diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/core/re3.cpp | 1 | ||||
-rw-r--r-- | src/math/Vector2D.h | 13 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 381 | ||||
-rw-r--r-- | src/peds/Ped.h | 14 | ||||
-rw-r--r-- | src/vehicles/Automobile.cpp | 6 |
5 files changed, 387 insertions, 28 deletions
diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 62e9a040..d6bc8148 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -354,6 +354,7 @@ DebugMenuPopulate(void) #ifndef MASTER DebugMenuAddVarBool8("Debug", "Toggle unused fight feature", (int8*)&CPed::bUnusedFightThingOnPlayer, nil); DebugMenuAddVarBool8("Debug", "Toggle banned particles", (int8*)&CParticle::bEnableBannedParticles, nil); + DebugMenuAddVarBool8("Debug", "Toggle popping heads on headshot", (int8*)&CPed::bPopHeadsOnHeadshot, nil); #endif DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start); diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h index a090155c..1e4d698f 100644 --- a/src/math/Vector2D.h +++ b/src/math/Vector2D.h @@ -49,9 +49,6 @@ public: CVector2D operator+(const CVector2D &rhs) const { return CVector2D(x+rhs.x, y+rhs.y); } - CVector2D operator*(float t) const { - return CVector2D(x*t, y*t); - } CVector2D operator/(float t) const { return CVector2D(x/t, y/t); } @@ -91,3 +88,13 @@ NormalizeXY(float &x, float &y) }else x = 1.0f; } + +inline CVector2D operator*(const CVector2D &left, float right) +{ + return CVector2D(left.x * right, left.y * right); +} + +inline CVector2D operator*(float left, const CVector2D &right) +{ + return CVector2D(left * right.x, left * right.y); +} diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 494b37d1..4e64c1db 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -49,16 +49,12 @@ #include "ParticleObject.h" #include "Floater.h" -WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } -WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); } -WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); } WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); } WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); } WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); } WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); } -WRAPPER void CPed::WarpPedIntoCar(CVehicle*) { EAXJMP(0x4D7D20); } WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); } WRAPPER void CPed::WarpPedToNearLeaderOffScreen(void) { EAXJMP(0x4E52A0); } @@ -78,6 +74,8 @@ CPedAudioData (&CPed::CommentWaitTime)[38] = *(CPedAudioData(*)[38]) * (uintptr* uint16 nPlayerInComboMove; +RpClump *flyingClumpTemp; + // This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat. FightMove tFightMoves[NUM_FIGHTMOVES] = { {NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, @@ -286,6 +284,7 @@ static char WaitStateText[][16] = { #ifndef MASTER int nDisplayDebugInfo = 0; bool CPed::bUnusedFightThingOnPlayer = false; +bool CPed::bPopHeadsOnHeadshot = false; void CPed::SwitchDebugDisplay(void) @@ -878,7 +877,11 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction) frame = GetNodeFrame(nodeId); if (frame) { if (CGame::nastyGame) { +#ifndef MASTER + if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) +#else if (nodeId != PED_HEAD) +#endif SpawnFlyingComponent(nodeId, direction); RecurseFrameChildrenVisibilityCB(frame, nil); @@ -1852,11 +1855,11 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) // Getting out if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { - float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep(); + float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep(); // If we're not in ground at next step, apply animation - if (neededPos.z + pedZSpeedOnExit >= autoZPos.z) { - m_vecMoveSpeed.z = pedZSpeedOnExit; + if (neededPos.z + nextZSpeed >= autoZPos.z) { + m_vecMoveSpeed.z = nextZSpeed; ApplyMoveSpeed(); // Removing below line breaks the animation neededPos.z = GetPosition().z; @@ -6893,8 +6896,8 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) } #ifdef VC_PED_PORTS