diff options
| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/peds/PlayerPed.cpp | |
| download | re3-miami.tar.gz re3-miami.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/peds/PlayerPed.cpp')
| -rw-r--r-- | src/peds/PlayerPed.cpp | 2215 |
1 files changed, 2215 insertions, 0 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp new file mode 100644 index 0000000..9c668cf --- /dev/null +++ b/src/peds/PlayerPed.cpp @@ -0,0 +1,2215 @@ +#include "common.h" + +#include "RwHelper.h" +#include "PlayerPed.h" +#include "Wanted.h" +#include "Fire.h" +#include "DMAudio.h" +#include "Pad.h" +#include "Camera.h" +#include "WeaponEffects.h" +#include "ModelIndices.h" +#include "World.h" +#include "RpAnimBlend.h" +#include "AnimBlendAssociation.h" +#include "General.h" +#include "Pools.h" +#include "Darkel.h" +#include "CarCtrl.h" +#include "MBlur.h" +#include "Streaming.h" +#include "Population.h" +#include "Script.h" +#include "Replay.h" +#include "PedPlacement.h" +#include "VarConsole.h" + +#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f + +bool CPlayerPed::bDontAllowWeaponChange; +#ifndef MASTER +bool CPlayerPed::bDebugPlayerInfo; +#endif + +const uint32 CPlayerPed::nSaveStructSize = +#ifdef COMPATIBLE_SAVES + 1752; +#else + sizeof(CPlayerPed); +#endif + +int32 idleAnimBlockIndex; + +CPad* +GetPadFromPlayer(CPlayerPed*) +{ + return CPad::GetPad(0); +} + +CPlayerPed::~CPlayerPed() +{ + delete m_pWanted; +} + +CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) +{ + m_fMoveSpeed = 0.0f; + SetModelIndex(MI_PLAYER); +#ifdef FIX_BUGS + m_fCurrentStamina = m_fMaxStamina = 150.0f; +#endif + SetInitialState(); + + m_pWanted = new CWanted(); + m_pWanted->Initialise(); + m_pArrestingCop = nil; + m_currentWeapon = WEAPONTYPE_UNARMED; + m_nSelectedWepSlot = WEAPONSLOT_UNARMED; + m_nSpeedTimer = 0; + m_bSpeedTimerFlag = false; + SetWeaponLockOnTarget(nil); + SetPedState(PED_IDLE); +#ifndef FIX_BUGS + m_fCurrentStamina = m_fMaxStamina = 150.0f; +#endif + m_fStaminaProgress = 0.0f; + m_nEvadeAmount = 0; + m_pEvadingFrom = nil; + m_nHitAnimDelayTimer = 0; + m_fAttackButtonCounter = 0.0f; + m_bHaveTargetSelected = false; + m_bHasLockOnTarget = false; + m_bCanBeDamaged = true; + m_bNoPosForMeleeAttack = false; + m_fWalkAngle = 0.0f; + m_fFPSMoveHeading = 0.0f; + m_pMinigunTopAtomic = nil; + m_fGunSpinSpeed = 0.0; + m_fGunSpinAngle = 0.0; + m_nPadDownPressedInMilliseconds = 0; + m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1; + unk1 = false; + for (int i = 0; i < 6; i++) { + m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f); + m_pPedAtSafePos[i] = nil; + m_pMeleeList[i] = nil; + } + m_nAttackDirToCheck = 0; + m_nLastBusFareCollected = 0; + idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles"); +} + +void +CPlayerPed::ClearWeaponTarget() +{ + if (m_nPedType == PEDTYPE_PLAYER1) { + SetWeaponLockOnTarget(nil); + TheCamera.ClearPlayerWeaponMode(); + CWeaponEffects::ClearCrossHair(); + } + ClearPointGunAt(); +} + +void +CPlayerPed::SetWantedLevel(int32 level) +{ + m_pWanted->SetWantedLevel(level); +} + +void +CPlayerPed::SetWantedLevelNoDrop(int32 level) +{ + m_pWanted->SetWantedLevelNoDrop(level); +} + +void +CPlayerPed::MakeObjectTargettable(int32 handle) +{ + for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) { + if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) { + m_nTargettableObjects[i] = handle; + return; + } + } +} + +// I don't know the actual purpose of parameter +void +CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity) +{ + if (m_pedStats->m_temper < 52) { + m_pedStats->m_temper++; + } else if (annoyedByPassingEntity && m_pedStats->m_temper < 55) { + m_pedStats->m_temper++; + } else if (annoyedByPassingEntity) { + m_pedStats->m_temper = 46; + } +} + +void +CPlayerPed::ClearAdrenaline(void) +{ + if (m_bAdrenalineActive && m_nAdrenalineTime != 0) { + m_nAdrenalineTime = 0; + CTimer::SetTimeScale(1.0f); + } +} + +CPlayerInfo * +CPlayerPed::GetPlayerInfoForThisPlayerPed() +{ + if (CWorld::Players[0].m_pPed == this) + return &CWorld::Players[0]; + + return nil; +} + +void +CPlayerPed::SetupPlayerPed(int32 index) +{ + CPlayerPed *player = new CPlayerPed(); + CWorld::Players[index].m_pPed = player; +#ifdef FIX_BUGS + player->RegisterReference((CEntity**)&CWorld::Players[index].m_pPed); +#endif + + player->SetOrientation(0.0f, 0.0f, 0.0f); + + CWorld::Add(player); + player->m_wepAccuracy = 100; + +#ifndef MASTER + VarConsole.Add("Debug PlayerPed", &CPlayerPed::bDebugPlayerInfo, true); + VarConsole.Add("Tweak Vehicle Handling", &CVehicle::m_bDisplayHandlingInfo, true); +#endif +} + +void +CPlayerPed::DeactivatePlayerPed(int32 index) +{ + CWorld::Remove(CWorld::Players[index].m_pPed); +} + +void +CPlayerPed::ReactivatePlayerPed(int32 index) +{ + CWorld::Add(CWorld::Players[index].m_pPed); +} + +void +CPlayerPed::UseSprintEnergy(void) +{ + if (m_fCurrentStamina > -150.0f && !CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint + && !m_bAdrenalineActive) { + m_fCurrentStamina = m_fCurrentStamina - CTimer::GetTimeStep(); + m_fStaminaProgress = m_fStaminaProgress + CTimer::GetTimeStep(); + } + + if (m_fStaminaProgress >= 500.0f) { + m_fStaminaProgress = 0; + if (m_fMaxStamina < 1000.0f) + m_fMaxStamina += 10.0f; + } +} + +void +CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon) +{ + if (m_nPedState == PED_SNIPER_MODE) { + RestorePreviousState(); + TheCamera.ClearPlayerWeaponMode(); + } + SetCurrentWeapon(weapon); + m_nSelectedWepSlot = m_currentWeapon; + + GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition); + + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM)) + ClearWeaponTarget(); + + // WEAPONTYPE_SNIPERRIFLE? Wut? + CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE))); + if (weaponAnim) { + weaponAnim->SetRun(); + weaponAnim->flags |= ASSOC_FADEOUTWHENDONE; + } + TheCamera.ClearPlayerWeaponMode(); +} + +void +CPlayerPed::MakeChangesForNewWeapon(int32 slot) +{ + if(slot != -1) + MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType); +} + +void +CPlayerPed::ReApplyMoveAnims(void) +{ + static AnimationId moveAnims[] = { ANIM_STD_WALK, ANIM_STD_RUN, ANIM_STD_RUNFAST, ANIM_STD_IDLE, ANIM_STD_STARTWALK }; + + for(int i = 0; i < ARRAY_SIZE(moveAnims); i++) { + CAnimBlendAssociation *curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), moveAnims[i]); + if (curMoveAssoc) { + if (CGeneral::faststrcmp(CAnimManager::GetAnimAssociation(m_animGroup, moveAnims[i])->hierarchy->name, curMoveAssoc->hierarchy->name)) { + CAnimBlendAssociation *newMoveAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, moveAnims[i]); + newMoveAssoc->blendDelta = curMoveAssoc->blendDelta; + newMoveAssoc->blendAmount = curMoveAssoc->blendAmount; + curMoveAssoc->blendDelta = -1000.0f; + curMoveAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + } +} + +void +CPlayerPed::SetInitialState(void) +{ + m_nDrunkenness = 0; + m_nFadeDrunkenness = 0; + CMBlur::ClearDrunkBlur(); + m_nDrunkCountdown = 0; + m_bAdrenalineActive = false; + m_nAdrenalineTime = 0; + CTimer::SetTimeScale(1.0f); + m_pSeekTarget = nil; + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); + m_fleeFromPos = CVector2D(0.0f, 0.0f); + m_fleeFrom = nil; + m_fleeTimer = 0; + m_objective = OBJECTIVE_NONE; + m_prevObjective = OBJECTIVE_NONE; + bUsesCollision = true; + ClearAimFlag(); + ClearLookFlag(); + bIsPointingGunAt = false; + bRenderPedInCar = true; + if (m_pFire) + m_pFire->Extinguish(); + + RpAnimBlendClumpRemoveAllAssociations(GetClump()); + SetPedState(PED_IDLE); + SetMoveState(PEDMOVE_STILL); + m_nLastPedState = PED_NONE; + m_animGroup = ASSOCGRP_PLAYER; + m_fMoveSpeed = 0.0f; + m_nSelectedWepSlot = WEAPONSLOT_UNARMED; + m_nEvadeAmount = 0; + m_pEvadingFrom = nil; + bIsPedDieAnimPlaying = false; + SetRealMoveAnim(); + m_bCanBeDamaged = true; + m_pedStats->m_temper = 50; + m_fWalkAngle = 0.0f; + if (m_attachedTo && !bUsesCollision) + bUsesCollision = true; + + m_attachedTo = nil; + m_attachWepAmmo = 0; +} + +void +CPlayerPed::SetRealMoveAnim(void) +{ + CAnimBlendAssociation *curWalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_WALK); + CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUN); + CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNFAST); + CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_STARTWALK); + CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE); + CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1); + CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2); + if (bResetWalkAnims) { + if (curWalkAssoc) + curWalkAssoc->SetCurrentTime(0.0f); + if (curRunAssoc) + curRunAssoc->SetCurrentTime(0.0f); + if (curSprintAssoc) + curSprintAssoc->SetCurrentTime(0.0f); + bResetWalkAnims = false; + } + + if (!curIdleAssoc) + curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED); + if (!curIdleAssoc) + curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE); + if (!curIdleAssoc) + curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE); + + if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) { + + if (curRunStopAssoc && curRunStopAssoc->blendDelta >= 0.0f || curRunStopRAssoc && curRunStopRAssoc->blendDelta >= 0.0f) { + if (curRunStopAssoc) { + curRunStopAssoc->flags |= ASSOC_DELETEFADEDOUT; + curRunStopAssoc->blendAmount = 1.0f; + curRunStopAssoc->blendDelta = -8.0f; + } else if (curRunStopRAssoc) { + curRunStopRAssoc->flags |= ASSOC_DELETEFADEDOUT; + curRunStopRAssoc->blendAmount = 1.0f; + curRunStopRAssoc->blendDelta = -8.0f; + } + + RestoreHeadingRate(); + if (!curIdleAssoc) { + if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, + nil, true, false, false, false, false, false)) { + curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 8.0f); + + } else { + curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f); + } + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000); + } + curIdleAssoc->blendAmount = 0.0f; + curIdleAssoc->blendDelta = 8.0f; + + } else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) { + if (!curIdleAssoc) { + if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, + nil, true, false, false, false, false, false)) { + curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f); + + } else { + curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f); + } + + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000); + } + + if ((m_fCurrentStamina > 0.0f || bIsAimingGun) && curIdleAssoc->animId == ANIM_STD_IDLE_TIRED) { + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f); + + } else if (m_nPedState != PED_FIGHT) { + if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_STD_IDLE_TIRED + && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f); + + } else if (curIdleAssoc->animId != ANIM_STD_IDLE) { + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f); + } + } + m_nMoveState = PEDMOVE_STILL; + + } else { + if (curIdleAssoc) { + if (curWalkStartAssoc) { + curWalkStartAssoc->blendAmount = 1.0f; + curWalkStartAssoc->blendDelta = 0.0f; + } else { + curWalkStartAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_STARTWALK); + } + if (curWalkAssoc) + curWalkAssoc->SetCurrentTime(0.0f); + if (curRunAssoc) + curRunAssoc->SetCurrentTime(0.0f); + + delete curIdleAssoc; + delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED); + CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE); + if (!fightIdleAnim) + fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE); + delete fightIdleAnim; + delete curSprintAssoc; + + curSprintAssoc = nil; + m_nMoveState = PEDMOVE_WALK; + } + if (curRunStopAssoc) { + delete curRunStopAssoc; + RestoreHeadingRate(); + } + if (curRunStopRAssoc) { + delete curRunStopRAssoc; + RestoreHeadingRate(); + } + if (!curWalkAssoc) { + curWalkAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_WALK); + curWalkAssoc->blendAmount = 0.0f; + } + if (!curRunAssoc) { + curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_RUN); + curRunAssoc->blendAmount = 0.0f; + } + if (curWalkStartAssoc && !(curWalkStartAssoc->IsRunning())) { + delete curWalkStartAssoc; + curWalkStartAssoc = nil; + curWalkAssoc->SetRun(); + curRunAssoc->SetRun(); + } + if (m_nMoveState == PEDMOVE_SPRINT) { + if (m_fCurrentStamina < 0.0f && (m_fCurrentStamina <= -150.0f || !curSprintAssoc || curSprintAssoc->blendDelta < 0.0f)) + m_nMoveState = PEDMOVE_STILL; + + if (curWalkStartAssoc) + m_nMoveState = PEDMOVE_STILL; + } + + if (curSprintAssoc && (m_nMoveState != PEDMOVE_SPRINT || m_fMoveSpeed < 0.4f)) { + // Stop sprinting in various conditions + if (curSprintAssoc->blendAmount == 0.0f) { + curSprintAssoc->blendDelta = -1000.0f; + curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT; + + } else if (curSprintAssoc->blendDelta >= 0.0f || curSprintAssoc->blendAmount >= 0.8f) { + if (m_fMoveSpeed < 0.4f) { + AnimationId runStopAnim; + if (curSprintAssoc->GetProgress() < 0.5) // double + runStopAnim = ANIM_STD_RUNSTOP1; + else + runStopAnim = ANIM_STD_RUNSTOP2; + CAnimBlendAssociation* newRunStopAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, runStopAnim); + newRunStopAssoc->blendAmount = 1.0f; + newRunStopAssoc->SetDeleteCallback(RestoreHeadingRateCB, this); + m_headingRate = 0.0f; + curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT; + curSprintAssoc->blendDelta = -1000.0f; + curWalkAssoc->flags &= ~ASSOC_RUNNING; + curWalkAssoc->blendAmount = 0.0f; + curWalkAssoc->blendDelta = 0.0f; + curRunAssoc->flags &= ~ASSOC_RUNNING; + curRunAssoc->blendAmount = 0.0f; + curRunAssoc->blendDelta = 0.0f; + + } else if (curSprintAssoc->blendDelta >= 0.0f) { // this condition is absent on mobile + // Stop sprinting when tired + curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT; + curSprintAssoc->blendDelta = -1.0f; + curRunAssoc->blendDelta = 1.0f; + } + } else if (m_fMoveSpeed < 1.0f) { + curSprintAssoc->blendDelta = -8.0f; + curRunAssoc->blendDelta = 8.0f; + } + + } else if (curWalkStartAssoc) { + // Walk start and walk/run shouldn't run at the same time + curWalkAssoc->flags &= ~ASSOC_RUNNING; + curRunAssoc->flags &= ~ASSOC_RUNNING; + curWalkAssoc->blendAmount = 0.0f; + curRunAssoc->blendAmount = 0.0f; + + } else if (m_nMoveState == PEDMOVE_SPRINT) { + if (curSprintAssoc) { + // We have anim, do it + if (curSprintAssoc->blendDelta < 0.0f) { + curSprintAssoc->blendDelta = 2.0f; + curRunAssoc->blendDelta = -2.0f; + } + } else { + // Transition between run-sprint + curWalkAssoc->blendAmount = 0.0f; + curRunAssoc->blendAmount = 1.0f; + curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_RUNFAST, 2.0f); + } + UseSprintEnergy(); + } else { + if (m_fMoveSpeed < 1.0f) { + curWalkAssoc->blendAmount = 1.0f; + curRunAssoc->blendAmount = 0.0f; + m_nMoveState = PEDMOVE_WALK; + } else if (m_fMoveSpeed < 2.0f) { + curWalkAssoc->blendAmount = 2.0f - m_fMoveSpeed; + curRunAssoc->blendAmount = m_fMoveSpeed - 1.0f; + m_nMoveState = PEDMOVE_RUN; + } else { + curWalkAssoc->blendAmount = 0.0f; + curRunAssoc->blendAmount = 1.0f; + m_nMoveState = PEDMOVE_RUN; + } + curWalkAssoc->blendDelta = 0.0f; + curRunAssoc->blendDelta = 0.0f; + } + } + } + if (m_bAdrenalineActive) { + if (CTimer::GetTimeInMilliseconds() > m_nAdrenalineTime) { + m_bAdrenalineActive = false; + CTimer::SetTimeScale(1.0f); + if (curWalkStartAssoc) + curWalkStartAssoc->speed = 1.0f; + if (curWalkAssoc) + curWalkAssoc->speed = 1.0f; + if (curRunAssoc) + curRunAssoc->speed = 1.0f; + if (curSprintAssoc) + curSprintAssoc->speed = 1.0f; + } else { + CTimer::SetTimeScale(1.0f / 3); + if (curWalkStartAssoc) + curWalkStartAssoc->speed = 2.0f; + if (curWalkAssoc) + curWalkAssoc->speed = 2.0f; + if (curRunAssoc) + curRunAssoc->speed = 2.0f; + if (curSprintAssoc) + curSprintAssoc->speed = 2.0f; + } + } else if (curSprintAssoc) { + if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIXED) { + curSprintAssoc->speed = 0.7f; + } else + curSprintAssoc->speed = 1.0f; + } +} + +void +CPlayerPed::RestoreSprintEnergy(float restoreSpeed) +{ + if (m_fCurrentStamina < m_fMaxStamina) + m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f; +} + +float +CPlayerPed::DoWeaponSmoothSpray(void) +{ + if (m_nPedState == PED_ATTACK && !m_pPointGunAt) { + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + switch (GetWeapon()->m_eWeaponType) { + case WEAPONTYPE_GOLFCLUB: + case WEAPONTYPE_NIGHTSTICK: + case WEAPONTYPE_BASEBALLBAT: + if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false))) + return PI / 176.f; + else + return -1.0f; + + case WEAPONTYPE_CHAINSAW: + if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo))) + return PI / 128.0f; + else if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false))) + return PI / 176.f; + else + return PI / 80.f; + + case WEAPONTYPE_PYTHON: + return PI / 112.f; + case WEAPONTYPE_SHOTGUN: + case WEAPONTYPE_SPAS12_SHOTGUN: + case WEAPONTYPE_STUBBY_SHOTGUN: + return PI / 112.f; + case WEAPONTYPE_UZI: + case WEAPONTYPE_MP5: + return PI / 112.f; + case WEAPONTYPE_M4: + case WEAPONTYPE_RUGER: + return PI / 112.f; + case WEAPONTYPE_FLAMETHROWER: + return PI / 80.f; + case WEAPONTYPE_M60: + case WEAPONTYPE_MINIGUN: + case WEAPONTYPE_HELICANNON: + return PI / 176.f; + default: + return -1.0f; + } + } else if (bIsDucking) + return PI / 112.f; + else + return -1.0f; +} + +void +CPlayerPed::DoStuffToGoOnFire(void) +{ + if (m_nPedState == PED_SNIPER_MODE) + TheCamera.ClearPlayerWeaponMode(); +} + +bool +CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed) +{ + CVector distVec = target - GetPosition(); + + if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange) + return true; + + return false; +} + +// Cancels landing anim while running & jumping? I think +void +CPlayerPed::RunningLand(CPad *padUsed) +{ + CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_LAND); + if (landAssoc && landAssoc->currentTime == 0.0f && m_fMoveSpeed > 1.5f + && padUsed && (padUsed->GetPedWalkLeftRight() != 0.0f || padUsed->GetPedWalkUpDown() != 0.0f)) { + + landAssoc->blendDelta = -1000.0f; + landAssoc->flags |= ASSOC_DELETEFADEDOUT; + + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this); + + if (m_nPedState == PED_JUMP) + RestorePreviousState(); + } +} + +bool +CPlayerPed::IsThisPedAnAimingPriority(CPed *suspect) +{ + if (!suspect->bIsPlayerFriend) + return true; + + if (suspect->m_pPointGunAt == this) + return true; + + switch (suspect->m_objective) { + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + if (suspect->m_pedInObjective == this) + return true; + + break; + default: + break; + } + return suspect->m_nPedState == PED_ABSEIL; +} + +void +CPlayerPed::PlayerControlSniper(CPad *padUsed) +{ + ProcessWeaponSwitch(padUsed); + TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f; + + if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) { + bCrouchWhenShooting = true; + SetDuck(60000, true); + } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) { + ClearDuck(true); + bCrouchWhenShooting = false; + } + + if (!padUsed->GetTarget() && !m_attachedTo) { + RestorePreviousState(); + TheCamera.ClearPlayerWeaponMode(); + return; + } + + int firingRate = GetWeapon()->m_eWeaponType == WEAPONTYPE_LASERSCOPE ? 333 : 266; + if (padUsed->WeaponJustDown() && CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer) { + CVector firePos(0.0f, 0.0f, 0.6f); + firePos = GetMatrix() * firePos; + GetWeapon()->Fire(this, &firePos); + m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds(); + } else if (CTimer::GetTimeInMilliseconds() > m_nPadDownPressedInMilliseconds + firingRate && + CTimer::GetTimeInMilliseconds() - CTimer::GetTimeStepInMilliseconds() < m_nPadDownPressedInMilliseconds + firingRate && padUsed->GetWeapon()) { + + if (GetWeapon()->m_nAmmoTotal > 0) { + DMAudio.PlayFrontEndSound(SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); + } + } + GetWeapon()->Update(m_audioEntityId, nil); +} + +// I think R* also used goto in here. +void +CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) +{ + if (CDarkel::FrenzyOnGoing() || m_attachedTo) + goto switchDetectDone; + + if (!m_pPointGunAt && !bDontAllowWeaponChange && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) { + if (padUsed->CycleWeaponRightJustDown()) { + + if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) { + + for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) { + if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { + goto spentAmmoCheck; + } + } + m_nSelectedWepSlot = 0; + } + } else if (padUsed->CycleWeaponLeftJustDown()) { + if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) { + + // I don't know what kind of loop that was + m_nSelectedWepSlot = m_currentWeapon - 1; + do { + if (m_nSelectedWepSlot < 0) + m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1; + + if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED) + break; + + if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) + break; + + --m_nSelectedWepSlot; + } while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED); + } + } + } + +spentAmmoCheck: + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE + && (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) { + if (GetWeapon()->m_nAmmoTotal <= 0) { + if (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON + || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER + || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER) + return; + + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR + && GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) + m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE; + else + m_nSelectedWepSlot = m_currentWeapon - 1; + + for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) { + + // BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez +#ifdef FIX_BUGS + if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) { +#else + if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT + || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 + && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) { +#endif + goto switchDetectDone; + } + } + m_nSelectedWepSlot = WEAPONSLOT_UNARMED; + } + } + +switchDetectDone: + if (m_nSelectedWepSlot != m_currentWeapon) { + if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) { + RemoveWeaponAnims(m_currentWeapon, -1000.0f); + MakeChangesForNewWeapon(m_nSelectedWepSlot); + } + } +} + +void +CPlayerPed::PlayerControlM16(CPad *padUsed) +{ + ProcessWeaponSwitch(padUsed); + TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f; + + if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) { + bCrouchWhenShooting = true; + SetDuck(60000, true); + } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) { + ClearDuck(true); + bCrouchWhenShooting = false; + } + + if (!padUsed->GetTarget() && !m_attachedTo) { + RestorePreviousState(); + TheCamera.ClearPlayerWeaponMode(); + } + + if (padUsed->GetWeapon() && CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer) { + if (GetWeapon()->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) { + DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0.f); + GetWeapon()->m_nTimer = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nFiringRate + CTimer::GetTimeInMilliseconds(); + } else { + CVector firePos(0.0f, 0.0f, 0.6f); + firePos = GetMatrix() * firePos; + GetWeapon()->Fire(this, &firePos); + m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds(); + } + } else if (CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer && + CTimer::GetTimeInMilliseconds() - CTimer::GetTimeStepInMilliseconds() < GetWeapon()->m_nTimer && GetWeapon()->m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO) { + DMAudio.PlayFrontEndSound(SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); + } + GetWeapon()->Update(m_audioEntityId, nil); +} + +void +CPlayerPed::PlayerControlFighter(CPad *padUsed) +{ + float leftRight = padUsed->GetPedWalkLeftRight(); + float upDown = padUsed->GetPedWalkUpDown(); + float padMove = CVector2D(leftRight, upDown).Magnitude(); + + if (padMove > 0.0f) { + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation; + m_takeAStepAfterAttack = padMove > 2 * PAD_MOVE_TO_GAME_WORLD_MOVE; + if (padUsed->GetSprint() && padMove > 1 * PAD_MOVE_TO_GAME_WORLD_MOVE) + bIsAttacking = false; + } + + if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) { + if (m_nEvadeAmount != 0 && m_pEvadingFrom) { + SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1); + m_nEvadeAmount = 0; + m_pEvadingFrom = nil; + } else { + SetJump(); + } + } +} + +void +CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed) +{ + float leftRight = padUsed->GetPedWalkLeftRight(); + float upDown = padUsed->GetPedWalkUpDown(); + float padMove = CVector2D(leftRight, upDown).Magnitude(); + float padMoveInGameUnit = padMove / PAD_MOVE_TO_GAME_WORLD_MOVE; + if (padMoveInGameUnit > 0.0f) { + m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation); + m_fMoveSpeed = Min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed); + } else { + m_fMoveSpeed = 0.0f; + } + + if (m_nPedState == PED_JUMP) { + if (bIsInTheAir) { + if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f) + && m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) { + + float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O + float angleCos = Cos(m_fRotationCur); + ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f); + } + } else if (bIsLanding) { + m_fMoveSpeed = 0.0f; + } + } + + if (m_nPedState == PED_ANSWER_MOBILE) { + SetRealMoveAnim(); + return; + } + + if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) { + m_nMoveState = PEDMOVE_SPRINT; + } + if (m_nPedState != PED_FIGHT) + SetRealMoveAnim(); + + if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)) && + padUsed->JumpJustDown() && m_nPedState != PED_JUMP) { + + ClearAttack(); + ClearWeaponTarget(); + if (m_nEvadeAmount != 0 && m_pEvadingFrom) { + SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1); + m_nEvadeAmount = 0; + m_pEvadingFrom = nil; + } else { + SetJump(); + } + } + + // FIX: Fact that PlayIdleAnimations only called through PlayerControlZelda was making it visible to only Classic control players. This isn't fair! +#ifdef FIX_BUGS + if (m_nPedState != PED_FIGHT) + PlayIdleAnimations(padUsed); +#endif +} + +void +CPlayerPed::KeepAreaAroundPlayerClear(void) +{ + BuildPedLists(); + for (int i = 0; i < m_numNearPeds; ++i) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed->CharCreatedBy == RANDOM_CHAR && nearPed->m_nPedState != PED_DRIVING && !nearPed->DyingOrDead()) { + if (nearPed->GetIsOnScreen()) { + if (nearPed->m_objective == OBJECTIVE_NONE) { + nearPed->SetFindPathAndFlee(this, 5000, true); + } else { + if (nearPed->EnteringCar()) + nearPed->QuitEnteringCar(); + + nearPed->ClearObjective(); + } + } else { + nearPed->FlagToDestroyWhenNextProcessed(); + } + } + } + CVector playerPos = (InVehicle() ? m_pMyVehicle->GetPosition() : GetPosition()); + + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity *vehicles[8]; + CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + + for (int i = 0; i < lastVehicle; i++) { + CVehicle *veh = (CVehicle*)vehicles[i]; + if (veh->VehicleCreatedBy != MISSION_VEHICLE) { + if (veh->GetStatus() != STATUS_PLAYER && veh->GetStatus() != STATUS_PLAYER_DISABLED) { + if ((veh->GetPosition() - playerPos).MagnitudeSqr() > 25.0f) { + veh->AutoPilot.m_nTempAction = TEMPACT_WAIT; + veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 5000; + } else { + if (DotProduct2D(playerPos - veh->GetPosition(), veh->GetForward()) > 0.0f) + veh->AutoPilot.m_nTempAction = TEMPACT_REVERSE; + else + veh->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD; + + veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000; + } + CCarCtrl::PossiblyRemoveVehicle(veh); + } + } + } +} + +void +CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool lookToLeft, bool priority) +{ + // priority param is unused + CVector distVec = candidate->GetPosition() - GetPosition(); + if (distVec.Magnitude2D() <= distLimit) { + if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) { + float angleBetweenUs = CGeneral::GetATanOfXY(candidate->GetPosition().x - TheCamera.GetPosition().x, + candidate->GetPosition().y - TheCamera.GetPosition().y); + + angleBetweenUs = CGeneral::LimitAngle(angleBetweenUs - angleOffset); + float closeness; + if (lookToLeft) { + closeness = angleBetweenUs > 0.0f ? -Abs(angleBetweenUs) : -100000.0f; + } else { + closeness = angleBetweenUs > 0.0f ? -100000.0f : -Abs(angleBetweenUs); + } + + if (closeness > *lastCloseness) { + *targetPtr = candidate; + *lastCloseness = closeness; + } + } + } +} + +void +CPlayerPed::EvaluateTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool priority) +{ + CVector distVec = candidate->GetPosition() - GetPosition(); + float dist = distVec.Magnitude2D(); + if (dist <= distLimit) { + if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) { + float angleBetweenUs = CGeneral::GetATanOfXY(distVec.x, distVec.y); + angleBetweenUs = CGeneral::LimitAngle(angleBetweenUs - angleOffset); + + float closeness = -dist - 5.0f * Abs(angleBetweenUs); + if (priority) { + closeness += 30.0f; + } + + if (closeness > *lastCloseness) { + *targetPtr = candidate; + *lastCloseness = closeness; + } + } + } +} + +bool +CPlayerPed::CanIKReachThisTarget(CVector target, CWeapon* weapon, bool zRotImportant) +{ + float angleToFace = CGeneral::GetRadianAngleBetweenPoints(target.x, target.y, GetPosition().x, GetPosition().y); + float angleDiff = CGeneral::LimitRadianAngle(angleToFace - m_fRotationCur); + + return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(angleDiff) <= HALFPI) && + (CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D()); +} + +void +CPlayerPed::RotatePlayerToTrackTarget(void) +{ + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) + return; + + float angleToFace = CGeneral::GetRadianAngleBetweenPoints( + m_pPointGunAt->GetPosition().x, m_pPointGunAt->GetPosition().y, + GetPosition().x, GetPosition().y); + + float angleDiff = CGeneral::LimitRadianAngle(m_fRotationCur - angleToFace); + if (angleDiff < -DEGTORAD(25.0f)) { + m_fRotationCur -= angleDiff + DEGTORAD(25.0f); + m_fRotationDest -= angleDiff + DEGTORAD(25.0f); + + } else if (angleDiff > DEGTORAD(25.0f)) { + m_fRotationCur -= angleDiff - DEGTORAD(25.0f); + m_fRotationDest -= angleDiff - DEGTORAD(25.0f); + } +} + +bool +CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft) +{ + CEntity *nextTarget = nil; + float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange; + // nextTarget = nil; // duplicate + float lastCloseness = -10000.0f; + // CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused + CVector distVec = previousTarget->GetPosition() - GetPosition(); + float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y); + + for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) { + CPed *pedToCheck = CPools::GetPedPool()->GetSlot(h); + if (pedToCheck) { + if (pedToCheck != this && pedToCheck != previousTarget) { + if (!pedToCheck->DyingOrDead() +#ifndef AIMING_VEHICLE_OCCUPANTS // Mobile thing + && (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike())) +#endif + && pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed + && OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) { + + EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness, + weaponRange, referenceBeta, lookToLeft, IsThisPedAnAimingPriority(pedToCheck)); + } + } + } + } + for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) { + CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]); + if (obj && !obj->bHasBeenDamaged && CanIKReachThisTarget(obj->GetPosition(), GetWeapon(), true)) + EvaluateNeighbouringTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, lookToLeft, true); + } + if (!nextTarget) + return false; + + SetWeaponLockOnTarget(nextTarget); + bDontAllowWeaponChange = true; + SetPointGunAt(nextTarget); + return true; +} + +bool +CPlayerPed::FindWeaponLockOnTarget(void) +{ + CEntity *nextTarget = nil; + float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange; + + if (m_pPointGunAt) { + CVector distVec = m_pPointGunAt->GetPosition() - GetPosition(); + if (distVec.Magnitude2D() > weaponRange) { + SetWeaponLockOnTarget(nil); + return false; + } else { + return true; + } + } + + // nextTarget = nil; // duplicate + float lastCloseness = -10000.0f; + float referenceBeta = CGeneral::GetATanOfXY(GetForward().x, GetForward().y); + for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) { + CPed *pedToCheck = CPools::GetPedPool()->GetSlot(h); + if (pedToCheck) { + if (pedToCheck != this) { + if (!pedToCheck->DyingOrDead() +#ifndef AIMING_VEHICLE_OCCUPANTS // Mobile thing + && (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike())) +#endif + && pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed + && OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) { + + EvaluateTarget(pedToCheck, &nextTarget, &lastCloseness, + weaponRange, referenceBeta, IsThisPedAnAimingPriority(pedToCheck)); + } + } + } + } + for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) { + CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]); + if (obj && !obj->bHasBeenDamaged && CanIKReachThisTarget(obj->GetPosition(), GetWeapon(), true)) + EvaluateTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, true); + } + if (!nextTarget) + return false; + + SetWeaponLockOnTarget(nextTarget); + bDontAllowWeaponChange = true; + SetPointGunAt(nextTarget); + Say(SOUND_PED_AIMING); + return true; +} + +void +CPlayerPed::ProcessAnimGroups(void) +{ + AssocGroupId groupToSet; +#ifdef PC_PLAYER_CONTROLS + if ((m_fWalkAngle <= -DEGTORAD(50.0f) || m_fWalkAngle >= DEGTORAD(50.0f)) + && TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() + && CanStrafeOrMouseControl()) { + + if (m_fWalkAngle >= -DEGTORAD(130.0f) && m_fWalkAngle <= DEGTORAD(130.0f)) { + if (m_fWalkAngle > 0.0f) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) + groupToSet = ASSOCGRP_ROCKETLEFT; + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) + groupToSet = ASSOCGRP_CHAINSAWLEFT; + else + groupToSet = ASSOCGRP_PLAYERLEFT; + } else { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) + groupToSet = ASSOCGRP_ROCKETRIGHT; + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) + groupToSet = ASSOCGRP_CHAINSAWRIGHT; + else + groupToSet = ASSOCGRP_PLAYERRIGHT; + } + } else { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) + groupToSet = ASSOCGRP_ROCKETBACK; + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) + groupToSet = ASSOCGRP_CHAINSAWBACK; + else + groupToSet = ASSOCGRP_PLAYERBACK; + } + } else +#endif + { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) { + groupToSet = ASSOCGRP_PLAYERROCKET; + } else { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT + || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE) + groupToSet = ASSOCGRP_PLAYERBBBAT; + else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || + GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) + groupToSet = ASSOCGRP_PLAYERCHAINSAW; + else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI + // I hope this is a inlined function... + && GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9 + && GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 + && GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA + && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA) { + if (!GetWeapon()->IsType2Handed()) { + groupToSet = ASSOCGRP_PLAYER; + } else { + groupToSet = ASSOCGRP_PLAYER2ARMED; + } + } else { + groupToSet = ASSOCGRP_PLAYER1ARMED; + } + } + } + + if (m_animGroup != groupToSet) { + m_animGroup = groupToSet; + ReApplyMoveAnims(); + } +} + +void +CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) +{ + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + if (m_bHasLockOnTarget && !m_pPointGunAt) { + TheCamera.ClearPlayerWeaponMode(); + CWeaponEffects::ClearCrossHair(); + ClearPointGunAt(); + } + + if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) { + bCrouchWhenShooting = true; + SetDuck(60000, true); + } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT || + padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) { + + ClearDuck(true); + bCrouchWhenShooting = false; + } + + if(weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) + m_wepAccuracy = 95; + else + m_wepAccuracy = 100; + + if (!m_pFire) { + eWeaponType weapon = GetWeapon()->m_eWeaponType; + if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE || + weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_M4 || + weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M60 || + weapon == WEAPONTYPE_CAMERA) { + + if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) { +#ifdef FREE_CAM + if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) { + m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation); + SetHeading(m_fRotationCur); + } +#endif + if (weapon == WEAPONTYPE_ROCKETLAUNCHER) + TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0); + else if (weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE) + TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SNIPER, 0, 0); + else if (weapon == WEAPONTYPE_CAMERA) + TheCamera.SetNewPlayerWeaponMode(CCam::MODE_CAMERA, 0, 0); + else + TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0); + + m_fMoveSpeed = 0.0f; + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE, 1000.0f); + SetPedState(PED_SNIPER_MODE); + return; + } + if (!TheCamera.Using1stPersonWeaponMode()) + if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_CAMERA) + return; + } + } + + if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) { + if (m_nSelectedWepSlot == m_currentWeapon) { + if (m_pPointGunAt) { + if (m_nPedState == PED_ATTACK) { + m_fAttackButtonCounter *= Pow(0.94f, CTimer::GetTimeStep()); + } else { + m_fAttackButtonCounter = 0.0f; + } + SetAttack(m_pPointGunAt); + } else { + if (m_nPedState == PED_ATTACK) { + if (padUsed->WeaponJustDown()) { + m_bHaveTargetSelected = true; + } else if (!m_bHaveTargetSelected) { + m_fAttackButtonCounter += CTimer::GetTimeStepNonClipped(); + } + } else { + m_fAttackButtonCounter = 0.0f; + m_bHaveTargetSelected = false; + } + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && + !weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) { + + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE || + padUsed->WeaponJustDown()) + SetAttack(nil); + + } else if (padUsed->WeaponJustDown()) { + if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT) + StartFightAttack(padUsed->GetWeapon()); + else + SetAttack(nil); + } + } + } + } else { + m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; + if (m_nPedState == PED_ATTACK) { + m_bHaveTargetSelected = true; + bIsAttacking = false; + } + } + +#ifdef FREE_CAM + static int8 changedHeadingRate = 0; + static int8 pointedGun = 0; + if (changedHeadingRate == 2) changedHeadingRate = 1; + if (pointedGun == 2) pointedGun = 1; + + // Rotate player/arm when shooting. We don't have auto-rotation anymore + if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam && + m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) { + +#define CAN_AIM_WITH_ARM (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && !bIsDucking && !bCrouchWhenShooting) + // Weapons except throwable and melee ones + if (weaponInfo->m_nWeaponSlot > 2) { + if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) { + float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation); + + // On this one we can rotate arm. + if (CAN_AIM_WITH_ARM) { + if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately! + SetPointGunAt(nil); + bIsPointingGunAt = false; // to not stop after attack + } + pointedGun = 2; + SetLookFlag(limitedCam, true); + SetAimFlag(limitedCam); + SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs. + + } else { + m_fRotationDest = limitedCam; + changedHeadingRate = 2; + m_headingRate = 12.5f; + + // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly) + if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) { + m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); + float limitedRotDest = m_fRotationDest; + + if (m_fRotationCur - PI > m_fRotationDest) { + limitedRotDest += 2 * PI; + } else if (PI + m_fRotationCur < m_fRotationDest) { + limitedRotDest -= 2 * PI; + } + + m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2; + } + } + } + } +#undef CAN_AIM_WITH_ARM + } + if (changedHeadingRate == 1) { + changedHeadingRate = 0; + RestoreHeadingRate(); + } + if (pointedGun == 1 && m_nPedState != PED_ATTACK) { + pointedGun = 0; + ClearPointGunAt(); + } +#endif + + if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) { + if (m_pPointGunAt) { + // what?? + if (!m_pPointGunAt +#ifdef FREE_CAM + || (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson) +#else + || CCamera::m_bUseMouse3rdPerson +#endif + ) { + ClearWeaponTarget(); + return; + } + + if (m_pPointGunAt->IsPed() && ( +#ifndef AIMING_VEHICLE_OCCUPANTS + (((CPed*)m_pPointGunAt)->bInVehicle && (!