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authorSergeanur <s.anureev@yandex.ua>2020-11-19 20:12:20 +0100
committerSergeanur <s.anureev@yandex.ua>2020-11-19 20:12:20 +0100
commit9e45feb4fa0a841b1d059bcab8507fd80708d6e7 (patch)
tree4a26483c7755ef8dd41b4215efb62a27384fd5fd /src/peds/PedFight.cpp
parentMerge pull request #822 from aap/master (diff)
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Diffstat (limited to '')
-rw-r--r--src/peds/PedFight.cpp3250
1 files changed, 3250 insertions, 0 deletions
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
new file mode 100644
index 00000000..21310aaa
--- /dev/null
+++ b/src/peds/PedFight.cpp
@@ -0,0 +1,3250 @@
+#include "common.h"
+
+#include "main.h"
+#include "RpAnimBlend.h"
+#include "AnimBlendClumpData.h"
+#include "AnimBlendAssociation.h"
+#include "Camera.h"
+#include "CarCtrl.h"
+#include "Darkel.h"
+#include "DMAudio.h"
+#include "FileMgr.h"
+#include "General.h"
+#include "Object.h"
+#include "Pad.h"
+#include "Particle.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "Stats.h"
+#include "TempColModels.h"
+#include "VisibilityPlugins.h"
+#include "Vehicle.h"
+#include "Automobile.h"
+#include "WaterLevel.h"
+#include "World.h"
+
+uint16 nPlayerInComboMove;
+
+RpClump *flyingClumpTemp;
+
+// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
+FightMove tFightMoves[NUM_FIGHTMOVES] = {
+ {NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
+ {ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
+ {ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
+ {ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
+ {ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
+ {ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
+ {ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
+ {ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
+ {ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
+ {ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
+ {ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+ {ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
+};
+
+static PedOnGroundState
+CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
+{
+ PedOnGroundState stateToReturn;
+ float angleToFace;
+ CPed *currentPed = nil;
+ PedState currentPedState;
+ CPed *pedOnTheFloor = nil;
+ CPed *deadPed = nil;
+ CPed *pedBelow = nil;
+ bool foundDead = false;
+ bool foundOnTheFloor = false;
+ bool foundBelow = false;
+ float angleDiff;
+ float distance;
+
+ if (!CGame::nastyGame)
+ return NO_PED;
+
+ for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) {
+
+ currentPed = attacker->m_nearPeds[currentPedId];
+
+ CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
+ distance = posDifference.Magnitude();
+
+ if (distance < 2.0f) {
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ currentPed->GetPosition().x, currentPed->GetPosition().y,
+ attacker->GetPosition().x, attacker->GetPosition().y);
+
+ angleToFace = CGeneral::LimitRadianAngle(angleToFace);
+ attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);
+
+ angleDiff = Abs(angleToFace - attacker->m_fRotationCur);
+
+ if (angleDiff > PI)
+ angleDiff = 2 * PI - angleDiff;
+
+ currentPedState = currentPed->m_nPedState;
+
+ if (currentPed->OnGroundOrGettingUp()) {
+ if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
+ if (currentPedState == PED_DEAD) {
+ foundDead = 1;
+ if (!deadPed)
+ deadPed = currentPed;
+ } else if (!currentPed->IsPedHeadAbovePos(-0.6f)) {
+ foundOnTheFloor = 1;
+ if (!pedOnTheFloor)
+ pedOnTheFloor = currentPed;
+ }
+ }
+ } else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f))
+ || (distance < 1.3f && angleDiff < DEGTORAD(55.0f))
+ || (distance < 1.7f && angleDiff < DEGTORAD(35.0f))
+ || (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) {
+
+ // Either this condition or below one was probably returning 4 early in development. See Fight().
+ foundBelow = 1;
+ pedBelow = currentPed;
+ break;
+ } else {
+ if (angleDiff < DEGTORAD(75.0f)) {
+ foundBelow = 1;
+ if (!pedBelow)
+ pedBelow = currentPed;
+ }
+ }
+ }
+ }
+
+ if (foundOnTheFloor) {
+ currentPed = pedOnTheFloor;
+ stateToReturn = PED_ON_THE_FLOOR;
+ } else if (foundDead) {
+ currentPed = deadPed;
+ stateToReturn = PED_DEAD_ON_THE_FLOOR;
+ } else if (foundBelow) {
+ currentPed = pedBelow;
+ stateToReturn = PED_IN_FRONT_OF_ATTACKER;
+ } else {
+ currentPed = nil;
+ stateToReturn = NO_PED;
+ }
+
+ if (pedOnGround)
+ *pedOnGround = currentPed;
+
+ return stateToReturn;
+}
+
+void
+CPed::SetPointGunAt(CEntity *to)
+{
+ if (to) {
+ SetLookFlag(to, true);
+ SetAimFlag(to);
+#ifdef VC_PED_PORTS
+ SetLookTimer(INT32_MAX);
+#endif
+ }
+
+ if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
+ return;
+
+ if (m_nPedState != PED_ATTACK)
+ SetStoredState();
+
+ m_nPedState = PED_AIM_GUN;
+ bIsPointingGunAt = true;
+ CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ SetMoveState(PEDMOVE_NONE);
+
+ CAnimBlendAssociation *aimAssoc;
+
+ if (bCrouchWhenShooting)
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay);
+ else
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay);
+
+ if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
+ if (bCrouchWhenShooting)
+ aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
+ else
+ aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay);
+
+ aimAssoc->blendAmount = 0.0f;
+ aimAssoc->blendDelta = 8.0f;
+ }
+ if (to)
+ Say(SOUND_PED_ATTACK);
+}
+
+void
+CPed::PointGunAt(void)
+{
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
+ if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f)
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
+
+ if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) {
+ weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart);
+ weaponAssoc->flags &= ~ASSOC_RUNNING;
+
+ if (weaponInfo->m_bCanAimWithArm)
+ m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
+ else
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+ }
+}
+
+void
+CPed::ClearPointGunAt(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ CWeaponInfo *weaponInfo;
+
+ ClearLookFlag();
+ ClearAimFlag();
+ bIsPointingGunAt = false;
+#ifndef VC_PED_PORTS
+ if (m_nPedState == PED_AIM_GUN) {
+ RestorePreviousState();
+#else
+ if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
+ m_nPedState = PED_IDLE;
+ RestorePreviousState();
+ }
+#endif
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
+ }
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0f;
+ }
+#ifndef VC_PED_PORTS
+ }
+#endif
+}
+
+void
+CPed::SetAttack(CEntity *victim)
+{
+ CPed *victimPed = nil;
+ if (victim && victim->IsPed())
+ victimPed = (CPed*)victim;
+
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
+ if (animAssoc) {
+ animAssoc->blendDelta = -1000.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+
+ if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE)
+ return;
+
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
+ bIsAttacking = false;
+ return;
+ }
+
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
+ if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
+ bIsAttacking = false;
+ else
+ bIsAttacking = true;
+
+ return;
+ }
+
+ CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) {
+ if (GetWeapon()->HitsGround(this, nil, victim))
+ return;
+ }
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
+ if (IsPlayer() ||
+ (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) {
+
+ if (m_nPedState != PED_ATTACK) {
+ m_nPedState = PED_ATTACK;
+ bIsAttacking = false;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
+ animAssoc->SetRun();
+ if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
+ animAssoc->SetCurrentTime(0.0f);
+
+ animAssoc->SetFinishCallback(FinishedAttackCB, this);
+ }
+ } else {
+ StartFightAttack(CGeneral::GetRandomNumber() % 256);
+ }
+ return;
+ }
+
+ m_pSeekTarget = victim;
+ if (m_pSeekTarget)
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+
+ if (curWeapon->m_bCanAim) {
+ CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
+ CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
+ if (obstacle)
+ return;
+
+ m_pLookTarget = victim;
+ if (victim) {
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+ }
+ if (m_pLookTarget) {
+ SetAimFlag(m_pLookTarget);
+ } else {
+ SetAimFlag(m_fRotationCur);
+
+ if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam())
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
+ }
+ }
+ if (m_nPedState == PED_ATTACK) {