if (ped->m_pCurrentPhysSurface) { - ped->m_vecMoveSpeed.x += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.x; - ped->m_vecMoveSpeed.y += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.y; + ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x; + ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y; } #endif } @@ -8330,8 +8333,7 @@ CPed::InvestigateEvent(void) bool CPed::IsPedDoingDriveByShooting(void) { - if (this == FindPlayerPed() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { - + if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) return true; } @@ -13638,7 +13640,7 @@ LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 bool CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset) { - // because if dist is more then 5 unit, fov isn't important, we want shortest way + // because fov isn't important if dist is more then 5 unit, we want shortest way if (dist.Magnitude() > 5.0f) return true; @@ -13769,6 +13771,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f); int dirToGo; m_walkAroundType = 0; + int iWouldPreferGoingBack = 0; // 1:left 2:right #endif float adjustedCheckInterval = 0.7f * checkIntervalInDist; CVector posToCheck; @@ -13796,6 +13799,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { cornerToGo = tl; m_walkAroundType = 1; + + if (m_vehEnterType == CAR_DOOR_LR) + iWouldPreferGoingBack = 1; } else if(CanWeSeeTheCorner(tl, GetForward())){ cornerToGo = tl; dirToGo = GetLocalDirection(tl); @@ -13831,6 +13837,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { cornerToGo = tr; m_walkAroundType = 2; + + if (m_vehEnterType == CAR_DOOR_RR) + iWouldPreferGoingBack = 2; } else if (CanWeSeeTheCorner(tr, GetForward())) { cornerToGo = tr; dirToGo = GetLocalDirection(tr); @@ -13863,7 +13872,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition(); - if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (iWouldPreferGoingBack == 2) + m_walkAroundType = 4; + else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { cornerToGo = br; m_walkAroundType = 5; @@ -13899,7 +13910,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition(); - if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (iWouldPreferGoingBack == 1) + m_walkAroundType = 7; + else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { cornerToGo = bl; m_walkAroundType = 6; @@ -14300,7 +14313,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) m_ped_flagH10 = false; bOnBoat = false; } else { - m_pCurrentPhysSurface = collidingEnt; + m_pCurrentPhysSurface = (CPhysical*)collidingEnt; collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface); m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition(); m_pCurSurface = collidingEnt; @@ -14505,7 +14518,7 @@ CPed::WillChat(CPed *stranger) } if (m_nSurfaceTouched == SURFACE_TARMAC) return false; - if (this == stranger) + if (stranger == this) return false; if (m_nPedType == stranger->m_nPedType) return true; @@ -14784,7 +14797,7 @@ CPed::ProcessBuoyancy(void) float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f); #endif - if (mod_Buoyancy.ProcessBuoyancy(this, 0.008f * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { + if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { m_flagD8 = true; CEntity *entity; CColPoint point; @@ -16209,6 +16222,338 @@ CPed::UpdateFromLeader(void) } } +void +CPed::UpdatePosition(void) +{ + if (CReplay::IsPlayingBack() || !bIsStanding) + return; + + CVector2D velocityChange; + + SetHeading(m_fRotationCur); + if (m_pCurrentPhysSurface) { + CVector2D velocityOfSurface; + CPhysical *curSurface = m_pCurrentPhysSurface; + if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) { + + // It seems R* didn't like m_vecOffsetFromPhysSurface for boats + CVector offsetToSurface = GetPosition() - curSurface->GetPosition(); + offsetToSurface.z -= FEET_OFFSET; + + CVector surfaceMoveVelocity = curSurface->m_vecMoveSpeed; + CVector surfaceTurnVelocity = CrossProduct(curSurface->m_vecTurnSpeed, offsetToSurface); + + // Also