#include "common.h"
#include "World.h"
#include "PlayerPed.h"
#include "CopPed.h"
#include "Wanted.h"
#include "DMAudio.h"
#include "ModelIndices.h"
#include "Vehicle.h"
#include "RpAnimBlend.h"
#include "AnimBlendAssociation.h"
#include "General.h"
#include "ZoneCull.h"
#include "PathFind.h"
#include "RoadBlocks.h"
#include "CarCtrl.h"
#include "Renderer.h"
#include "Camera.h"
CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
{
m_nCopType = copType;
switch (copType) {
case COP_STREET:
SetModelIndex(MI_COP);
GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true);
GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
m_currentWeapon = WEAPONTYPE_UNARMED;
m_fArmour = 0.0f;
m_wepSkills = 208; /* TODO: what is this? seems unused */
m_wepAccuracy = 60;
break;
case COP_FBI:
SetModelIndex(MI_FBI);
GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
SetCurrentWeapon(WEAPONTYPE_MP5);
m_fArmour = 100.0f;
m_wepSkills = 176; /* TODO: what is this? seems unused */
m_wepAccuracy = 76;
break;
case COP_SWAT:
SetModelIndex(MI_SWAT);
GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 50.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
m_wepAccuracy = 64;
break;
case COP_ARMY:
SetModelIndex(MI_ARMY);
GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
SetCurrentWeapon(WEAPONTYPE_MP5);
m_fArmour = 100.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
m_wepAccuracy = 84;
break;
case COP_MIAMIVICE:
switch (modifier) {
case 0: SetModelIndex(MI_VICE1); break;
case 1: SetModelIndex(MI_VICE2); break;
case 2: SetModelIndex(MI_VICE3); break;
case 3: SetModelIndex(MI_VICE4); break;
case 4: SetModelIndex(MI_VICE5); break;
case 5: SetModelIndex(MI_VICE6); break;
case 6: SetModelIndex(MI_VICE7); break;
case 7: SetModelIndex(MI_VICE8); break;
default: assert(0); break;
}
GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 100.0f;
m_wepSkills = 176;
m_wepAccuracy = 76;
break;
}
m_bIsInPursuit = false;
field_1350 = 1;
m_bIsDisabledCop = false;
m_fAbseilPos = 0.0f;
m_attackTimer = 0;
m_bBeatingSuspect = false;
m_bStopAndShootDisabledZone = false;
m_bZoneDisabled = false;
field_1364 = -1;
m_pPointGunAt = nil;
// VC also initializes in here, but as nil
#ifdef FIX_BUGS
m_nRoadblockNode = -1;
#endif
}
CCopPed::~CCopPed()
{
ClearPursuit();
}
// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
void
CCopPed::SetArrestPlayer(CPed *player)
{
if (!IsPedInControl() || !player)
return;
switch (m_nCopType) {
case COP_FBI:
Say(SOUND_PED_ARREST_FBI);
break;
case COP_SWAT:
Say(SOUND_PED_ARREST_SWAT);
break;
default:
Say(SOUND_PED_ARREST_COP);
break;
}
if (player->EnteringCar()) {
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
return;
// why?