+ bIsAttacking = true;
+ return;
+ }
+
+ if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) {
+ if (IsPlayer())
+ CPad::GetPad(0)->ResetAverageWeapon();
+
+ PointBlankNecessity pointBlankStatus;
+ if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
+ && 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
+ && (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
+ ClearAimFlag();
+
+ // This condition is pointless
+ if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
+ StartFightAttack(200);
+ } else {
+ if (!curWeapon->m_bCanAim)
+ m_pSeekTarget = nil;
+
+ if (m_nPedState != PED_AIM_GUN)
+ SetStoredState();
+
+ m_nPedState = PED_ATTACK;
+ SetMoveState(PEDMOVE_NONE);
+ if (bCrouchWhenShooting) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
+ } else {
+ float animDelta = 8.0f;
+ if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
+ animDelta = 1000.0f;
+
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
+ || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta);
+ } else {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta);
+ }
+ }
+
+ animAssoc->SetRun();
+ if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
+ animAssoc->SetCurrentTime(0.0f);
+
+ animAssoc->SetFinishCallback(FinishedAttackCB, this);
+ }
+ return;
+ }
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP)
+ SetWaitState(WAITSTATE_SURPRISE, nil);
+
+ SetLookFlag(victim, false);
+ SetLookTimer(100);
+}
+
+void
+CPed::ClearAttack(void)
+{
+ if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
+ return;
+
+#ifdef VC_PED_PORTS
+ // VC uses CCamera::Using1stPersonWeaponMode
+ if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
+ TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) {
+ SetPointGunAt(nil);
+ } else
+#endif
+ if (bIsPointingGunAt) {
+ if (m_pLookTarget)
+ SetPointGunAt(m_pLookTarget);
+ else
+ ClearPointGunAt();
+ } else if (m_objective != OBJECTIVE_NONE) {
+ SetIdle();
+ } else {
+ RestorePreviousState();
+ }
+}
+
+void
+CPed::ClearAttackByRemovingAnim(void)
+{
+ if (m_nPedState != PED_ATTACK || bIsDucking)
+ return;
+
+ CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay);
+ if (!weaponAssoc) {
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);
+
+ if (!weaponAssoc && weapon->m_bThrow)
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
+
+ if (!weaponAssoc) {
+ ClearAttack();
+ return;
+ }
+ }
+ weaponAssoc->blendDelta = -8.0f;
+ weaponAssoc->flags &= ~ASSOC_RUNNING;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
+}
+
+void
+CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
+{
+ CWeaponInfo *currentWeapon;
+ CAnimBlendAssociation *newAnim;
+ CPed *ped = (CPed*)arg;
+
+ if (attackAssoc) {
+ switch (attackAssoc->animId) {
+ case ANIM_WEAPON_START_THROW:
+ // what?!
+ if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
+ attackAssoc->blendDelta = -1000.0f;
+ newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
+ } else {
+ attackAssoc->blendDelta = -1000.0f;
+ newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW);
+ }
+
+ newAnim->SetFinishCallback(FinishedAttackCB, ped);
+ return;
+
+ case ANIM_FIGHT_PPUNCH:
+ attackAssoc->blendDelta = -8.0f;
+ attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ped->ClearAttack();
+ return;
+
+ case ANIM_WEAPON_THROW:
+ case ANIM_WEAPON_THROWU:
+ if (ped->GetWeapon()->m_nAmmoTotal > 0) {
+ currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
+ ped->AddWeaponModel(currentWeapon->m_nModelId);
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (!ped->bIsAttacking)
+ ped->ClearAttack();
+}
+
+PointBlankNecessity
+CPed::CheckForPointBlankPeds(CPed *pedToVerify)
+{
+ float pbDistance = 1.1f;
+ if (GetWeapon()->IsType2Handed())
+ pbDistance = 1.6f;
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *nearPed = m_nearPeds[i];
+
+ if (!pedToVerify || pedToVerify == nearPed) {
+
+ CVector diff = nearPed->GetPosition() - GetPosition();
+ if (diff.Magnitude() < pbDistance) {
+
+ float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
+ nearPed->GetPosition().x, nearPed->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+ neededAngle = CGeneral::LimitRadianAngle(neededAngle);
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+
+ float neededTurn = Abs(neededAngle - m_fRotationCur);
+
+ if (neededTurn > PI)
+ neededTurn = 2*PI - neededTurn;
+
+ if (nearPed->OnGroundOrGettingUp() || nearPed->m_nPedState == PED_DIVE_AWAY)
+ return NO_POINT_BLANK_PED;
+
+ if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
+ if (pedToVerify == nearPed)
+ return POINT_BLANK_FOR_WANTED_PED;
+ else
+ return POINT_BLANK_FOR_SOMEONE_ELSE;
+ }
+ }
+ }
+ }
+ return NO_POINT_BLANK_PED;
+}
+
+void
+CPed::Attack(void)
+{
+ CAnimBlendAssociation *weaponAnimAssoc;
+ int32 weaponAnim;
+ float animStart;
+ eWeaponType ourWeaponType;
+ float weaponAnimTime;
+ eWeaponFire ourWeaponFire;
+ float animLoopEnd;
+ CWeaponInfo *ourWeapon;
+ bool attackShouldContinue;
+ AnimationId reloadAnim;
+ CAnimBlendAssociation *reloadAnimAssoc;
+ float delayBetweenAnimAndFire;
+ CVector firePos;
+
+ ourWeaponType = GetWeapon()->m_eWeaponType;
+ ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
+ ourWeaponFire = ourWeapon->m_eWeaponFire;
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
+ attackShouldContinue = bIsAttacking;
+ reloadAnimAssoc = nil;
+ reloadAnim = NUM_ANIMS;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
+ weaponAnim = ourWeapon->m_AnimToPlay;
+
+ if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
+ reloadAnim = ANIM_HGUN_RELOAD;
+ else if (weaponAnim == ANIM_WEAPON_AK_BODY)
+ reloadAnim = ANIM_AK_RELOAD;
+
+ if (reloadAnim != NUM_ANIMS)
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim);
+
+ if (bIsDucking)
+ return;
+
+ if (reloadAnimAssoc) {
+ if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
+ ClearAttack();
+
+ return;
+ }
+
+ if (CTimer::GetTimeInMilliseconds() < m_shootTimer)
+ attackShouldContinue = true;
+
+ if (!weaponAnimAssoc) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay);
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+
+ // Long throw granade, molotov
+ if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
+ delayBetweenAnimAndFire = 0.2f;
+ }
+
+ if (!weaponAnimAssoc) {
+ if (attackShouldContinue) {
+ if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
+ if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ }
+ else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ }
+
+ weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
+ weaponAnimAssoc->SetRun();
+
+ if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
+ weaponAnimAssoc->SetCurrentTime(0.0f);
+
+ if (IsPlayer()) {
+ ((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
+ ((CPlayerPed*)this)->m_bHaveTargetSelected = false;
+ }
+ }
+ } else
+ FinishedAttackCB(nil, this);
+
+ return;
+ }
+ }
+
+ animStart = ourWeapon->m_fAnimLoopStart;
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
+ if (ourWeapon->m_bCanAimWithArm)
+ m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
+ else
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+ }
+
+ if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
+ if (weaponAnimAssoc->speed < 1.0f)
+ weaponAnimAssoc->speed = 1.0f;
+
+ } else {
+ firePos = ourWeapon->m_vecFireOffset;
+ if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
+ if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
+ firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
+
+ firePos = GetMatrix() * firePos;
+ } else if (ourWeaponType != WEAPONTYPE_UNARMED) {
+ TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
+ } else {
+ firePos = GetMatrix() * firePos;
+ }
+
+ GetWeapon()->Fire(this, &firePos);
+
+ if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
+ RemoveWeaponModel(ourWeapon->m_nModelId);
+ }
+ if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
+ SelectGunIfArmed();
+ }
+
+ if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
+ // If reloading just began, start the animation
+ // Last condition will always return true, even IDA hides it
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
+ ClearLookFlag();
+ ClearAimFlag();
+ bIsAttacking = false;
+ bIsPointingGunAt = false;
+ m_shootTimer = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ } else {
+ if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
+ } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
+ }
+
