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-rw-r--r--src/entities/Ped.cpp64
1 files changed, 62 insertions, 2 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp
index ccb07d46..b8236ecc 100644
--- a/src/entities/Ped.cpp
+++ b/src/entities/Ped.cpp
@@ -7,6 +7,8 @@
#include "PedStat.h"
#include "DMaudio.h"
#include "Ped.h"
+#include "PedType.h"
+#include "General.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
@@ -229,8 +231,6 @@ CPed::AimGun()
}
}
-
-// After I finished this I realized it's only for SCM opcode...
void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
{
@@ -397,6 +397,65 @@ CPed::OurPedCanSeeThisOne(CEntity* who)
return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
}
+void
+CPed::Avoid(void) {
+ int8 temper;
+ int moveState;
+ CPed* nearestPed;
+ float sinValue;
+ float cosValue;
+ float someRate;
+ float someY;
+ float someX;
+ float someDistance;
+ float simplifiedAngle;
+
+ temper = m_pedStats->m_temper;
+ if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+ moveState = m_nMoveState;
+
+ if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
+ nearestPed = m_nearPeds[0];
+
+ if (nearestPed) {
+ if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
+ && (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
+ & CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
+
+ simplifiedAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
+ sinValue = -sin(simplifiedAngle);
+ cosValue = cos(simplifiedAngle);
+
+ // sin^2 + cos^2 must always return 1, and it does return... so what's the point?
+ someRate = 1.0f / sqrt(cosValue * cosValue + sinValue * sinValue);
+
+ // 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.
+ someY = nearestPed->GetPosition().y
+ - (1.25 * (cosValue * someRate)
+ + GetPosition().y);
+ someX = nearestPed->GetPosition().x
+ - (1.25 * (sinValue * someRate)
+ + GetPosition().x);
+ someDistance = sqrt(someY * someY + someX * someX);
+
+ if (someDistance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ + 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
+ % 1000 / 5;
+
+ m_fRotationDest += DEGTORAD(45.0f);
+ if (!m_ped_flagA10) {
+ CPed::SetLookFlag(nearestPed, 0);
+ CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@@ -406,4 +465,5 @@ STARTPATCHES
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);
ENDPATCHES