player->bGonnaKillTheCarJacker = true;
// Genius
FindPlayerPed()->m_bCanBeDamaged = false;
((CPlayerPed*)player)->m_pArrestingCop = this;
this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
} else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
player->m_nLastPedState = player->m_nPedState;
player->m_nPedState = PED_ARRESTED;
FindPlayerPed()->m_bCanBeDamaged = false;
((CPlayerPed*)player)->m_pArrestingCop = this;
this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
}
m_nPedState = PED_ARREST_PLAYER;
SetObjective(OBJECTIVE_NONE);
m_prevObjective = OBJECTIVE_NONE;
bIsPointingGunAt = false;
m_pSeekTarget = player;
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
SetCurrentWeapon(WEAPONTYPE_COLT45);
if (player->InVehicle()) {
player->m_pMyVehicle->m_nNumGettingIn = 0;
player->m_pMyVehicle->m_nGettingInFlags = 0;
player->m_pMyVehicle->bIsHandbrakeOn = true;
player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
SetCurrentWeapon(WEAPONTYPE_COLT45);
}
void
CCopPed::ClearPursuit(void)
{
CPlayerPed *player = FindPlayerPed();
if (!player)
return;
CWanted *wanted = player->m_pWanted;
int ourCopId = 0;
bool foundMyself = false;
int biggestCopId = 0;
if (!m_bIsInPursuit)
return;
m_bIsInPursuit = false;
for (int i = 0; i < Max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) {
if (!foundMyself && wanted->m_pCops[i] == this) {
wanted->m_pCops[i] = nil;
--wanted->m_CurrentCops;
foundMyself = true;
ourCopId = i;
biggestCopId = i;
} else {
if (wanted->m_pCops[i])
biggestCopId = i;
}
}
if (foundMyself && biggestCopId > ourCopId) {
wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId];
wanted->m_pCops[biggestCopId] = nil;
}
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
m_nLastPedState = PED_NONE;
bIsRunning = false;
bNotAllowedToDuck = false;
bKindaStayInSamePlace = false;
m_bStopAndShootDisabledZone = false;
m_bZoneDisabled = false;
ClearObjective();
if (IsPedInControl()) {
if (!m_pMyVehicle || wanted->m_nWantedLevel != 0) {
if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) {
m_nLastPedState = PED_IDLE;
SetSeek((CEntity*)m_pMyVehicle, 2.5f);
} else {
m_nLastPedState = PED_WANDER_PATH;
SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true);
}
} else {
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
}
}
// TODO: I don't know why they needed that parameter.
void
CCopPed::SetPursuit(bool ignoreCopLimit)
{
CWanted *wanted = FindPlayerPed()->m_pWanted;
if (m_bIsInPursuit || !IsPedInControl())
return;
if (wanted->m_CurrentCops < wanted->m_MaxCops || ignoreCopLimit) {
for (int i = 0; i < wanted->m_MaxCops; ++i) {
if (!wanted->m_pCops[i]) {
m_bIsInPursuit = true;
++wanted->m_CurrentCops;
wanted->m_pCops[i] = this;
break;
}
}
if (m_bIsInPursuit) {
ClearObjective();
m_prevObjective = OBJECTIVE_NONE;
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
SetObjectiveTimer(0);
bNotAllowedToDuck = true;
bIsRunning = true;
m_bStopAndShootDisabledZone = false;
}
}
}
void
CCopPed::ArrestPlayer(void)
{
m_pVehicleAnim = nil;
CPed *suspect = (CPed*)m_pSeekTarget;
if (suspect) {
if (suspect->CanSetPedState())
suspect->m_nPedState = PED_ARRESTED;
if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) {
// BUG? I will never understand why they used LINE_UP_TO_CAR_2...