+ weaponAnimAssoc->speed = 0.5f;
+
+ if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
+ weaponAnimAssoc->callbackType = 0;
+ }
+ }
+
+ attackShouldContinue = false;
+ }
+
+ if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ firePos = ourWeapon->m_vecFireOffset;
+
+ if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
+ TransformToNode(firePos, PED_HANDR);
+
+ CVector gunshellPos(
+ firePos.x - 0.6f * GetForward().x,
+ firePos.y - 0.6f * GetForward().y,
+ firePos.z - 0.15f * GetUp().z
+ );
+
+ CVector2D gunshellRot(
+ GetRight().x,
+ GetRight().y
+ );
+
+ gunshellRot.Normalise();
+ GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
+ }
+ }
+#ifdef VC_PED_PORTS
+ if (IsPlayer()) {
+ if (CPad::GetPad(0)->GetSprint()) {
+ // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
+ float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
+ if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
+ weaponAnimAssoc->blendDelta = -4.0f;
+ FinishedAttackCB(nil, this);
+ return;
+ }
+ }
+ }
+#endif
+ animLoopEnd = ourWeapon->m_fAnimLoopEnd;
+ if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
+ animLoopEnd = 3.4f/6.0f;
+
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+
+ // Anim loop end, either start the loop again or finish the attack
+ if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
+
+ if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
+ && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
+ && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+
+ weaponAnim = weaponAnimAssoc->animId;
+ if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
+ if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
+ weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ }
+ } else {
+ if (weaponAnim == ourWeapon->m_Anim2ToPlay)
+ weaponAnimAssoc->SetCurrentTime(0.1f);
+ else
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ }
+#ifdef VC_PED_PORTS
+ } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+ weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ SetPointGunAt(m_pPointGunAt);
+#endif
+ } else {
+ ClearAimFlag();
+
+ // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
+ if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
+ switch (ourWeaponType) {
+ case WEAPONTYPE_UZI:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
+ break;
+ case WEAPONTYPE_AK47:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
+ break;
+ case WEAPONTYPE_M16:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Fun fact: removing this part leds to reloading flamethrower
+ if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
+ weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ weaponAnimAssoc->blendDelta = -4.0f;
+ }
+ }
+ }
+ if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
+ attackShouldContinue = false;
+
+ bIsAttacking = attackShouldContinue;
+}
+
+void
+CPed::StartFightAttack(uint8 buttonPressure)
+{
+ if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds())
+ return;
+
+ if (m_nPedState == PED_FIGHT) {
+ m_fightButtonPressure = buttonPressure;
+ return;
+ }
+
+ if (m_nPedState != PED_AIM_GUN)
+ SetStoredState();
+
+ if (m_nWaitState != WAITSTATE_FALSE) {
+ m_nWaitState = WAITSTATE_FALSE;
+ RestoreHeadingRate();
+ }
+
+ m_nPedState = PED_FIGHT;
+ m_fightButtonPressure = 0;
+ RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
+
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -1000.0f;
+ }
+
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
+
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -1000.0f;
+ RestoreHeadingRate();
+ }
+
+ SetMoveState(PEDMOVE_NONE);
+ m_nStoredMoveState = PEDMOVE_NONE;
+
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
+
+ CPed *pedOnGround = nil;
+ if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) {
+ m_curFightMove = FIGHTMOVE_GROUNDKICK;
+ } else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) {
+ m_curFightMove = FIGHTMOVE_ROUNDHOUSE;
+ } else {
+ m_curFightMove = FIGHTMOVE_STDPUNCH;
+ }
+
+ if (pedOnGround && IsPlayer()) {
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
+ pedOnGround->GetPosition().x, pedOnGround->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+
+ m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ SetLookFlag(pedOnGround, true);
+ SetLookTimer(1500);
+ }
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ m_takeAStepAfterAttack = false;
+ bIsAttacking = true;
+
+ if (IsPlayer())
+ nPlayerInComboMove = 0;
+}
+
+void
+CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
+{
+ if (m_nPedState == PED_DEAD) {
+ if (CGame::nastyGame) {
+ if (hitLevel == HITLEVEL_GROUND) {
+ CAnimBlendAssociation *floorHitAssoc;
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) {
+ floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
+ } else {
+ floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f);
+ }
+ if (floorHitAssoc) {
+ floorHitAssoc->SetCurrentTime(0.0f);
+ floorHitAssoc->SetRun();
+ floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ }
+ }
+ if (CGame::nastyGame) {
+ CVector headPos = GetNodePosition(PED_HEAD);
+ for(int i = 0; i < 4; ++i) {
+ CVector bloodDir(0.0f, 0.0f, 0.1f);
+ CVector bloodPos = headPos - 0.2f * GetForward();
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
+ }
+ }
+ }
+ } else if (m_nPedState == PED_FALL) {
+ if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) {
+ CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL) ?
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) :
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
+ if (floorHitAssoc) {
+ floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ }
+ } else if (IsPedInControl()) {
+ if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
+ || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
+#ifndef VC_PED_PORTS
+ if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) {
+ if (IsPlayer() || CGeneral::GetRandomNumber() & 3) {
+#else
+ if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
+ if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
+#endif
+ AnimationId shotAnim;
+ switch (direction) {
+ case 1:
+ shotAnim = ANIM_SHOT_LEFT_PARTIAL;
+ break;
+ case 2:
+ shotAnim = ANIM_SHOT_BACK_PARTIAL;
+ break;
+ case 3:
+ shotAnim = ANIM_SHOT_RIGHT_PARTIAL;
+ break;
+ default:
+ shotAnim = ANIM_SHOT_FRONT_PARTIAL;
+ break;
+ }
+ CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim);
+ if (!shotAssoc || shotAssoc->blendDelta < 0.0f)
+ shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f);
+
+ shotAssoc->SetCurrentTime(0.0f);
+ shotAssoc->SetRun();
+ shotAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ } else {
+ int time = CGeneral::GetRandomNumberInRange(1000, 3000);
+ SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
+ }
+ } else {
+#ifndef VC_PED_PORTS
+ switch (direction) {
+ case 1:
+ SetFall(500, ANIM_KO_SPIN_R, false);
+ break;
+ case 2:
+ SetFall(500, ANIM_KO_SKID_BACK, false);
+ break;
+ case 3:
+ SetFall(500, ANIM_KO_SPIN_L, false);
+ break;
+ default:
+ SetFall(500, ANIM_KO_SHOT_STOM, false);
+ break;
+ }
+#else
+ bool fall = true;
+ AnimationId hitAnim;
+ switch (direction) {
+ case 1:
+ hitAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ if (CGeneral::GetRandomNumber() & 1) {
+ fall = false;
+ hitAnim = ANIM_HIT_BACK;
+ } else {
+ hitAnim = ANIM_KO_SKID_BACK;
+ }
+ break;
+ case 3:
+ hitAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ if (hitLevel == HITLEVEL_LOW) {
+ hitAnim = ANIM_KO_SHOT_STOM;
+ } else if (CGeneral::GetRandomNumber() & 1) {
+ fall = false;
+ hitAnim = ANIM_HIT_WALK;
+ } else if (CGeneral::GetRandomNumber() & 1) {
+ fall = false;
+ hitAnim = ANIM_HIT_HEAD;
+ } else {
+ hitAnim = ANIM_KO_SHOT_FACE;
+ }
+ break;
+ }
+ if (fall) {
+ SetFall(500, hitAnim, false);
+ } else {
+ CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim);
+ if (!hitAssoc || hitAssoc->blendDelta < 0.0f)
+ hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f);
+
+ hitAssoc->SetCurrentTime(0.0f);
+ hitAssoc->SetRun();
+ hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ }
+#endif
+ }
+ Say(SOUND_PED_DEFEND);
+ } else {
+ Say(SOUND_PED_DEFEND);
+ switch (hitLevel) {
+ case HITLEVEL_GROUND:
+ m_curFightMove = FIGHTMOVE_HITONFLOOR;
+ break;
+ case HITLEVEL_LOW:
+#ifndef VC_PED_PORTS
+ if (direction == 2) {
+ SetFall(1000, ANIM_KO_SKID_BACK, false);
+ return;
+ }
+#else
+ if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
+ SetFall(1000, ANIM_KO_SKID_BACK, false);