((CPed*)m_pPointGunAt)->m_pMyVehicle || !((CPed*)m_pPointGunAt)->m_pMyVehicle->IsBike())) || +#endif + !CGame::nastyGame && ((CPed*)m_pPointGunAt)->DyingOrDead())) { + ClearWeaponTarget(); + return; + } + if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) || + (!bCanPointGunAtTarget && !weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))) { // this line isn't on Mobile, idk why + ClearWeaponTarget(); + return; + } + + if (m_pPointGunAt) { + RotatePlayerToTrackTarget(); + } + + if (m_pPointGunAt) { + if (padUsed->ShiftTargetLeftJustDown()) + FindNextWeaponLockOnTarget(m_pPointGunAt, true); + if (padUsed->ShiftTargetRightJustDown()) + FindNextWeaponLockOnTarget(m_pPointGunAt, false); + } + TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SYPHON, 0, 0); + TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition()); + + } else if (!CCamera::m_bUseMouse3rdPerson) { + if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) + FindWeaponLockOnTarget(); + } + } else if (m_pPointGunAt) { + ClearWeaponTarget(); + } + + if (m_pPointGunAt) { + CVector markPos; + if (m_pPointGunAt->IsPed()) { + ((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(markPos, PED_MID); + } else { + markPos = m_pPointGunAt->GetPosition(); + } + if (bCanPointGunAtTarget) { + CWeaponEffects::MarkTarget(markPos, 64, 0, 0, 255, 0.8f); + } else { + CWeaponEffects::MarkTarget(markPos, 64, 32, 0, 255, 0.8f); + } + } + m_bHasLockOnTarget = m_pPointGunAt != nil; +} + +bool +CPlayerPed::MovementDisabledBecauseOfTargeting(void) +{ + return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM); +} + +void +CPlayerPed::PlayerControlZelda(CPad *padUsed) +{ + float smoothSprayRate = DoWeaponSmoothSpray(); + float camOrientation = TheCamera.Orientation; + float leftRight = padUsed->GetPedWalkLeftRight(); + float upDown = padUsed->GetPedWalkUpDown(); + float padMoveInGameUnit; + bool smoothSprayWithoutMove = false; + + if (MovementDisabledBecauseOfTargeting()) { + upDown = 0.0f; + leftRight = 0.0f; + } + + if (smoothSprayRate > 0.0f && upDown > 0.0f) { + padMoveInGameUnit = 0.0f; + smoothSprayWithoutMove = true; + } else { + padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE; + } + + if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) { + float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); + float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation); + if (smoothSprayRate > 0.0f) { + m_fRotationDest = m_fRotationCur - leftRight / 128.0f * smoothSprayRate * CTimer::GetTimeStep(); + } else { + m_fRotationDest = neededTurn; + } + + float maxAcc = 0.07f * CTimer::GetTimeStep(); + m_fMoveSpeed = Min(padMoveInGameUnit, m_fMoveSpeed + maxAcc); + + } else { + m_fMoveSpeed = 0.0f; + } + + if (m_nPedState == PED_JUMP) { + if (bIsInTheAir) { + if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f) + && m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) { + + float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O + float angleCos = Cos(m_fRotationCur); + ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f); + } + } else if (bIsLanding) { + m_fMoveSpeed = 0.0f; + } + } + + if (m_nPedState == PED_ANSWER_MOBILE) { + SetRealMoveAnim(); + return; + } + + if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) { + if (!m_pCurrentPhysSurface || (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08)) + m_nMoveState = PEDMOVE_SPRINT; + } + + if (m_nPedState != PED_FIGHT) + SetRealMoveAnim(); + + if (!bIsInTheAir && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) + && padUsed->JumpJustDown() && m_nPedState != PED_JUMP) { + ClearAttack(); + ClearWeaponTarget(); + if (m_nEvadeAmount != 0 && m_pEvadingFrom) { + SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1); + m_nEvadeAmount = 0; + m_pEvadingFrom = nil; + } else { + SetJump(); + } + } + PlayIdleAnimations(padUsed); +} + +// Finds nice positions for peds to duck and shoot player. And it's inside PlayerPed, this is treachery! +void +CPlayerPed::FindNewAttackPoints(void) +{ + for (int i=0; i<ARRAY_SIZE(m_pPedAtSafePos); i++) { + CPed *safeNeighbour = m_pPedAtSafePos[i]; + if (safeNeighbour) { + if (safeNeighbour->m_nPedState == PED_DEAD || safeNeighbour->m_pedInObjective != this) { + m_vecSafePos[i].x = 0.0f; + m_vecSafePos[i].y = 0.0f; + m_vecSafePos[i].z = 0.0f; + m_pPedAtSafePos[i] = nil; + } + } else { + m_vecSafePos[i].x = 0.0f; + m_vecSafePos[i].y = 0.0f; + m_vecSafePos[i].z = 0.0f; + } + } + CEntity *entities[6]; + int16 numEnts; + float rightMult, fwdMult; + CWorld::FindObjectsInRange(GetPosition(), 18.0f, true, &numEnts, 6, entities, true, false, false, true, false); + for (int i = 0; i < numEnts; ++i) { + CEntity *ent = entities[i]; + int16 mi = ent->GetModelIndex(); + if (!ent->IsObject() || ((CObject*)ent)->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART) + if (!IsTreeModel(mi)) + continue; + + if (mi == MI_TRAFFICLIGHTS) { + rightMult = 2.957f; + fwdMult = 0.147f; + + } else if (mi == MI_SINGLESTREETLIGHTS1) { + rightMult = 0.744f; + fwdMult = 0.0f; + + } else if (mi == MI_SINGLESTREETLIGHTS2) { + rightMult = 0.043f; + fwdMult = 0.0f; + + } else if (mi == MI_SINGLESTREETLIGHTS3) { + rightMult = 1.143f; + fwdMult = 0.145f; + + } else if (mi == MI_DOUBLESTREETLIGHTS) { + rightMult = 0.744f; + fwdMult = 0.0f; + + } else if (mi == MI_LAMPPOST1) { + rightMult = 0.744f; + fwdMult = 0.0f; + + } else if (mi == MI_TRAFFICLIGHT01) { + rightMult = 2.957f; + fwdMult = 0.147f; + + } else if (mi == MI_LITTLEHA_POLICE) { + rightMult = 0.0f; + fwdMult = 0.0f; + + } else if (mi == MI_PARKBENCH) { + rightMult = 0.0f; + fwdMult = 0.0f; + + } else if (IsTreeModel(mi)) { + rightMult = 0.0f; + fwdMult = 0.0f; + } else + continue; + + CVector entAttackPoint(rightMult * ent->GetRight().x + fwdMult * ent->GetForward().x + ent->GetPosition().x, + rightMult * ent->GetRight().y + fwdMult * ent->GetForward().y + ent->GetPosition().y, + ent->GetPosition().z); + CVector attackerPos = GetPosition() - entAttackPoint; // for now it's dist, not attackerPos + CVector dirTowardsUs = attackerPos; + dirTowardsUs.Normalise(); + dirTowardsUs *= 2.0f; + attackerPos = entAttackPoint - dirTowardsUs; // to make cop farther from us + CPedPlacement::FindZCoorForPed(&attackerPos); + if (CPedPlacement::IsPositionClearForPed(attackerPos)) + m_vecSafePos[i] = attackerPos; + } +} + +void +CPlayerPed::ProcessControl(void) +{ + // Mobile has some debug/abandoned cheat thing in here: "gbFrankenTommy" + + if (m_nEvadeAmount != 0) + --m_nEvadeAmount; + + if (m_nEvadeAmount == 0) + m_pEvadingFrom = nil; + + if (m_pWanted->GetWantedLevel() > 0) + FindNewAttackPoints(); + + UpdateMeleeAttackers(); + + if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) { + bTryingToReachDryLand = true; + + } else if (!(((uint8)CTimer::GetFrameCounter() + m_randomSeed) & 0xF)) { + CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(GetPosition(), 7.0f, nil, false, true, false, false, false, false); + if (nearVeh && nearVeh->IsBoat()) + bTryingToReachDryLand = true; + else + bTryingToReachDryLand = false; + } + + if (m_nFadeDrunkenness) { + if (m_nDrunkenness - 1 > 0) { + --m_nDrunkenness; + } else { + m_nDrunkenness = 0; + CMBlur::ClearDrunkBlur(); + m_nFadeDrunkenness = 0; + } + } + if (m_nDrunkenness != 0) { + CMBlur::SetDrunkBlur(m_nDrunkenness / 255.f); + } + CPed::ProcessControl(); + SetNearbyPedsToInteractWithPlayer(); + if (bWasPostponed) + return; + + CPad *padUsed = GetPadFromPlayer(this); + m_pWanted->Update(); + PruneReferences(); + + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) { + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *fireAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weaponInfo)); + if (fireAnim && fireAnim->currentTime - fireAnim->timeStep < weaponInfo->m_fAnimLoopEnd && m_nPedState == PED_ATTACK) { + if (m_fGunSpinSpeed < 0.45f) { + m_fGunSpinSpeed = Min(0.45f, m_fGunSpinSpeed + CTimer::GetTimeStep() * 0.013f); + } + + if (padUsed->GetWeapon() && GetWeapon()->m_nAmmoTotal > 0 && fireAnim->currentTime >= weaponInfo->m_fAnimLoopStart) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_MINIGUN_ATTACK, 0.0f); + } else { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_MINIGUN_2, m_fGunSpinSpeed * (20.f / 9)); + } + } else { + if (m_fGunSpinSpeed > 0.0f) { + if (m_fGunSpinSpeed >= 0.45f) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_MINIGUN_3, 0.0f); + } + m_fGunSpinSpeed = Max(0.0f, m_fGunSpinSpeed - CTimer::GetTimeStep() * 0.003f); + } + } + } + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW && m_nPedState != PED_ATTACK && !bInVehicle) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f); + } + + if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT) + RestoreSprintEnergy(1.0f); + else if (m_nMoveState == PEDMOVE_RUN) + RestoreSprintEnergy(0.3f); + + if (m_nPedState == PED_DEAD) { + ClearWeaponTarget(); + return; + } + if (m_nPedState == PED_DIE) { + ClearWeaponTarget(); + if (CTimer::GetTimeInMilliseconds() > m_bloodyFootprintCountOrDeathTime + 4000) + SetDead(); + return; + } + if (m_nPedState == PED_DRIVING && m_objective != OBJECTIVE_LEAVE_CAR) { + if (!CReplay::IsPlayingBack() || m_pMyVehicle) { + if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) { + CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS); + + if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || (rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS))) { + if (rollDoorAssoc) + m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime); + + } else { + // These comparisons are wrong, they return uint16 + if (padUsed && (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f || padUsed->GetBrake() != 0.0f)) { + if (rollDoorAssoc) + m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime); + + } else { + m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF; + if (m_pMyVehicle->bLowVehicle) + rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS); + else + rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS); + + rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this); + } + } + } + } + return; + } + if (m_objective == OBJECTIVE_NONE) + m_nMoveState = PEDMOVE_STILL; + if (bIsLanding) + RunningLand(padUsed); + + if (padUsed && padUsed->WeaponJustDown() && !TheCamera.Using1stPersonWeaponMode()) { + // ...Really? + eWeaponType playerWeapon = FindPlayerPed()->GetWeapon()->m_eWeaponType; + if (playerWeapon == WEAPONTYPE_SNIPERRIFLE || playerWeapon == WEAPONTYPE_LASERSCOPE) { + DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0); + } else if (playerWeapon == WEAPONTYPE_ROCKETLAUNCHER) { + DMAudio.PlayFrontEndSound(SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM, 0); + } + } + + switch (m_nPedState) { + case PED_NONE: + case PED_IDLE: + case PED_FLEE_POS: + case PED_FLEE_ENTITY: + case PED_ATTACK: + case PED_FIGHT: + case PED_AIM_GUN: + case PED_ANSWER_MOBILE: + if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK) && !m_attachedTo) { + if (TheCamera.Using1stPersonWeaponMode()) { + if (padUsed) + PlayerControlSniper(padUsed); + + } else if (TheCamera.Cams[0].Using3rdPersonMouseCam() +#ifdef FREE_CAM + && !CCamera::bFreeCam +#endif + ) { + if (padUsed) + PlayerControl1stPersonRunAround(padUsed); + + } else if (m_nPedState == PED_FIGHT) { + if (padUsed) + PlayerControlFighter(padUsed); + + } else if (padUsed) { + PlayerControlZelda(padUsed); + } + } + if (IsPedInControl() && m_nPedState != PED_ANSWER_MOBILE && padUsed) + ProcessPlayerWeapon(padUsed); + break; + case PED_SEEK_ENTITY: + m_vecSeekPos = m_pSeekTarget->GetPosition(); + + // fall through + case PED_SEEK_POS: + switch (m_nMoveState) { + case PEDMOVE_WALK: + m_fMoveSpeed = 1.0f; + break; + case PEDMOVE_RUN: + m_fMoveSpeed = 1.8f; + break; + case PEDMOVE_SPRINT: + m_fMoveSpeed = 2.5f; + break; + default: + m_fMoveSpeed = 0.0f; + break; + } + SetRealMoveAnim(); + if (Seek()) { + RestorePreviousState(); + SetMoveState(PEDMOVE_STILL); + } + break; + case PED_SNIPER_MODE: + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_LASERSCOPE) { + if (padUsed) + PlayerControlSniper(padUsed); + + } else if (padUsed) { + PlayerControlM16(padUsed); + } + break; + case PED_SEEK_CAR: + case PED_SEEK_IN_BOAT: + if (bVehEnterDoorIsBlocked || bKindaStayInSamePlace) { + m_fMoveSpeed = 0.0f; + } else { + m_fMoveSpeed = Min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D()); + } + if (padUsed && !padUsed->ArePlayerControlsDisabled()) { + if (padUsed->GetTarget() || padUsed->GetLeftStickXJustDown() || padUsed->GetLeftStickYJustDown() || + padUsed->GetDPadUpJustDown() || padUsed->GetDPadDownJustDown() || padUsed->GetDPadLeftJustDown() || + padUsed->GetDPadRightJustDown()) { + + RestorePreviousState(); + if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + RestorePreviousObjective(); + } + } + } + if (padUsed && padUsed->GetSprint()) + m_nMoveState = PEDMOVE_SPRINT; + SetRealMoveAnim(); + break; + case PED_JUMP: + if (padUsed) + PlayerControlZelda(padUsed); + if (bIsLanding) + break; + + // This has been added later it seems + return; + case PED_FALL: + case PED_GETUP: + case PED_ENTER_TRAIN: + case PED_EXIT_TRAIN: + case PED_CARJACK: + case PED_DRAG_FROM_CAR: + case PED_ENTER_CAR: + case PED_STEAL_CAR: + case PED_EXIT_CAR: + ClearWeaponTarget(); + break; + case PED_ARRESTED: + if (m_nLastPedState == PED_DRAG_FROM_CAR && m_pVehicleAnim) + BeingDraggedFromCar(); + break; + default: + break; + } + if (padUsed && IsPedShootable() && m_nPedState != PED_ANSWER_MOBILE && m_nLastPedState != PED_ANSWER_MOBILE) { + ProcessWeaponSwitch(padUsed); + GetWeapon()->Update(m_audioEntityId, this); + } + ProcessAnimGroups(); + if (padUsed) { + if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FOLLOWPED + && TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_BEHIND) { + + m_lookTimer = 0; + float camAngle = CGeneral::LimitRadianAngle(TheCamera.Cams[TheCamera.ActiveCam].Front.Heading()); + float angleBetweenPlayerAndCam = Abs(camAngle - m_fRotationCur); + + if (m_nPedState != PED_ATTACK && angleBetweenPlayerAndCam > DEGTORAD(30.0f) && angleBetweenPlayerAndCam < DEGTORAD(330.0f)) { + if (angleBetweenPlayerAndCam > DEGTORAD(150.0f) && angleBetweenPlayerAndCam < DEGTORAD(210.0f)) { + float rightTurnAngle = CGeneral::LimitRadianAngle(m_fRotationCur - DEGTORAD(150.0f)); + float leftTurnAngle = CGeneral::LimitRadianAngle(DEGTORAD(150.0f) + m_fRotationCur); + + if (m_fLookDirection == 999999.0f || bIsDucking) + camAngle = rightTurnAngle; + else if (Abs(rightTurnAngle - m_fLookDirection) < Abs(leftTurnAngle - m_fLookDirection)) + camAngle = rightTurnAngle; + else + camAngle = leftTurnAngle; + } + SetLookFlag(camAngle, true); + SetLookTimer(CTimer::GetTimeStepInMilliseconds() * 5.0f); + } else { + ClearLookFlag(); + } + } + } + if (m_nMoveState == PEDMOVE_SPRINT && bIsLooking) { + ClearLookFlag(); + SetLookTimer(250); + } + + if (m_vecMoveSpeed.Magnitude2D() < 0.1f) { + if (m_nSpeedTimer) { + if (CTimer::GetTimeInMilliseconds() > m_nSpeedTimer) + m_bSpeedTimerFlag = true; + } else { + m_nSpeedTimer = CTimer::GetTimeInMilliseconds() + 500; + } + } else { + m_nSpeedTimer = 0; + m_bSpeedTimerFlag = false; + } + + if (bDontAllowWeaponChange && FindPlayerPed() == this) { + if (!CPad::GetPad(0)->GetTarget()) + bDontAllowWeaponChange = false; + } + + if (m_nPedState != PED_SNIPER_MODE && (GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING || m_nPedState == PED_ATTACK)) + m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds(); + + if (!bIsVisible) + UpdateRpHAnim(); +} + +bool +CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty) +{ + // GetPadFromPlayer(); // unused + uint32 slot = CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot; + + if (!HasWeaponSlot(slot) || GetWeapon(slot).m_eWeaponType == weapon) + return true; + + if (onlyIfSlotIsEmpty) + return false; + + // Check if he's using that slot right now. + return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon; +} + +void +CPlayerPed::PlayIdleAnimations(CPad *padUsed) +{ + CAnimBlendAssociation* assoc; + + if (TheCamera.m_WideScreenOn || bIsDucking) + return; + + struct animAndGroup { + AnimationId animId; + AssocGroupId groupId; + }; + + const animAndGroup