LineUpPedWithCar(LINE_UP_TO_CAR_2);
}
if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN);
if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
CVector suspMidPos;
suspect->m_pedIK.GetComponentPosition((RwV3d)suspMidPos, PED_MID);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
GetPosition().x, GetPosition().y);
m_fRotationCur = m_fRotationDest;
SetOrientation(0.0f, 0.0f, m_fRotationCur);
} else {
ClearPursuit();
}
} else {
ClearPursuit();
}
}
void
CCopPed::ScanForCrimes(void)
{
CVehicle *playerVeh = FindPlayerVehicle();
// Look for car alarms
if (playerVeh && playerVeh->IsCar()) {
if (playerVeh->IsAlarmOn()) {
if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
}
// Look for stolen cop cars
if (!m_bIsInPursuit) {
CPlayerPed *player = FindPlayerPed();
if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
&& player->m_pWanted->m_nWantedLevel == 0) {
if (player->m_pMyVehicle
#ifdef FIX_BUGS
&& m_pMyVehicle == player->m_pMyVehicle
#endif
&& player->m_pMyVehicle->bIsLawEnforcer)
player->SetWantedLevelNoDrop(1);
}
}
}
void
CCopPed::CopAI(void)
{
CWanted *wanted = FindPlayerPed()->m_pWanted;
int wantedLevel = wanted->m_nWantedLevel;
CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) {
if (m_nPedState != PED_ARREST_PLAYER)
ClearPursuit();
return;
}
if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) {
if (bHitSomethingLastFrame) {
m_bZoneDisabled = true;
m_bIsDisabledCop = true;
#ifdef FIX_BUGS
m_nRoadblockNode = -1;
#else
m_nRoadblockNode = 0;
#endif
bKindaStayInSamePlace = true;
bIsRunning = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
SetIdle();
ClearObjective();
ClearPursuit();
m_prevObjective = OBJECTIVE_NONE;
m_nLastPedState = PED_NONE;
SetAttackTimer(0);
// Safe distance for disabled zone? Or to just make game easier?
if (m_fDistanceToTarget > 15.0f)
m_bStopAndShootDisabledZone = true;
}
} else if (m_bZoneDisabled && !CCullZones::NoPolice()) {
m_bZoneDisabled = false;
m_bIsDisabledCop = false;
m_bStopAndShootDisabledZone = false;
bKindaStayInSamePlace = false;
bCrouchWhenShooting = false;
bDuckAndCover = false;
ClearPursuit();
}
if (wantedLevel > 0) {
if (!m_bIsDisabledCop) {
if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) {
CCopPed *copFarthestToTarget = nil;
float copFarthestToTargetDist = m_fDistanceToTarget;
int oldCopNum = wanted->m_CurrentCops;
int maxCops = wanted->m_MaxCops;
for (int i = 0; i < Max(maxCops, oldCopNum); i++) {
CCopPed *cop = wanted->m_pCops[i];
if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) {
copFarthestToTargetDist = cop->m_fDistanceToTarget;
copFarthestToTarget = wanted->m_pCops[i];
}
}
if (m_bIsInPursuit) {
if (copFarthestToTarget && oldCopNum > maxCops) {
if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) {
ClearPursuit();
} else if(copFarthestToTargetDist > 10.0f)
copFarthestToTarget->ClearPursuit();
}
} else {
if (oldCopNum < maxCops) {
SetPursuit(true);
} else {
if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) {
if (copFarthestToTarget && copFarthestToTargetDist > 10.0f)
copFarthestToTarget->ClearPursuit();
SetPursuit(true);
}
}
}
} else
SetPursuit(false);
if (!m_bIsInPursuit)
return;
if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
SetCurrentWeapon(WEAPONTYPE_COLT45);
else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
// i.e. if player is on top of car, cop will still use colt45.
SetCurrentWeapon(WEAPONTYPE_UNARMED);
}
if (FindPlayerVehicle()) {
if (m_bBeatingSuspect) {
--wanted->m_CopsBeatingSuspect;
m_bBeatingSuspect = false;
}
if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f)
ClearPursuit();
}
return;
}
float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
SetLookFlag(playerOrHisVeh, true);
TurnBody();
SetCurrentWeapon(WEAPONTYPE_COLT45);
if (!bIsDucking) {
if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
if (m_fDistanceToTarget > 30.0f) {
CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
if (crouchShootAssoc)
crouchShootAssoc->blendDelta = -1000.0f;
// Target is coming onto us
if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) {
m_bIsDisabledCop = false;
bKindaStayInSamePlace = false;
bNotAllowedToDuck = false;
bDuckAndCover = false;
SetPursuit(false);
SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed());
}
} else if (m_fDistanceToTarget < 5.0f
&& (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) {
m_bIsDisabledCop = false;
bKindaStayInSamePlace = false;
bNotAllowedToDuck = false;
bDuckAndCover = false;
} else {
// VC checks for != nil compared to buggy behaviour of III. I check for != -1 here.