+ return;
+ } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
+ SetFall(1000, ANIM_KO_SHOT_STOM, false);
+ return;
+ }
+#endif
+ m_curFightMove = FIGHTMOVE_HITBODY;
+ break;
+ case HITLEVEL_HIGH:
+ switch (direction) {
+ case 1:
+ m_curFightMove = FIGHTMOVE_HITLEFT;
+ break;
+ case 2:
+ m_curFightMove = FIGHTMOVE_HITBACK;
+ break;
+ case 3:
+ m_curFightMove = FIGHTMOVE_HITRIGHT;
+ break;
+ default:
+ if (unk <= 5)
+ m_curFightMove = FIGHTMOVE_HITHEAD;
+ else
+ m_curFightMove = FIGHTMOVE_HITBIGSTEP;
+ break;
+ }
+ break;
+ default:
+ switch (direction) {
+ case 1:
+ m_curFightMove = FIGHTMOVE_HITLEFT;
+ break;
+ case 2:
+ m_curFightMove = FIGHTMOVE_HITBACK;
+ break;
+ case 3:
+ m_curFightMove = FIGHTMOVE_HITRIGHT;
+ break;
+ default:
+ if (unk <= 5)
+ m_curFightMove = FIGHTMOVE_HITCHEST;
+ else
+ m_curFightMove = FIGHTMOVE_HITBIGSTEP;
+ break;
+ }
+ break;
+ }
+ if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
+ m_curFightMove = FIGHTMOVE_HITONFLOOR;
+
+ if (m_nPedState == PED_FIGHT) {
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
+ moveAssoc->SetCurrentTime(0.0f);
+ moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ if (IsPlayer())
+ moveAssoc->speed = 1.3f;
+
+ m_takeAStepAfterAttack = 0;
+ m_fightButtonPressure = 0;
+ } else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) {
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
+ moveAssoc->SetCurrentTime(0.0f);
+ moveAssoc->speed = 1.3f;
+ } else {
+ if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
+ SetStoredState();
+
+ if (m_nWaitState != WAITSTATE_FALSE) {
+ m_nWaitState = WAITSTATE_FALSE;
+ RestoreHeadingRate();
+ }
+ m_nPedState = PED_FIGHT;
+ m_fightButtonPressure = 0;
+ RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
+ CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
+ if (walkStartAssoc) {
+ walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ walkStartAssoc->blendDelta = -1000.0f;
+ }
+ CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
+ if (!walkStopAssoc)
+ walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
+ if (walkStopAssoc) {
+ walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ walkStopAssoc->blendDelta = -1000.0f;
+ RestoreHeadingRate();
+ }
+ SetMoveState(PEDMOVE_NONE);
+ m_nStoredMoveState = PEDMOVE_NONE;
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
+ moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ m_takeAStepAfterAttack = false;
+ bIsAttacking = true;
+ }
+ }
+ }
+}
+
+void
+CPed::Fight(void)
+{
+ CAnimBlendAssociation *currentAssoc, *animAssoc;
+ bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
+ float angleToFace, nextAngle;
+ bool goForward = false;
+ int nextFightMove;
+
+ switch (m_curFightMove) {
+ case FIGHTMOVE_NULL:
+ return;
+ case FIGHTMOVE_IDLE2NORM:
+ m_curFightMove = FIGHTMOVE_NULL;
+ RestorePreviousState();
+
+ // FIX: Uninitialized
+ currentAssoc = nil;
+ break;
+ case FIGHTMOVE_IDLE:
+ currentAssoc = nil;
+ break;
+ default:
+ currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
+ break;
+ }
+
+ if (!bIsAttacking && IsPlayer()) {
+ if (currentAssoc) {
+ currentAssoc->blendDelta = -1000.0f;
+ currentAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ currentAssoc->flags &= ~ASSOC_RUNNING;
+ }
+ if (m_takeAStepAfterAttack)
+ EndFight(ENDFIGHT_WITH_A_STEP);
+ else
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) {
+ float animTime = currentAssoc->currentTime;
+ FightMove &curMove = tFightMoves[m_curFightMove];
+ if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
+
+ CVector touchingNodePos(0.0f, 0.0f, 0.0f);
+
+ switch (m_curFightMove) {
+ case FIGHTMOVE_STDPUNCH:
+ case FIGHTMOVE_PUNCHHOOK:
+ case FIGHTMOVE_BODYBLOW:
+ TransformToNode(touchingNodePos, PED_HANDR);
+ break;
+ case FIGHTMOVE_IDLE:
+ case FIGHTMOVE_SHUFFLE_F:
+ break;
+ case FIGHTMOVE_KNEE:
+ TransformToNode(touchingNodePos, PED_LOWERLEGR);
+ break;
+ case FIGHTMOVE_HEADBUTT:
+ TransformToNode(touchingNodePos, PED_HEAD);
+ break;
+ case FIGHTMOVE_PUNCHJAB:
+ TransformToNode(touchingNodePos, PED_HANDL);
+ break;
+ case FIGHTMOVE_KICK:
+ case FIGHTMOVE_LONGKICK:
+ case FIGHTMOVE_ROUNDHOUSE:
+ case FIGHTMOVE_GROUNDKICK:
+ TransformToNode(touchingNodePos, PED_FOOTR);
+ break;
+ }
+
+ if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
+ touchingNodePos += 0.1f * GetForward();
+ } else if (m_curFightMove == FIGHTMOVE_PUNCHHOOK) {
+ touchingNodePos += 0.22f * GetForward();
+ }
+ FightStrike(touchingNodePos);
+ m_fightButtonPressure = 0;
+ return;
+ }
+
+ if (curMove.hitLevel != HITLEVEL_NULL) {
+ if (animTime > curMove.endFireTime) {
+ if (IsPlayer())
+ currentAssoc->speed = 1.0f;
+ else
+ currentAssoc->speed = 0.8f;
+ }
+
+ if (IsPlayer() && !nPlayerInComboMove) {
+ if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
+
+ // Notice that it increases fight move index, because we're in combo!
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f);
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
+ m_fightButtonPressure = 0;
+ nPlayerInComboMove = 1;
+ }
+ }
+ } else {
+ if (curMove.startFireTime > 0.0f && m_curFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) {
+ if (IsPlayer())
+ currentAssoc->speed = 1.3f;
+ else
+ currentAssoc->speed = 0.8f;
+ }
+ }
+ } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (m_fightButtonPressure != 0) {
+ bool canAffectMultiplePeople = true;
+ nextAngle = m_fRotationCur;
+ bool kickGround = false;
+ float angleForGroundKick = 0.0f;
+ CPed *pedOnGround = nil;
+
+ Say(SOUND_PED_ATTACK);
+
+ if (IsPlayer()) {
+ canRoundhouse = false;
+ punchOnly = false;
+ canKick = true;
+ nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
+ hasShoppingBags = false;
+ canKneeHead = true;
+ nPlayerInComboMove = 0;
+ } else {
+ nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
+ uint16 pedFeatures = m_pedStats->m_flags;
+ punchOnly = pedFeatures & STAT_PUNCH_ONLY;
+ canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
+ canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD;
+ canKick = pedFeatures & STAT_CAN_KICK;
+ hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS;
+ }
+
+ // Attack isn't scripted, find the victim
+ if (IsPlayer() || !m_pedInObjective) {
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+
+ CPed *nearPed = m_nearPeds[i];
+ float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude();
+ if (nearPedDist < 3.0f) {
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ nearPed->GetPosition().x, nearPed->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+
+ nextAngle = CGeneral::LimitRadianAngle(angleToFace);
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+
+ float neededTurn = Abs(nextAngle - m_fRotationCur);
+ if (neededTurn > PI)
+ neededTurn = TWOPI - neededTurn;
+
+ if (!nearPed->OnGroundOrGettingUp()) {
+
+ if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) {
+ canAffectMultiplePeople = false;
+ } else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) {
+
+ if (nearPedDist < 1.7f
+ && neededTurn < DEGTORAD(35.0f)
+ && (canKick || hasShoppingBags)) {
+
+ nextFightMove = FIGHTMOVE_KICK;
+ if (hasShoppingBags) {
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+ } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+ }
+ canAffectMultiplePeople = false;
+ } else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) {
+ canAffectMultiplePeople = false;
+ nextFightMove = FIGHTMOVE_LONGKICK;
+ } else if (neededTurn < DEGTORAD(30.0f)) {
+ goForward = true;
+ }
+ } else {
+ nextFightMove += 2; // Makes it 6 or 7
+ if (punchOnly)
+ nextFightMove = FIGHTMOVE_PUNCHJAB;
+
+ canAffectMultiplePeople = false;
+ }
+ } else if (!CGame::nastyGame
+ || nearPedDist >= 1.3f
+ || neededTurn >= DEGTORAD(55.0f)
+ || punchOnly) {
+
+ if (nearPedDist > 0.8f
+ && nearPedDist < 3.0f
+ && neededTurn < DEGTORAD(30.0f)) {
+ goForward = true;
+ }
+
+ } else if (nearPed->m_nPedState != PED_DEAD || pedOnGround) {
+ if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
+ canAffectMultiplePeople = false;
+ nextFightMove = FIGHTMOVE_GROUNDKICK;
+ }
+
+ } else {
+ pedOnGround = nearPed;
+ kickGround = true;
+ angleForGroundKick = nextAngle;
+ }
+ }
+
+ if (!canAffectMultiplePeople) {
+ m_fRotationDest = nextAngle;
+ if (IsPlayer()) {
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ SetLookFlag(nearPed, true);
+ SetLookTimer(1500);
+ }
+ break;
+ }
+ }
+ } else {
+ // Because we're in a scripted fight with some particular ped.
