CPed::AimGun(void) 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; + vector = pos; } else { vector = m_pSeekTarget->GetPosition(); } @@ -1445,8 +1437,15 @@ CPed::ClearPointGunAt(void) ClearLookFlag(); ClearAimFlag(); bIsPointingGunAt = false; +#ifndef VC_PED_PORTS if (m_nPedState == PED_AIM_GUN) { RestorePreviousState(); +#else + if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) { + m_nPedState = PED_IDLE; + RestorePreviousState(); + } +#endif weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); if (!animAssoc || animAssoc->blendDelta < 0.0f) { @@ -1456,7 +1455,9 @@ CPed::ClearPointGunAt(void) animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -4.0f; } +#ifndef VC_PED_PORTS } +#endif } void @@ -2772,6 +2773,12 @@ void CPed::SetIdle(void) { if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) { +#ifdef VC_PED_PORTS + if (m_nPedState == PED_AIM_GUN) + ClearPointGunAt(); + + m_nLastPedState = PED_NONE; +#endif m_nPedState = PED_IDLE; SetMoveState(PEDMOVE_STILL); } @@ -4171,39 +4178,36 @@ CPed::SetWanderPath(int8 pathStateDest) SetIdle(); return false; } else { - - // m_nPathState is pure direction for values 1,2,3 and 5,6,7 - - m_nPathState = pathStateDest; + m_nPathDir = pathStateDest; if (pathStateDest == 0) pathStateDest = CGeneral::GetRandomNumberInRange(1, 7); ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, - m_nPathState, &nextPathState); + m_nPathDir, &nextPathState); - // Circular loop until we find a node for current m_nPathState + // Circular loop until we find a node for current m_nPathDir while (!m_pNextPathNode) { - m_nPathState = (m_nPathState+1) % 8; + m_nPathDir = (m_nPathDir+1) % 8; // We're at where we started and couldn't find any node - if (m_nPathState == pathStateDest) { + if (m_nPathDir == pathStateDest) { ClearAll(); SetIdle(); return false; } ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, - m_nPathState, &nextPathState); + m_nPathDir, &nextPathState); } // We did it, save next path state and return true - m_nPathState = nextPathState; + m_nPathDir = nextPathState; m_nPedState = PED_WANDER_PATH; SetMoveState(PEDMOVE_WALK); bIsRunning = false; return true; } } else { - m_nPathState = pathStateDest; + m_nPathDir = pathStateDest; bStartWanderPathOnFoot = true; return false; } @@ -4338,6 +4342,9 @@ CPed::SetPointGunAt(CEntity *to) if (to) { SetLookFlag(to, true); SetAimFlag(to); +#ifdef VC_PED_PORTS + SetLookTimer(INT_MAX); +#endif } if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) @@ -5921,12 +5928,7 @@ void CPed::SetSeek(CVector pos, float distanceToCountDone) { if (!IsPedInControl() - // FIX: Directly comparing floats are bad. -#ifdef FIX_BUGS - || (m_nPedState == PED_SEEK_POS && Abs(m_vecSeekPos.x - pos.x) < 0.01f && Abs(m_vecSeekPos.y - pos.y) < 0.01f)) -#else || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y)) -#endif return; if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 @@ -7454,10 +7456,10 @@ CPed::Flee(void) 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; + if (m_nPathDir < curDirectionShouldBe) + m_nPathDir += 8; - int dirDiff = m_nPathState - curDirectionShouldBe; + int dirDiff = m_nPathDir - curDirectionShouldBe; if (dirDiff > 2 && dirDiff < 6) { realLastNode = nil; m_pLastPathNode = m_pNextPathNode; @@ -7493,7 +7495,7 @@ CPed::Flee(void) curDirectionShouldBe += 8; if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) { - m_nPathState = nextDirection; + m_nPathDir = nextDirection; m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; } else { bUsePedNodeSeek = false; @@ -10072,7 +10074,7 @@ CPed::ProcessControl(void) if (bStartWanderPathOnFoot) { if (IsPedInControl()) { ClearAll(); - SetWanderPath(m_nPathState); + SetWanderPath(m_nPathDir); bStartWanderPathOnFoot = false; } else if (m_nPedState == PED_DRIVING) { bWanderPathAfterExitingCar = true; @@ -11962,6 +11964,20 @@ CPed::ReplaceWeaponWhenExitingVehicle(void) } } +// Same, it's