idleAnims[] = { + {ANIM_PLAYER_IDLE1, ASSOCGRP_PLAYER_IDLE}, + {ANIM_PLAYER_IDLE2, ASSOCGRP_PLAYER_IDLE}, + {ANIM_PLAYER_IDLE3, ASSOCGRP_PLAYER_IDLE}, + {ANIM_PLAYER_IDLE4, ASSOCGRP_PLAYER_IDLE}, + {ANIM_STD_XPRESS_SCRATCH, ASSOCGRP_STD}, + }; + + static int32 lastTime = 0; + static int32 lastAnim = -1; + + bool hasIdleAnim = false; + CAnimBlock *idleAnimBlock = CAnimManager::GetAnimationBlock(idleAnimBlockIndex); + uint32 sinceLastInput = padUsed->InputHowLongAgo(); + if (sinceLastInput <= 30000) { + if (idleAnimBlock->isLoaded) { + for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { + if (assoc->flags & ASSOC_IDLE) { + hasIdleAnim = true; + assoc->blendDelta = -8.0f; + } + } + if (!hasIdleAnim) + CStreaming::RemoveAnim(idleAnimBlockIndex); + } else { + lastTime = 0; + } + } else { + CStreaming::RequestAnim(idleAnimBlockIndex, STREAMFLAGS_DONT_REMOVE); + if (idleAnimBlock->isLoaded) { + for(CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { + int firstIdle = idleAnimBlock->firstIndex; + int index = assoc->hierarchy - CAnimManager::GetAnimation(0); + if (index >= firstIdle && index < firstIdle + idleAnimBlock->numAnims) { + hasIdleAnim = true; + break; + } + } + + if (!hasIdleAnim && !bIsLooking && !bIsRestoringLook && sinceLastInput - lastTime > 25000) { + int anim; + do + anim = CGeneral::GetRandomNumberInRange(0, ARRAY_SIZE(idleAnims)); + while (lastAnim == anim); + + assoc = CAnimManager::BlendAnimation(GetClump(), idleAnims[anim].groupId, idleAnims[anim].animId, 8.0f); + assoc->flags |= ASSOC_IDLE; + lastAnim = anim; + lastTime = sinceLastInput; + } + } + } +} + +void +CPlayerPed::SetNearbyPedsToInteractWithPlayer(void) +{ + if (CGame::noProstitutes) + return; + + for (int i = 0; i < m_numNearPeds; ++i) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed && nearPed->m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) { + int mi = nearPed->GetModelIndex(); + if (CPopulation::CanSolicitPlayerOnFoot(mi)) { + CVector distToMe = nearPed->GetPosition() - GetPosition(); + CVector dirToMe = GetPosition() - nearPed->GetPosition(); + dirToMe.Normalise(); + if (DotProduct(dirToMe, nearPed->GetForward()) > 0.707 && DotProduct(GetForward(), nearPed->GetForward()) < -0.707 // those are double + && distToMe.MagnitudeSqr() < 9.0f && nearPed->m_objective == OBJECTIVE_NONE) { + nearPed->SetObjective(OBJECTIVE_SOLICIT_FOOT, this); + nearPed->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; + nearPed->Say(SOUND_PED_SOLICIT); + } + } else if (CPopulation::CanSolicitPlayerInCar(mi)) { + if (InVehicle() && m_pMyVehicle->IsVehicleNormal()) { + if (m_pMyVehicle->IsCar()) { + CVector distToVeh = nearPed->GetPosition() - m_pMyVehicle->GetPosition(); + if (distToVeh.MagnitudeSqr() < 25.0f && m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil) && nearPed->m_objective == OBJECTIVE_NONE) { + nearPed->SetObjective(OBJECTIVE_SOLICIT_VEHICLE, m_pMyVehicle); + } + } + } + } + } + } +} + +void +CPlayerPed::UpdateMeleeAttackers(void) +{ + CVector attackCoord; + if (((CTimer::GetFrameCounter() + m_randomSeed + 7) & 3) == 0) { + GetMeleeAttackCoords(attackCoord, m_nAttackDirToCheck, 2.0f); + + // Check if there is any vehicle/building inbetween us and m_nAttackDirToCheck. Peds will be able to attack us from those available directions. + if (CWorld::GetIsLineOfSightClear(GetPosition(), attackCoord, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(attackCoord, 0.4f, m_pMeleeList[m_nAttackDirToCheck], true, true, false, true, false, false)) { + if (m_pMeleeList[m_nAttackDirToCheck] == this) + m_pMeleeList[m_nAttackDirToCheck] = nil; // mark it as available + } else { + m_pMeleeList[m_nAttackDirToCheck] = this; // slot not available. useful for m_bNoPosForMeleeAttack + } + if (++m_nAttackDirToCheck >= ARRAY_SIZE(m_pMeleeList)) + m_nAttackDirToCheck = 0; + } + // 6 directions + for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); ++i) { + CPed *victim = m_pMeleeList[i]; + if (victim && victim != this) { + if (victim->m_nPedState != PED_DEAD && victim->m_pedInObjective == this) { + if (victim->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || victim->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || victim->m_objective == OBJECTIVE_KILL_CHAR_ON_BOAT) { + GetMeleeAttackCoords(attackCoord, i, 2.0f); + if ((attackCoord - GetPosition()).MagnitudeSqr() > 12.25f) + m_pMeleeList[i] = nil; + } else { + m_pMeleeList[i] = nil; + } + } else { + m_pMeleeList[i] = nil; + } + } + } + m_bNoPosForMeleeAttack = m_pMeleeList[0] == this && m_pMeleeList[1] == this && m_pMeleeList[2] == this +#ifdef FIX_BUGS + && m_pMeleeList[3] == this +#endif + && m_pMeleeList[4] == this && m_pMeleeList[5] == this; +} + +void +CPlayerPed::RemovePedFromMeleeList(CPed *ped) +{ + int i = 0; + for (; m_pMeleeList[i] != ped; i++) { + if (i >= ARRAY_SIZE(m_pMeleeList)) + return; + } + m_pMeleeList[i] = nil; + ped->m_attackTimer = 0; +} + +void +CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist) +{ + coords = GetPosition(); + switch (dir) { + case 0: + coords.y += dist; + break; + case 1: + coords.x += Sqrt(3.f / 4.f) * dist; + coords.y += 0.5f * dist; + break; + case 2: + coords.x += Sqrt(3.f / 4.f) * dist; + coords.y -= 0.5f * dist; + break; + case 3: + coords.y -= dist; + break; + case 4: + coords.x -= Sqrt(3.f / 4.f) * dist; + coords.y -= 0.5f * dist; + break; + case 5: + coords.x -= Sqrt(3.f / 4.f) * dist; + coords.y += 0.5f * dist; + break; + default: + break; + } +} + +int32 +CPlayerPed::FindMeleeAttackPoint(CPed *victim, CVector &dist, uint32 &endOfAttackOut) +{ + endOfAttackOut = 0; + bool thereIsAnEmptySlot = false; + int dirToAttack = -1; + for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); i++) { + CPed* pedAtThisDir = m_pMeleeList[i]; + if (pedAtThisDir) { + if (pedAtThisDir == victim) { + dirToAttack = i; + } else { + if (pedAtThisDir->m_attackTimer > endOfAttackOut) + endOfAttackOut = pedAtThisDir->m_attackTimer; + } + } else { + thereIsAnEmptySlot = true; + } + } + + // We don't have victim ped in our melee list + if (dirToAttack == -1 && thereIsAnEmptySlot) { + float angle = Atan2(-dist.x, -dist.y); + float adjustedAngle = angle + DEGTORAD(30.0f); + if (adjustedAngle < 0.f) + adjustedAngle += TWOPI; + + int wantedDir = Floor(adjustedAngle / DEGTORAD(60.0f)); + + // And we have another ped at the direction of victim ped, so store victim to next empty direction to it's real direction. (Bollocks) + if (m_pMeleeList[wantedDir]) { + int closestDirToPreferred = -99; + int preferredDir = wantedDir; + + for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); i++) { + if (!m_pMeleeList[i]) { + if (Abs(i - preferredDir) < Abs(closestDirToPreferred - preferredDir)) + closestDirToPreferred = i; + } + } + if (closestDirToPreferred > 0) + dirToAttack = closestDirToPreferred; + } else { + + // Luckily the direction of victim ped is already empty, good + dirToAttack = wantedDir; + } + + if (dirToAttack != -1) { + m_pMeleeList[dirToAttack] = victim; + victim->RegisterReference((CEntity**) &m_pMeleeList[dirToAttack]); + if (endOfAttackOut > CTimer::GetTimeInMilliseconds()) + victim->m_attackTimer = endOfAttackOut + CGeneral::GetRandomNumberInRange(1000, 2000); + else + victim->m_attackTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(500, 1000); + } + } + return dirToAttack; +} + +#ifdef COMPATIBLE_SAVES +#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); +#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); +void +CPlayerPed::Save(uint8*& buf) +{ + CPed::Save(buf); + SkipSaveBuf(buf, 16); + CopyToBuf(buf, m_fMaxStamina); + SkipSaveBuf(buf, 28); + CopyToBuf(buf, m_nTargettableObjects[0]); + CopyToBuf(buf, m_nTargettableObjects[1]); + CopyToBuf(buf, m_nTargettableObjects[2]); + CopyToBuf(buf, m_nTargettableObjects[3]); + SkipSaveBuf(buf, 164); +} + +void +CPlayerPed::Load(uint8*& buf) +{ + CPed::Load(buf); + SkipSaveBuf(buf, 16); + CopyFromBuf(buf, m_fMaxStamina); + SkipSaveBuf(buf, 28); + CopyFromBuf(buf, m_nTargettableObjects[0]); + CopyFromBuf(buf, m_nTargettableObjects[1]); + CopyFromBuf(buf, m_nTargettableObjects[2]); + CopyFromBuf(buf, m_nTargettableObjects[3]); + SkipSaveBuf(buf, 164); +} +#undef CopyFromBuf +#undef CopyToBuf +#endif |
