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-rw-r--r--src/peds/PlayerPed.cpp2215
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