#ifdef VC_PED_PORTS
float dotProd;
if (m_nRoadblockNode != -1) {
// TODO(MIAMI): check this, i'm only getting this compile here....
CPathNode *roadBlockNode = &ThePaths.m_pathNodes[CRoadBlocks::RoadBlockNodes[m_nRoadblockNode]];
dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockNode->GetPosition(), GetPosition() - roadBlockNode->GetPosition());
} else
dotProd = -1.0f;
if(dotProd >= 0.0f) {
#else
#ifndef FIX_BUGS
float copRoadDotProd, targetRoadDotProd;
#else
float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f;
if (m_nRoadblockNode != -1)
#endif
{
CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]];
CVector2D roadFwd = roadBlockRoad->GetForward();
copRoadDotProd = DotProduct2D(GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
targetRoadDotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
}
// Roadblock may be towards road's fwd or opposite, so check both
if ((copRoadDotProd >= 0.0f || targetRoadDotProd >= 0.0f)
&& (copRoadDotProd <= 0.0f || targetRoadDotProd <= 0.0f)) {
#endif
bIsPointingGunAt = true;
} else {
m_bIsDisabledCop = false;
bKindaStayInSamePlace = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
bIsDucking = false;
bDuckAndCover = false;
SetPursuit(false);
}
}
}
} else {
if (m_fDistanceToTarget < weaponRange) {
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CVector gunPos = weaponInfo->m_vecFireOffset;
TransformToNode(gunPos, PED_HANDR);
CColPoint foundCol;
CEntity *foundEnt;
if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt,
false, true, false, false, true, false, false)
|| foundEnt && foundEnt == playerOrHisVeh) {
m_pPointGunAt = playerOrHisVeh;
if (playerOrHisVeh)
playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt);
SetAttack(playerOrHisVeh);
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
}
SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300));
}
SetMoveState(PEDMOVE_STILL);
}
}
} else {
if (!m_bIsDisabledCop || m_bZoneDisabled) {
if (m_nPedState != PED_AIM_GUN) {
if (m_bIsInPursuit)
ClearPursuit();
if (IsPedInControl()) {
// Entering the vehicle
if (m_pMyVehicle && !bInVehicle) {
if (m_pMyVehicle->IsLawEnforcementVehicle()) {
if (m_pMyVehicle->pDriver) {
if (m_pMyVehicle->pDriver->m_nPedType == PEDTYPE_COP) {
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER)
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle);
} else if (m_pMyVehicle->pDriver->IsPlayer()) {
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
} else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
} else {
m_pMyVehicle = nil;
ClearObjective();
SetWanderPath(CGeneral::GetRandomNumber() & 7);
}
}
#ifdef VC_PED_PORTS
else {
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) {
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->CharCreatedBy == RANDOM_CHAR) {
if ((nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->IsGangMember())
&& nearPed->IsPedInControl()) {
bool anotherCopChasesHim = false;
if (nearPed->m_nPedState == PED_FLEE_ENTITY) {
if (nearPed->m_fleeFrom && nearPed->m_fleeFrom->IsPed() &&
((CPed*)nearPed->m_fleeFrom)->m_nPedType == PEDTYPE_COP) {
anotherCopChasesHim = true;
}
}
if (!anotherCopChasesHim) {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed);
nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this);
nearPed->bBeingChasedByPolice = true;
return;
}
}
}
}
}
}
#endif
}
}
} else {
if (m_bIsInPursuit && m_nPedState != PED_AIM_GUN)
ClearPursuit();
m_bIsDisabledCop = false;
bKindaStayInSamePlace = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
bIsDucking = false;
bDuckAndCover = false;
if (m_pMyVehicle)
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
}
}
void
CCopPed::ProcessControl(void)
{
CPed::ProcessControl();
if (bWasPostponed)
return;
if (m_nPedState == PED_DEAD) {
ClearPursuit();