inlined in III. +inline void +CPed::RemoveWeaponWhenEnteringVehicle(void) +{ + if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { + if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) + m_storedWeapon = GetWeapon()->m_eWeaponType; + SetCurrentWeapon(WEAPONTYPE_UZI); + } else { + CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(ourWeapon->m_nModelId); + } +} + void CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg) { @@ -15753,6 +15769,7 @@ CPed::SeekCar(void) else bVehEnterDoorIsBlocked = false; + // Arrived to the car if (Seek()) { if (!foundBetterPosToSeek) { if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) { @@ -16566,17 +16583,8 @@ CPed::WarpPedIntoCar(CVehicle *car) CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(ourWeapon->m_nModelId); } else { - // Because we can use Uzi for drive by - // RemoveWeaponWhenEnteringVehicle in VC - if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { - if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) - m_storedWeapon = GetWeapon()->m_eWeaponType; - SetCurrentWeapon(WEAPONTYPE_UZI); - } else { - CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(ourWeapon->m_nModelId); - } + RemoveWeaponWhenEnteringVehicle(); if (car->bLowVehicle) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); @@ -16785,17 +16793,7 @@ void CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) { float zDiff = 0.0f; - if (!IsPlayer() || GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) { - // RemoveWeaponWhenEnteringVehicle in VC - if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { - if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) - m_storedWeapon = GetWeapon()->m_eWeaponType; - SetCurrentWeapon(WEAPONTYPE_UZI); - } else { - CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(ourWeapon->m_nModelId); - } - } + RemoveWeaponWhenEnteringVehicle(); car->m_nGettingInFlags |= doorFlag; bVehEnterDoorIsBlocked = false; if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT) @@ -16832,22 +16830,321 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) if (IsPlayer()) CWaterLevel::AllocateBoatWakeArray(); } else { - if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR) { - if (zDiff <= 4.4f) { - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); - } else { + if (zDiff > 4.4f) { + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); - } - } else if (zDiff <= 4.4f) { - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); + } else { - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); } m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); car->AutoPilot.m_nCruiseSpeed = 0; } } +void +CPed::WanderPath(void) +{ + if (!m_pNextPathNode) { + printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n"); + SetIdle(); + return; + } + if (m_nWaitState == WAITSTATE_FALSE) { + if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE) + SetMoveState(PEDMOVE_WALK); + } + m_vecSeekPos = m_pNextPathNode->pos; + m_vecSeekPos.z += 1.0f; + + // Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him. + if (!Seek()) + return; + + CPathNode *previousLastNode = m_pLastPathNode; + uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100; + + // We don't prefer 180-degree turns in normal situations + uint8 dirWeWouldntPrefer = m_nPathDir; + if (dirWeWouldntPrefer <= 3) + dirWeWouldntPrefer += 4; + else + dirWeWouldntPrefer -= 4; + + CPathNode *nodeWeWouldntPrefer = nil; + uint8 dirToSet = 9; // means undefined + uint8 dirWeWouldntPrefer2 = 9; // means undefined + if (randVal <= 90) { + if (randVal > 80) { + m_nPathDir += 2; + m_nPathDir %= 8; + } + } else { + m_nPathDir -= 2; + if (m_nPathDir < 0) + m_nPathDir += 8; + } + + m_pLastPathNode = m_pNextPathNode; + ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, + m_nPathDir, &dirToSet); + + uint8 tryCount = 0; + + // NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7 + while (!m_pNextPathNode) { + tryCount++; + m_nPathDir = (m_nPathDir + 1) % 8; + + // We're at where we started and couldn't find any node + if (tryCount > 7) { + if (!nodeWeWouldntPrefer) { + ClearAll(); + SetIdle(); + // Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath. + Error("Can't find valid path node, SetWanderPath, Ped.cpp"); + return; + } + m_pNextPathNode = nodeWeWouldntPrefer; + dirToSet = dirWeWouldntPrefer2; + } else { + ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, + m_nPathDir, &dirToSet); + if (m_pNextPathNode) { + if (dirToSet == dirWeWouldntPrefer) { + nodeWeWouldntPrefer = m_pNextPathNode; + dirWeWouldntPrefer2 = dirToSet; + m_pNextPathNode = nil; + } + } + } + } + + m_nPathDir = dirToSet; + if (m_pLastPathNode == m_pNextPathNode) { + m_pNextPathNode = previousLastNode; + SetWaitState(WAITSTATE_DOUBLEBACK, nil); + Say(SOUND_PED_WAIT_DOUBLEBACK); + } else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) { + SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil); + } else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) { + SetWaitState(WAITSTATE_CROSS_ROAD, nil); + } else if (m_pNextPathNode == previousLastNode) { + SetWaitState(WAITSTATE_DOUBLEBACK, nil); + Say(SOUND_PED_WAIT_DOUBLEBACK); + } +} + +bool +CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo) +{ + bool teleported = false; + if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) + return false; + + CVector warpToPos = warpTo->GetPosition(); + CVector distVec = warpToPos - GetPosition(); + float halfOfDist = distVec.Magnitude() * 0.5f; + CVector halfNormalizedDist = distVec / halfOfDist; + + CVector appropriatePos = GetPosition(); + CVector zCorrectedPos = appropriatePos; + int tryCount = min(10, halfOfDist); + for (int i = 0; i < tryCount; ++i) { + appropriatePos += halfNormalizedDist; + CPedPlacement::FindZCoorForPed(&zCorrectedPos); + + if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) + continue; + + appropriatePos.z = zCorrectedPos.z; + if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) + && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { + teleported = true; + Teleport(appropriatePos); + } + } + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; + return teleported; +} + +bool +CPed::WarpPedToNearLeaderOffScreen(void) +{ + bool teleported = false; + if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) + return false; + + CVector warpToPos = m_leader->GetPosition(); + CVector distVec = warpToPos - GetPosition(); + float halfOfDist = distVec.Magnitude() * 0.5f; + CVector halfNormalizedDist = distVec / halfOfDist; + + CVector appropriatePos = GetPosition(); + CVector zCorrectedPos = appropriatePos; + int tryCount = min(10, halfOfDist); + for (int i = 0; i < tryCount; ++i) { + appropriatePos += halfNormalizedDist; + CPedPlacement::FindZCoorForPed(&zCorrectedPos); + + if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) + continue; + + appropriatePos.z = zCorrectedPos.z; + if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) + && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { + teleported = true; + Teleport(appropriatePos); + } + } + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; + return teleported; +} + +void +CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) +{ + RemoveWeaponWhenEnteringVehicle(); + if (m_nPedState != PED_SEEK_CAR) + SetStoredState(); + + m_pSeekTarget = car; + m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); + m_nPedState = PED_CARJACK; + car->bIsBeingCarJacked = true; + m_pMyVehicle = (CVehicle*)m_pSeekTarget; + m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle); + ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; + + Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING); + CVector carEnterPos; + carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType); + + car->m_nGettingInFlags |= doorFlag; + m_vecOffsetSeek = carEnterPos - GetPosition(); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; + float zDiff = max(0.0f, carEnterPos.z - GetPosition().z); + bUsesCollision = false; + + if (zDiff > 4.4f) { + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); + + } else { + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); + } + + m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); +} + +void +CPed::SetObjective(eObjective newObj, CVector dest, float safeDist) +{ + if (DyingOrDead()) + return; + + if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) + return; + + SetObjectiveTimer(0); + if (m_objective == newObj) { + if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { + if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist) + return; + } else if (newObj == OBJECTIVE_GUARD_SPOT) { + if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist) + return; + } + } + +#ifdef VC_PED_PORTS + ClearPointGunAt(); +#endif + bObjectiveCompleted = false; + if (IsTemporaryObjective(m_objective)) { + m_prevObjective = newObj; + } else { + if (m_objective != newObj) + SetStoredObjective(); + + m_objective = newObj; + } + + if (newObj == OBJECTIVE_GUARD_SPOT) { + m_vecSeekPosEx = dest; + m_distanceToCountSeekDoneEx = safeDist; + } else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { + m_pNextPathNode = nil; + m_nextRoutePointPos = dest; + m_vecSeekPos = m_nextRoutePointPos; + bUsePedNodeSeek = true; + } +} + +void +CPed::SetCarJack(CVehicle* car) +{ + uint8 doorFlag; + eDoors door; + CPed *pedInSeat = nil; + + if (car->IsBoat()) + return; + + switch (m_vehEnterType) { + case CAR_DOOR_RF: + doorFlag = CAR_DOOR_FLAG_RF; + door = DOOR_FRONT_RIGHT; + if (car->pPassengers[0]) { + pedInSeat = car->pPassengers[0]; + } else if (m_nPedType == PEDTYPE_COP) { + pedInSeat = car->pDriver; + } + break; + case CAR_DOOR_RR: + doorFlag = CAR_DOOR_FLAG_RR; + door = DOOR_REAR_RIGHT; + pedInSeat = car->pPassengers[2]; + break; + case CAR_DOOR_LF: + doorFlag = CAR_DOOR_FLAG_LF; + door = DOOR_FRONT_LEFT; + pedInSeat = car->pDriver; + break; + case CAR_DOOR_LR: + doorFlag = CAR_DOOR_FLAG_LR; + door = DOOR_REAR_LEFT; + pedInSeat = car->pPassengers[1]; + break; + default: + doorFlag = CAR_DOOR_FLAG_UNKNOWN; + break; + } + + if(car->bIsBus) + pedInSeat = car->pDriver; + + if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || + (car->VehicleCreatedBy != MISSION_VEHICLE && car->m_modelIndex != MI_DODO))) + if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) + if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) + if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) + if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags)) + SetCarJack_AllClear(car, m_vehEnterType, doorFlag); +} + class CPed_ : public CPed { public: @@ -16919,6 +17216,7 @@ STARTPATCHES InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D89A0, (void (CPed::*)(eObjective, int16, int16)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D8A90, (void (CPed::*)(eObjective, CVector)) &CPed::SetObjective, PATCH_JUMP); + InjectHook(0x4D8770, (void (CPed::*)(eObjective, CVector, float)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4DDEC0, &CPed::ReactToAttack, PATCH_JUMP); InjectHook(0x4D0600, &CPed::SetIdle, PATCH_JUMP); InjectHook(0x4E0E00, &CPed::QuitEnteringCar, PATCH_JUMP); @@ -17075,4 +17373,8 @@ STARTPATCHES InjectHook(0x4D4970, &CPed::SetPedPositionInCar, PATCH_JUMP); InjectHook(0x4D7D20, &CPed::WarpPedIntoCar, PATCH_JUMP); InjectHook(0x4E0A40, &CPed::SetEnterCar_AllClear, PATCH_JUMP); + InjectHook(0x4D28D0, &CPed::WanderPath, PATCH_JUMP); + InjectHook(0x4E5570, &CPed::WarpPedToNearEntityOffScreen, PATCH_JUMP); + InjectHook(0x4E52A0, &CPed::WarpPedToNearLeaderOffScreen, PATCH_JUMP); + InjectHook(0x4E0220, &CPed::SetCarJack, PATCH_JUMP); ENDPATCHES
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