+ canAffectMultiplePeople = false;
+
+ float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude();
+ if (hasShoppingBags) {
+ if (fightingPedDist >= 1.7f)
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ else
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+
+ } else if (punchOnly) {
+ if (fightingPedDist >= 1.3f)
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ else
+ nextFightMove = FIGHTMOVE_PUNCHJAB;
+
+ } else if (fightingPedDist >= 3.0f) {
+ nextFightMove = FIGHTMOVE_STDPUNCH;
+
+ } else {
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ m_pedInObjective->GetPosition().x,
+ m_pedInObjective->GetPosition().y,
+ GetPosition().x,
+ GetPosition().y);
+
+ nextAngle = CGeneral::LimitRadianAngle(angleToFace);
+ m_fRotationDest = nextAngle;
+ m_fRotationCur = m_fRotationDest;
+ if (!m_pedInObjective->OnGroundOrGettingUp()) {
+
+ if (fightingPedDist >= 0.8f || !canKneeHead) {
+
+ if (fightingPedDist >= 1.3f) {
+
+ if (fightingPedDist < 1.7f && canKick) {
+ nextFightMove = FIGHTMOVE_KICK;
+ if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
+ nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+
+ } else if (fightingPedDist < 2.0f && canKick) {
+ nextFightMove += 5; // Makes it 9 or 10
+
+ } else {
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+
+ }
+ } else {
+ nextFightMove += 2; // Makes it 6 or 7
+ }
+ }
+ } else if (!CGame::nastyGame
+ || fightingPedDist >= 1.3f
+ || m_pedInObjective->IsPlayer()
+ || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
+ nextFightMove = FIGHTMOVE_IDLE;
+ } else {
+ nextFightMove = FIGHTMOVE_GROUNDKICK;
+ }
+ }
+ }
+
+ if (canAffectMultiplePeople) {
+ if (kickGround && IsPlayer()) {
+ m_fRotationDest = angleForGroundKick;
+ nextFightMove = FIGHTMOVE_GROUNDKICK;
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ SetLookFlag(pedOnGround, true);
+ SetLookTimer(1500);
+ } else if (goForward) {
+ nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ } else {
+ nextFightMove = FIGHTMOVE_STDPUNCH;
+ }
+ }
+
+ if (nextFightMove != FIGHTMOVE_IDLE) {
+ m_curFightMove = nextFightMove;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
+
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) {
+ animAssoc->SetCurrentTime(0.0f);
+ animAssoc->SetRun();
+ }
+ m_fightButtonPressure = 0;
+ }
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ } else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F
+#ifndef FIX_BUGS
+ && CheckForPedsOnGroundToAttack(this, nil) == 4) {
+#else
+ && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
+#endif
+ m_curFightMove = FIGHTMOVE_SHUFFLE_F;
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
+
+ if (animAssoc) {
+ animAssoc->SetCurrentTime(0.0f);
+ animAssoc->blendDelta = 4.0f;
+ animAssoc->SetRun();
+ } else {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 32.0f);
+ }
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ m_fightButtonPressure = 0;
+ m_takeAStepAfterAttack = false;
+
+ } else if (m_takeAStepAfterAttack) {
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (m_curFightMove == FIGHTMOVE_IDLE) {
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ EndFight(ENDFIGHT_NORMAL);
+ }
+
+ } else {
+ m_curFightMove = FIGHTMOVE_IDLE;
+ if (IsPlayer())
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
+ else
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+}
+
+void
+CPed::EndFight(uint8 endType)
+{
+ if (m_nPedState != PED_FIGHT)
+ return;
+
+ m_curFightMove = FIGHTMOVE_NULL;
+ RestorePreviousState();
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
+ if (animAssoc)
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+
+ switch (endType) {
+ case ENDFIGHT_NORMAL:
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f);
+ break;
+ case ENDFIGHT_WITH_A_STEP:
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f);
+ break;
+ case ENDFIGHT_FAST:
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f;
+ break;
+ default:
+ break;
+ }
+ m_nWaitTimer = 0;
+}
+
+
+void
+CPed::PlayHitSound(CPed *hitTo)
+{
+ // That was very complicated to reverse for me...
+ // First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10).
+ enum {
+ S33 = SOUND_FIGHT_PUNCH_33,
+ S34 = SOUND_FIGHT_KICK_34,
+ S35 = SOUND_FIGHT_HEADBUTT_35,
+ S36 = SOUND_FIGHT_PUNCH_36,
+ S37 = SOUND_FIGHT_PUNCH_37,
+ S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
+ S39 = SOUND_FIGHT_PUNCH_39,
+ S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
+ S41 = SOUND_FIGHT_PUNCH_41,
+ S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
+ S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
+ S44 = SOUND_FIGHT_KICK_44,
+ NO_SND = SOUND_NO_SOUND
+ };
+ uint16 hitSoundsByFightMoves[12][10] = {
+ {S39,S42,S43,S43,S39,S39,S39,S39,S39,S42},
+ {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
+ {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
+ {S39,S39,S39,S39,S33,S43,S39,S39,S39,S39},
+ {S39,S39,S39,S39,S35,S39,S38,S38,S39,S39},
+ {S39,S39,S39,S39,S33,S39,S41,S36,S39,S39},
+ {S39,S39,S39,S39,S37,S40,S38,S38,S39,S39},
+ {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
+ {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
+ {S39,S39,S39,S39,S34,S43,S44,S37,S39,S40},
+ {S39,S39,S39,S39,S33,S39,S41,S37,S39,S40},
+ {S39,S39,S39,S39,S39,S39,S39,S39,S33,S33}
+ };
+
+ // This is why first dimension is between FightMove 1 and 12.
+ if (m_curFightMove == FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT)
+ return;
+
+ uint16 soundId;
+
+ // And this is why second dimension is between 13 and 22.