m_objective = OBJECTIVE_NONE;
return;
}
if (m_nPedState == PED_DIE)
return;
if (m_nPedState == PED_ARREST_PLAYER) {
ArrestPlayer();
return;
}
GetWeapon()->Update(m_audioEntityId, nil);
if (m_moved.Magnitude() > 0.0f)
Avoid();
CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
CPlayerPed *player = FindPlayerPed();
m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude();
if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) {
if (m_fDistanceToTarget < 5.0f) {
SetArrestPlayer(player);
return;
}
if (IsPedInControl())
SetIdle();
}
if (m_bIsInPursuit) {
if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
switch (m_nCopType) {
case COP_FBI:
Say(SOUND_PED_PURSUIT_FBI);
break;
case COP_SWAT:
Say(SOUND_PED_PURSUIT_SWAT);
break;
case COP_ARMY:
Say(SOUND_PED_PURSUIT_ARMY);
break;
default:
Say(SOUND_PED_PURSUIT_COP);
break;
}
}
}
if (IsPedInControl()) {
CopAI();
/* switch (m_nCopType)
{
case COP_FBI:
CopAI();
break;
case COP_SWAT:
CopAI();
break;
case COP_ARMY:
CopAI();
break;
default:
CopAI();
break;
} */
} else if (InVehicle()) {
if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE &&
CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) {
CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17;
}
}
if (IsPedInControl() || m_nPedState == PED_DRIVING)
ScanForCrimes();
// They may have used goto to jump here in case of PED_ATTACK.
if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) {
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT &&
player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) {
SetArrestPlayer(player);
}
} else {
if (m_nPedState == PED_SEEK_POS) {
if (player->m_nPedState == PED_ARRESTED) {
SetIdle();
SetLookFlag(player, false);
SetLookTimer(1000);
RestorePreviousObjective();
} else {
if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
// This is 1.3f when arresting in car without seeking first (in above)
#if defined(VC_PED_PORTS) || defined(FIX_BUGS)
m_distanceToCountSeekDone = 1.3f;
#else
m_distanceToCountSeekDone = 2.0f;
#endif
}
if (bDuckAndCover) {
#if !defined(GTA3_1_1_PATCH) && !defined(VC_PED_PORTS)
if (!bNotAllowedToDuck && Seek()) {
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
SetPointGunAt(m_pedInObjective);
}
#endif
} else if (Seek()) {
CVehicle *playerVeh = FindPlayerVehicle();
if (!playerVeh && player && player->EnteringCar()) {
SetArrestPlayer(player);
} else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) {
SetMoveState(PEDMOVE_STILL);
} else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) {
SetCarJack(playerVeh);
}
}
}
} else if (m_nPedState == PED_SEEK_ENTITY) {
if (!m_pSeekTarget) {
RestorePreviousState();
} else {
m_vecSeekPos = m_pSeekTarget->GetPosition();
if (Seek()) {
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) {
if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR ||
(player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) {
SetArrestPlayer(player);
} else
RestorePreviousState();
} else {
RestorePreviousState();
}
}
}
}
}
if (!m_bStopAndShootDisabledZone)
return;
bool dontShoot = false;
if (GetIsOnScreen()) {
if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
CEntity *foundBuilding = nil;
CColPoint foundCol;
CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
CVector camPos = TheCamera.GetGameCamPosition();
CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
true, false, false, false, false, false, false);
// He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
// and now has building on front of him. He's stupid, we don't need him.
if (foundBuilding) {
FlagToDestroyWhenNextProcessed();
dontShoot = true;
}
}
} else {
FlagToDestroyWhenNextProcessed();
dontShoot = true;
}
if (!dontShoot) {
bStopAndShoot = true;
bKindaStayInSamePlace = true;
bIsPointingGunAt = true;
SetAttack(m_pedInObjective);
}
}