we use that weird formula instead of friction if it's boat + float slideMult = -curSurface->m_vecTurnSpeed.MagnitudeSqr(); + velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity); + m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z); + } else { + velocityOfSurface = curSurface->GetSpeed(m_vecOffsetFromPhysSurface); + } + // Reminder: m_moved is displacement from walking/running. + velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed; + m_fRotationCur += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep(); + m_fRotationDest += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep(); + } else if (m_nSurfaceTouched != SURFACE_STONE || m_vecDamageNormal.x == 0.0f && m_vecDamageNormal.y == 0.0f) { + velocityChange = m_moved - m_vecMoveSpeed; + } else { + // Ped got damaged by steep slope + m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f); + // some kind of + CVector2D reactionForce = m_vecDamageNormal * (1.0f / m_vecDamageNormal.Magnitude2D()); + + velocityChange = 0.02f * reactionForce + m_moved; + + float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange); + // they're in same direction + if (reactionAndVelocityDotProd < 0.0f) { + velocityChange -= reactionAndVelocityDotProd * reactionForce; + } + } + + // Take time step into account + if (m_pCurrentPhysSurface) { + float speedChange = velocityChange.Magnitude(); + float changeMult = speedChange; + if (m_nPedState != PED_DIE || !m_pCurrentPhysSurface->IsVehicle()) { + if (!m_pCurrentPhysSurface->IsVehicle() || !((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) + changeMult = 0.01f * CTimer::GetTimeStep(); + } else { + changeMult = 0.002f * CTimer::GetTimeStep(); + } + + if (speedChange > changeMult) { + velocityChange = velocityChange * (changeMult / speedChange); + } + } + m_vecMoveSpeed.x += velocityChange.x; + m_vecMoveSpeed.y += velocityChange.y; +} + +void +CPed::SetPedPositionInCar(void) +{ + if (CReplay::IsPlayingBack()) + return; + + if (bChangedSeat) { + bool notYet = false; + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) { + notYet = true; + } + if (notYet) { + LineUpPedWithCar(LINE_UP_TO_CAR_START); + bChangedSeat = false; + return; + } + } + CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); + CMatrix newMat(m_pMyVehicle->GetMatrix()); + CVector seatPos; + if (m_pMyVehicle->pDriver == this) { + if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) + seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; + else + seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; + + if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE) + seatPos.x = -seatPos.x; + + } else if (m_pMyVehicle->pPassengers[0] == this) { + if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) + seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; + else + seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; + } else if (m_pMyVehicle->pPassengers[1] == this) { + seatPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + seatPos.x = -seatPos.x; + } else { + if (m_pMyVehicle->pPassengers[2] == this) { + seatPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + } else if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) { + seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; + } else { + seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; + } + } + newMat.GetPosition() += Multiply3x3(newMat, seatPos); + // Already done below (SetTranslate(0.0f, 0.0f, 0.0f)) + // tempMat.SetUnity(); + + // Rear seats on vans don't face to front, so rotate them HALFPI. + if (m_pMyVehicle->bIsVan) { + CMatrix tempMat; + if (m_pMyVehicle->pPassengers[1] == this) { + m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; + tempMat.SetTranslate(0.0f, 0.0f, 0.0f); + tempMat.RotateZ(-HALFPI); + newMat = newMat * tempMat; + } else if (m_pMyVehicle->pPassengers[2] == this) { + m_fRotationCur = HALFPI + m_pMyVehicle->GetForward().Heading(); + tempMat.SetTranslate(0.0f, 0.0f, 0.0f); + tempMat.RotateZ(HALFPI); + newMat = newMat * tempMat; + } else { + m_fRotationCur = m_pMyVehicle->GetForward().Heading(); + } + } else { + m_fRotationCur = m_pMyVehicle->GetForward().Heading(); + } + GetMatrix() = newMat; +} + +static RwObject* +CloneAtomicToFrameCB(RwObject *frame, void *data) +{ + RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame); + RpAtomicSetFrame(newAtomic, (RwFrame*)data); + RpClumpAddAtomic(flyingClumpTemp, newAtomic); + CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil); + return frame; +} + +static RwFrame* +RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data) +{ + RwFrame *newFrame = RwFrameCreate(); + RwFrameAddChild((RwFrame*)data, newFrame); + RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE); + RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame); + RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame); + return newFrame; +} + +CObject* +CPed::SpawnFlyingComponent(int pedNode, int8 direction) +{ + if (CObject::nNoTempObjects >= NUMTEMPOBJECTS) + return nil; + + CObject *obj = new CObject(); + if (!obj) + return nil; + + RwFrame *frame = RwFrameCreate(); + RpClump *clump = RpClumpCreate(); + RpClumpSetFrame(clump, frame); + RwMatrix *matrix = RwFrameGetLTM(GetNodeFrame(pedNode)); + *RwFrameGetMatrix(frame) = *matrix; + + flyingClumpTemp = clump; + RwFrameForAllObjects(GetNodeFrame(pedNode), CloneAtomicToFrameCB, frame); + RwFrameForAllChildren(GetNodeFrame(pedNode), RecurseFrameChildrenToCloneCB, frame); + flyingClumpTemp = nil; + switch (pedNode) { + case PED_HEAD: + // So popping head would have wheel collision. They disabled it anyway + obj->SetModelIndexNoCreate(MI_CAR_WHEEL); + break; + case PED_UPPERARML: + case PED_UPPERARMR: + obj->SetModelIndexNoCreate(MI_BODYPARTB); + obj->SetCenterOfMass(0.25f, 0.0f, 0.0f); + break; + case PED_UPPERLEGL: + case PED_UPPERLEGR: + obj->SetModelIndexNoCreate(MI_BODYPARTA); + obj->SetCenterOfMass(0.4f, 0.0f, 0.0f); + break; + default: + break; + } + obj->RefModelInfo(m_modelIndex); + obj->AttachToRwObject((RwObject*)clump); + obj->m_fMass = 15.0f; + obj->m_fTurnMass = 5.0f; + obj->m_fAirResistance = 0.99f; + obj->m_fElasticity = 0.03f; + obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f; + obj->ObjectCreatedBy = TEMP_OBJECT; + obj->bIsStatic = false; + obj->bIsPickup = false; + obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SPLIT_MODEL; + + // life time - the more objects the are, the shorter this one will live + CObject::nNoTempObjects++; + if (CObject::nNoTempObjects > 20) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000; + else if (CObject::nNoTempObjects > 10) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000; + else + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000; + + CVector localForcePos, forceDir; + + if (direction == 2) { + obj->m_vecMoveSpeed = 0.03f * GetForward(); + obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; + obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + localForcePos = CVector(0.0f, 0.0f, 0.0f); + forceDir = GetForward(); + } else { + obj->m_vecMoveSpeed = -0.03f * GetForward(); + obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; + obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + localForcePos = CVector(0.0f, 0.0f, 0.0f); + forceDir = -GetForward(); + } + obj->ApplyTurnForce(forceDir, localForcePos); + CWorld::Add(obj); + + return obj; +} + +void +CPed::WarpPedIntoCar(CVehicle *car) +{ + bInVehicle = true; + m_pMyVehicle = car; + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_carInObjective = car; + m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); + m_nPedState = PED_DRIVING; + bUsesCollision = false; + bIsInTheAir = false; + m_ped_flagI4 = true; + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + car->SetDriver(this); + car->pDriver->RegisterReference((CEntity **) &car->pDriver); + + } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + for (int i = 0; i < 4; i++) { + if (!car->pPassengers[i]) { + car->pPassengers[i] = this; + car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]); + break; + } + } + } else + return; + + if (IsPlayer()) { + car->m_status = STATUS_PLAYER; + AudioManager.PlayerJustGotInCar(); + CCarCtrl::RegisterVehicleOfInterest(car); + } else { + car->m_status = STATUS_PHYSICS; + } + + CWorld::Remove(this); + GetPosition() = car->GetPosition(); + CWorld::Add(this); + + if (car->bIsAmbulanceOnDuty) { + car->bIsAmbulanceOnDuty = false; + --CCarCtrl::NumAmbulancesOnDuty; + } + if (car->bIsFireTruckOnDuty) { + car->bIsFireTruckOnDuty = false; + --CCarCtrl::NumFiretrucksOnDuty; + } + if (!car->bEngineOn) { + car->bEngineOn = true; + DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); + } + if (car->IsBoat()) { + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); + 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); + } + + if (car->bLowVehicle) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); + } + StopNonPartialAnims(); + if (car->bIsBus) + bRenderPedInCar = false; + + bChangedSeat = true; +} + class CPed_ : public CPed { public: @@ -16430,4 +16775,6 @@ STARTPATCHES InjectHook(0x4E5870, &CPed::ServiceTalking, PATCH_JUMP); InjectHook(0x4E7780, &CPed::StartFightDefend, PATCH_JUMP); InjectHook(0x4D8F30, &CPed::UpdateFromLeader, PATCH_JUMP); + InjectHook(0x4D4970, &CPed::SetPedPositionInCar, PATCH_JUMP); + InjectHook(0x4D7D20, &CPed::WarpPedIntoCar, PATCH_JUMP); ENDPATCHES
\ No newline at end of file diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 7e049464..50a8bfec 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -15,6 +15,7 @@ struct CPathNode; class CAccident; +class CObject; struct CPedAudioData { @@ -362,7 +363,7 @@ public: uint8 bShakeFist : 1; // test shake hand at look entity uint8 bNoCriticalHits : 1; // if set, limbs won't came off - uint8 m_ped_flagI4 : 1; // seems like related with cars + uint8 m_ped_flagI4 : 1; // we've been put to car by script? - related with cars uint8 bHasAlreadyBeenRecorded : 1; uint8 bFallenDown : 1; #ifdef VC_PED_PORTS @@ -430,7 +431,7 @@ public: float m_headingRate; uint16 m_vehEnterType; // TODO: this is more like a door, not a type int16 m_walkAroundType; - CEntity *m_pCurrentPhysSurface; + CPhysical *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; CVector m_vecSeekPos; @@ -532,7 +533,6 @@ public: void SetDead(void); void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer); void RemoveBodyPart(PedNode nodeId, int8 direction); - void SpawnFlyingComponent(int, int8); bool OurPedCanSeeThisOne(CEntity *target); void Avoid(void); void Attack(void); @@ -670,7 +670,6 @@ public: void ProcessBuoyancy(void); void ServiceTalking(void); void SetJump(void); - void UpdatePosition(void); void WanderPath(void); void ReactToPointGun(CEntity*); void SeekCar(void); @@ -767,6 +766,8 @@ public: void WanderRange(void); void SetFollowRoute(int16, int16); void SeekBoatPosition(void); + void UpdatePosition(void); + CObject *SpawnFlyingComponent(int, int8); #ifdef VC_PED_PORTS bool CanPedJumpThis(CEntity*, CVector*); #else @@ -796,9 +797,12 @@ public: static CPedAudioData (&CommentWaitTime)[38]; #ifndef MASTER + static bool bUnusedFightThingOnPlayer; + static bool bPopHeadsOnHeadshot; + + // Mobile things static void SwitchDebugDisplay(void); void DebugRenderOnePedText(void); - static bool bUnusedFightThingOnPlayer; #endif }; diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index 0fa8547e..30446894 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -2474,8 +2474,8 @@ CAutomobile::TankControl(void) int lifeSpan = 250; if(m_vecMoveSpeed.Magnitude() > 0.08f){ lifeSpan = 125; - flashPos.x += 0.5f*m_vecMoveSpeed.x; - flashPos.y += 0.5f*m_vecMoveSpeed.y; + flashPos.x += 5.0f*m_vecMoveSpeed.x; + flashPos.y += 5.0f*m_vecMoveSpeed.y; } CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan); flashPos += 0.3f*shotDir; @@ -4210,7 +4210,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) if(atomic == nil) return nil; - obj = new CObject; + obj = new CObject(); if(obj == nil) return nil; |