+ if (hitTo->m_curFightMove > FIGHTMOVE_GROUNDKICK && hitTo->m_curFightMove < FIGHTMOVE_IDLE2NORM) {
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT];
+
+ } else {
+ if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
+ } else {
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
+ }
+ }
+
+ if (soundId != NO_SND)
+ DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
+}
+
+bool
+CPed::FightStrike(CVector &touchedNodePos)
+{
+ CColModel *ourCol;
+ CVector attackDistance;
+ ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
+ float maxDistanceToBeBeaten;
+ CPed *nearPed;
+ int state = m_fightState;
+ bool pedFound = false;
+
+ if (state == FIGHTSTATE_JUST_ATTACKED)
+ return false;
+
+ // Pointless code
+ if (state > FIGHTSTATE_NO_MOVE)
+ attackDistance = touchedNodePos - m_vecHitLastPos;
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ nearPed = m_nearPeds[i];
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
+ maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius + 0.1f;
+ else
+ maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius;
+
+ if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
+ CVector nearPedCentre;
+ nearPed->GetBoundCentre(nearPedCentre);
+ CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
+
+ // He can beat us
+ if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
+
+#ifdef PED_SKIN
+ // Have to animate a skinned clump because the initial col model is useless
+ if(IsClumpSkinned(GetClump()))
+ ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump());
+ else
+#endif
+ if (nearPed->OnGround() || !nearPed->IsPedHeadAbovePos(-0.3f)) {
+ ourCol = &CTempColModels::ms_colModelPedGroundHit;
+ } else {
+#ifdef ANIMATE_PED_COL_MODEL
+ ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->GetHitColModel(),
+ RpClumpGetFrame(GetClump()));
+#else
+ ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
+#endif
+ }
+
+ for (int j = 0; j < ourCol->numSpheres; j++) {
+ attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
+ attackDistance -= touchedNodePos;
+ CColSphere *ourPieces = ourCol->spheres;
+ float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius;
+
+ // We can beat him too
+ if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
+ pedFound = true;
+ closestPedPiece = (ePedPieceTypes) ourPieces[j].piece;
+ break;
+ }
+ }
+ }
+ }
+ if (pedFound)
+ break;
+ }
+
+ if (pedFound) {
+ if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP)
+ return false;
+
+ float oldVictimHealth = nearPed->m_fHealth;
+ CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
+ int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
+
+ CVector2D diff (GetPosition() - nearPed->GetPosition());
+ int direction = nearPed->GetLocalDirection(diff);
+ if (IsPlayer()) {
+ if (((CPlayerPed*)this)->m_bAdrenalineActive)
+ damageMult = 20;
+ } else {
+ damageMult *= m_pedStats->m_attackStrength;
+ }
+
+ // Change direction if we used kick.
+ if (m_curFightMove == FIGHTMOVE_KICK) {
+ if (CGeneral::GetRandomNumber() & 1) {
+ direction++;
+ if (direction > 3)
+ direction -= 4;
+ }
+ }
+ nearPed->ReactToAttack(this);
+
+ // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
+ int unk2;
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer())
+ unk2 = 101;
+ else
+ unk2 = damageMult;
+
+ nearPed->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2);
+ PlayHitSound(nearPed);
+ m_fightState = FIGHTSTATE_JUST_ATTACKED;
+ RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f;
+ if (!nearPed->DyingOrDead()) {
+ nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
+ }
+
+ if (CGame::nastyGame
+ && tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM
+ && nearPed->m_nPedState == PED_DIE
+ && nearPed->GetIsOnScreen()) {
+
+ // Just for blood particle. We will restore it below.
+ attackDistance /= (10.0f * attackDistance.Magnitude());
+ for(int i=0; i<4; i++) {
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0);
+ }
+ }
+ if (!nearPed->OnGround()) {
+ float curVictimHealth = nearPed->m_fHealth;
+ if (curVictimHealth > 0.0f
+ && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer()
+ || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f
+ || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
+ || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
+
+ nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
+ if (nearPed->m_nPedState == PED_FALL)
+ nearPed->bIsStanding = false;
+ }
+ }
+ if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) {
+ attackDistance = nearPed->GetPosition() - GetPosition();
+ attackDistance.Normalise();
+ attackDistance.z = 1.0f;
+ nearPed->bIsStanding = false;
+
+ float moveMult;
+ if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
+ moveMult = Min(damageMult * 0.6f, 4.0f);
+ } else {
+ if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) {
+ moveMult = damageMult;
+ } else {
+ moveMult = Min(damageMult * 2.0f, 14.0f);
+ }
+ }
+
+ nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance);
+ }
+ CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
+ }
+
+ if (m_fightState == FIGHTSTATE_NO_MOVE)
+ m_fightState = FIGHTSTATE_1;
+
+ m_vecHitLastPos = *touchedNodePos;
+ return false;
+}
+
+void
+CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) {
+ ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
+ animAssoc->blendDelta = -1000.0f;
+ }
+}
+
+void
+CPed::LoadFightData(void)
+{
+ float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
+ int damage, flags;
+ char line[256], moveName[32], animName[32], hitLevel;
+ int moveId = 0;
+
+ CAnimBlendAssociation *animAssoc;
+
+ size_t bp, buflen;
+ int lp, linelen;
+
+ buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r");
+
+ for (bp = 0; bp < buflen; ) {
+ // read file line by line
+ for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
+ line[linelen++] = work_buff[bp];
+ }
+ bp++;
+ line[linelen] = '\0';
+
+ // skip white space
+ for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++);
+
+ if (line[lp] == '\0' ||
+ line[lp] == '#')
+ continue;
+
+ sscanf(
+ &line[lp],
+ "%s %f %f %f %f %c %s %d %d",
+ moveName,
+ &startFireTime,
+ &endFireTime,
+ &comboFollowOnTime,
+ &strikeRadius,
+ &hitLevel,
+ animName,
+ &damage,
+ &flags);
+
+ if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
+ return;
+
+ tFightMoves[moveId].startFireTime = startFireTime / 30.0f;
+ tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
+ tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
+ tFightMoves[moveId].strikeRadius = strikeRadius;
+ tFightMoves[moveId].damage = damage;
+ tFightMoves[moveId].flags = flags;
+
+ switch (hitLevel) {
+ case 'G':
+ tFightMoves[moveId].hitLevel = HITLEVEL_GROUND;
+ break;
+ case 'H':
+ tFightMoves[moveId].hitLevel = HITLEVEL_HIGH;
+ break;
+ case 'L':
+ tFightMoves[moveId].hitLevel = HITLEVEL_LOW;
+ break;
+ case 'M':
+ tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM;
+ break;
+ case 'N':
+ tFightMoves[moveId].hitLevel = HITLEVEL_NULL;
+ break;
+ default:
+ break;
+ }
+
+ if (strncmp(animName, "null", 4) != 0) {
+ animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
+ tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
+ } else {
+ tFightMoves[moveId].animId = ANIM_WALK;
+ }
+ moveId++;
+ }
+}
+
+void
+CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
+{
+ if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR)
+ return;
+
+ SetStoredState();
+ bFindNewNodeAfterStateRestore = false;
+ m_nPedState = PED_INVESTIGATE;
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
+ m_eventType = event;
+ m_eventOrThreat = pos;
+ m_distanceToCountSeekDone = distanceToCountDone;
+ m_fAngleToEvent = angle;
+
+ if (m_eventType >= EVENT_ICECREAM)
+ m_lookTimer = 0;
+ else
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f);
+
+}
+
+void
+CPed::InvestigateEvent(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ AnimationId animToPlay;
+ AssocGroupId animGroup;
+
+ if (m_nWaitState == WAITSTATE_TURN180)
+ return;
+
+ if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
+
+ if (m_standardTimer) {
+ if (m_eventType < EVENT_ASSAULT_NASTYWEAPON)
+ SetWaitState(WAITSTATE_TURN180, nil);
+
+ m_standardTimer = 0;
+ } else {
+ ClearInvestigateEvent();
+ }
+ return;
+ }
+
+ CVector2D vecDist = m_eventOrThreat - GetPosition();
+ float distSqr = vecDist.MagnitudeSqr();
+ if (sq(m_distanceToCountSeekDone) >= distSqr) {
+
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f);
+ SetMoveState(PEDMOVE_STILL);
+
+ switch (m_eventType) {
+ case EVENT_DEAD_PED:
+ case EVENT_HIT_AND_RUN:
+ case EVENT_HIT_AND_RUN_COP:
+
+ if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
+
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (m_pEventEntity)
+ SetLookFlag(m_pEventEntity, true);
+
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
+
+ } else if (CGeneral::GetRandomNumber() & 3) {
+ ClearLookFlag();
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
+
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+ Say(SOUND_PED_CHAT_EVENT);
+
+ } else {
+ ClearInvestigateEvent();
+ }
+ }
+ break;
+ case EVENT_FIRE:
+ case EVENT_EXPLOSION:
+
+ if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
+
+ if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+
+ } else if (CGeneral::GetRandomNumber() & 3) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000));
+ Say(SOUND_PED_CHAT_EVENT);
+
+ } else {
+ m_standardTimer = 0;
+ }
+
+ } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
+
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
+
+ if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) {
+ if (CGeneral::GetRandomNumber() & 1)
+ animToPlay = ANIM_IDLE_HBHB;
+ else
+ animToPlay = ANIM_XPRESS_SCRATCH;
+
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
+
+ } else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (CGeneral::GetRandomNumber() & 1) {
+ animToPlay = ANIM_IDLE_STANCE;
+ animGroup = m_animGroup;
+ } else {
+ animToPlay = ANIM_XPRESS_SCRATCH;
+ animGroup = ASSOCGRP_STD;
+ }
+
+ CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+
+ } else {
+ if (CGeneral::GetRandomNumber() & 1) {
+ animToPlay = ANIM_IDLE_STANCE;
+ animGroup = m_animGroup;
+ } else {
+ animToPlay = ANIM_IDLE_HBHB;
+ animGroup = ASSOCGRP_STD;
+ }
+
+ CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+ }
+ Say(SOUND_PED_CHAT_EVENT);
+ }
+ break;
+ case EVENT_ICECREAM:
+ case EVENT_SHOPSTALL:
+
+ m_fRotationDest = m_fAngleToEvent;
+ if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+
+ if (m_lookTimer) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
+
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (m_eventType == EVENT_ICECREAM)
+ animToPlay = ANIM_IDLE_CHAT;
+ else
+ animToPlay = ANIM_XPRESS_SCRATCH;
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
+
+ } else {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ClearInvestigateEvent();
+ } else {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ ClearInvestigateEvent();
+ }
+ }
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+ }
+ }
+ break;
+ default:
+ return;
+ }
+ } else {
+ m_vecSeekPos.x = m_eventOrThreat.x;
+ m_vecSeekPos.y = m_eventOrThreat.y;
+ m_vecSeekPos.z = GetPosition().z;
+ Seek();
+
+ if (m_eventType < EVENT_ICECREAM) {
+ if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) {
+ SetMoveState(PEDMOVE_RUN);
+ return;
+ }
+ }
+ if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) {
+ SetMoveState(PEDMOVE_WALK);
+ return;
+ }
+ if (distSqr > sq(1.2f)) {
+ SetMoveState(PEDMOVE_WALK);
+ return;
+ }
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) {
+ SetMoveState(PEDMOVE_STILL);
+ return;
+ }
+ }
+
+ SetMoveState(PEDMOVE_WALK);
+ }
+}
+
+void
+CPed::ClearInvestigateEvent(void)
+{
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ if (m_eventType > EVENT_EXPLOSION)
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;
+
+ bGonnaInvestigateEvent = false;
+ m_pEventEntity = nil;
+ ClearLookFlag();
+ RestorePreviousState();
+ if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
+ SetMoveState(PEDMOVE_WALK);
+}
+
+bool
+CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
+{
+ CPlayerPed *player = FindPlayerPed();
+ float dieDelta = 4.0f;
+ float dieSpeed = 0.0f;
+ AnimationId dieAnim = ANIM_KO_SHOT_FRONT1;
+ bool headShot = false;
+ bool willLinger = false;
+ int random;
+
+ if (player == this) {
+ if (!player->m_bCanBeDamaged)
+ return false;
+
+ player->AnnoyPlayerPed(false);
+ }
+
+ if (DyingOrDead())
+ return false;
+
+ if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
+ return false;
+
+ if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
+ method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
+ return false;
+
+ float healthImpact;
+ if (IsPlayer())
+ healthImpact = damage * 0.33f;
+ else
+ healthImpact = damage * m_pedStats->m_defendWeakness;
+
+ bool detectDieAnim = true;
+ if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) {
+ if (!IsPedHeadAbovePos(-0.3f)) {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ dieAnim = ANIM_FLOOR_HIT_F;
+ else
+ dieAnim = ANIM_FLOOR_HIT;
+ dieDelta *= 2.0f;
+ dieSpeed = 0.5f;
+ detectDieAnim = false;
+ } else if (m_nPedState == PED_FALL) {
+ dieAnim = NUM_ANIMS;
+ detectDieAnim = false;
+ }
+ }
+ if (detectDieAnim) {
+ switch (method) {
+ case WEAPONTYPE_UNARMED:
+ if (bMeleeProof)
+ return false;
+
+ if (m_nPedState == PED_FALL) {
+ if (IsPedHeadAbovePos(-0.3f)) {
+ dieAnim = NUM_ANIMS;
+ } else {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ dieAnim = ANIM_FLOOR_HIT_F;
+ else
+ dieAnim = ANIM_FLOOR_HIT;
+ dieDelta = dieDelta * 2.0f;
+ dieSpeed = 0.5f;
+ }
+ } else {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_KO_SKID_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ dieAnim = ANIM_KO_SKID_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case WEAPONTYPE_BASEBALLBAT:
+ if (bMeleeProof)
+ return false;
+
+ if (m_nPedState == PED_FALL) {
+ if (IsPedHeadAbovePos(-0.3f)) {
+ dieAnim = NUM_ANIMS;
+ } else {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ dieAnim = ANIM_FLOOR_HIT_F;
+ else
+ dieAnim = ANIM_FLOOR_HIT;
+ dieDelta = dieDelta * 2.0f;
+ dieSpeed = 0.5f;
+ }
+ } else {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_KO_SKID_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ dieAnim = ANIM_KO_SKID_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case WEAPONTYPE_COLT45:
+ case WEAPONTYPE_UZI:
+ case WEAPONTYPE_SHOTGUN:
+ case WEAPONTYPE_AK47:
+ case WEAPONTYPE_M16:
+ case WEAPONTYPE_SNIPERRIFLE:
+ if (bBulletProof)
+ return false;
+
+ bool dontRemoveLimb;
+ if (IsPlayer() || bNoCriticalHits)
+ dontRemoveLimb = true;
+ else {
+ switch (method) {
+ case WEAPONTYPE_SNIPERRIFLE:
+ dontRemoveLimb = false;
+ break;
+ case WEAPONTYPE_M16:
+ dontRemoveLimb = false;
+ break;
+ case WEAPONTYPE_SHOTGUN:
+ dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
+ break;
+ default:
+ dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
+ break;
+ }
+ }
+
+ if (dontRemoveLimb) {
+ if (method == WEAPONTYPE_SHOTGUN) {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_KO_SKID_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ dieAnim = ANIM_KO_SKID_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ } else
+ dieAnim = ANIM_KO_SHOT_FRONT1;
+
+ willLinger = false;
+ } else {
+ switch (pedPiece) {
+ case PEDPIECE_TORSO:
+ willLinger = false;
+ dieAnim = ANIM_KO_SHOT_FRONT1;
+ break;
+ case PEDPIECE_MID:
+ willLinger = false;
+ dieAnim = ANIM_KO_SHOT_STOM;
+ break;
+ case PEDPIECE_LEFTARM:
+ dieAnim = ANIM_KO_SHOT_ARML;
+ RemoveBodyPart(PED_UPPERARML, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_RIGHTARM:
+ dieAnim = ANIM_KO_SHOT_ARMR;
+ RemoveBodyPart(PED_UPPERARMR, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_LEFTLEG:
+ dieAnim = ANIM_KO_SHOT_LEGL;
+ RemoveBodyPart(PED_UPPERLEGL, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_RIGHTLEG:
+ dieAnim = ANIM_KO_SHOT_LEGR;
+ RemoveBodyPart(PED_UPPERLEGR, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_HEAD:
+ dieAnim = ANIM_KO_SHOT_FACE;
+ RemoveBodyPart(PED_HEAD, direction);
+ headShot = true;
+ willLinger = true;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case WEAPONTYPE_ROCKETLAUNCHER:
+ case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_EXPLOSION:
+ if (bExplosionProof)
+ return false;
+
+ if (CGame::nastyGame && !IsPlayer() && !bInVehicle &&
+ 1.0f + healthImpact > m_fArmour + m_fHealth) {
+
+ random = CGeneral::GetRandomNumber();
+ if (random & 1)
+ RemoveBodyPart(PED_UPPERARML, direction);
+ if (random & 2)
+ RemoveBodyPart(PED_UPPERLEGR, direction);
+ if (random & 4)
+ RemoveBodyPart(PED_HEAD, direction);
+ if (random & 8)
+ RemoveBodyPart(PED_UPPERARMR, direction);
+ if (random & 0x10)
+ RemoveBodyPart(PED_UPPERLEGL, direction);
+ if (bBodyPartJustCameOff)
+ willLinger = true;
+ }
+ // fall through
+ case WEAPONTYPE_MOLOTOV:
+ if (bExplosionProof)
+ return false;
+
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_KO_SKID_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ dieAnim = ANIM_KO_SKID_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ break;
+ case WEAPONTYPE_FLAMETHROWER:
+ if (bFireProof)
+ return false;
+
+ dieAnim = ANIM_KO_SHOT_FRONT1;
+ break;
+ case WEAPONTYPE_RAMMEDBYCAR:
+ case WEAPONTYPE_RUNOVERBYCAR:
+ if (bCollisionProof)
+ return false;
+
+ random = CGeneral::GetRandomNumber() & 3;
+ switch (random) {
+ case 0:
+ if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
+ && (pedPiece != PEDPIECE_MID || random != 1)) {
+ if (pedPiece == PEDPIECE_RIGHTARM && random > 1
+ || pedPiece == PEDPIECE_MID && random == 2)
+
+ dieAnim = ANIM_KO_SPIN_L;
+ else
+ dieAnim = ANIM_KO_SKID_FRONT;
+ } else
+ dieAnim = ANIM_KO_SPIN_R;
+
+ break;
+ case 1:
+ if (m_nPedState == PED_DIVE_AWAY)
+ dieAnim = ANIM_KD_LEFT;
+ else
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
+ && (pedPiece != PEDPIECE_MID || random != 1)) {
+ if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1)
+ && (pedPiece != PEDPIECE_MID || random != 2)) {
+ dieAnim = ANIM_KO_SKID_BACK;
+ } else {
+ dieAnim = ANIM_KD_RIGHT;
+ }
+ } else
+ dieAnim = ANIM_KD_LEFT;
+ break;
+ case 3:
+ if (m_nPedState == PED_DIVE_AWAY)
+ dieAnim = ANIM_KD_RIGHT;
+ else
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ if (damagedBy) {
+ CVehicle *vehicle = (CVehicle*)damagedBy;
+ if (method == WEAPONTYPE_RAMMEDBYCAR) {
+ float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
+ dieDelta = 8.0f * vehSpeed + 4.0f;
+ } else {
+ float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
+ dieDelta = 12.0f * vehSpeed + 4.0f;
+ dieSpeed = 16.0f * vehSpeed + 1.0f;
+ }
+ }
+ break;
+ case WEAPONTYPE_DROWNING:
+ dieAnim = ANIM_DROWN;
+ break;
+ case WEAPONTYPE_FALL:
+ if (bCollisionProof)
+ return false;
+
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_KO_SKID_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ dieAnim = ANIM_KO_SKID_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
+ if (player == this)
+ CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds();
+
+ if (healthImpact < m_fArmour) {
+ m_fArmour = m_fArmour - healthImpact;
+ healthImpact = 0.0f;
+ } else {
+ healthImpact = healthImpact - m_fArmour;
+ m_fArmour = 0.0f;
+ }
+ }
+
+ if (healthImpact != 0.0f) {
+ if (player == this)
+ CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();
+
+ m_lastWepDam = method;
+ }
+
+ if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
+ m_fHealth -= healthImpact;
+ return false;
+ }
+
+ if (bInVehicle) {
+ if (method != WEAPONTYPE_DROWNING) {
+#ifdef VC_PED_PORTS
+ if (m_pMyVehicle) {
+ if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
+ if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
+ m_pMyVehicle->SetStatus(STATUS_PHYSICS);
+ CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
+ }
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT;
+ m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+ if (m_pMyVehicle->CanPedExitCar()) {
+ SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
+ } else {
+ m_fHealth = 0.0f;
+ if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
+ SetRadioStation();
+ m_pMyVehicle->SetStatus(STATUS_ABANDONED);
+ }
+ SetDie(dieAnim, dieDelta, dieSpeed);
+ /*
+ if (damagedBy == FindPlayerPed() && damagedBy != this) {
+ // PlayerInfo stuff
+ }
+ */
+ }
+ for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) {
+ CPed* passenger = m_pMyVehicle->pPassengers[i];
+ if (passenger && passenger != this && damagedBy)
+ passenger->ReactToAttack(damagedBy);
+ }
+
+ CPed *driverOfVeh = m_pMyVehicle->pDriver;
+ if (driverOfVeh && driverOfVeh != this && damagedBy)
+ driverOfVeh->ReactToAttack(damagedBy);
+
+ if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) {
+ CDarkel::RegisterKillByPlayer(this, method, headShot);
+ m_threatEntity = FindPlayerPed();
+ } else {
+ CDarkel::RegisterKillNotByPlayer(this, method);
+ }
+ }
+#endif
+ m_fHealth = 1.0f;
+ return false;
+ }
+ m_fHealth = 0.0f;
+ if (player == this)
+ m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
+
+ SetDie(NUM_ANIMS, 4.0f, 0.0f);
+ return true;
+ } else {
+ m_fHealth = 0.0f;
+ SetDie(dieAnim, dieDelta, dieSpeed);
+
+ if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
+
+ // There are PlayerInfo stuff here in VC
+ CDarkel::RegisterKillByPlayer(this, method, headShot);
+ m_threatEntity = player;
+ } else {
+ CDarkel::RegisterKillNotByPlayer(this, method);
+ }
+ if (method == WEAPONTYPE_DROWNING)
+ bIsInTheAir = false;
+
+ return true;
+ }
+}
+
+static RwObject*
+SetPedAtomicVisibilityCB(RwObject* object, void* data)
+{
+ if (data == nil)
+ RpAtomicSetFlags((RpAtomic*)object, 0);
+ return object;
+}
+
+static RwFrame*
+RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
+{
+ RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
+ RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
+ return frame;
+}
+
+static RwObject*
+CloneAtomicToFrameCB(RwObject *frame, void *data)
+{
+ RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame);
+ RpAtomicSetFrame(newAtomic, (RwFrame*)data);
+ RpClumpAddAtomic(flyingClumpTemp, newAtomic);
+ CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil);
+ return frame;
+}
+
+static RwFrame*
+RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data)
+{
+ RwFrame *newFrame = RwFrameCreate();
+ RwFrameAddChild((RwFrame*)data, newFrame);
+ RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE);
+ RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame);
+ RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame);
+ return newFrame;
+}
+
+void
+CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
+{
+ RwFrame *frame;
+ CVector pos;
+
+ frame = m_pFrames[nodeId]->frame;
+ if (frame) {
+ if (CGame::nastyGame) {
+#ifdef PED_SKIN
+ if(!IsClumpSkinned(GetClump()))
+#endif
+ {
+#ifdef DEBUGMENU
+ if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
+#else
+ if (nodeId != PED_HEAD)
+#endif
+ SpawnFlyingComponent(nodeId, direction);
+
+ RecurseFrameChildrenVisibilityCB(frame, nil);
+ }
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ pos.z = 0.0f;
+ TransformToNode(pos, PED_HEAD);
+
+ if (CEntity::GetIsOnScreen()) {
+ CParticle::AddParticle(PARTICLE_TEST, pos,
+ CVector(0.0f, 0.0f, 0.0f),
+ nil, 0.1f, 0, 0, 0, 0);
+
+ for (int i = 0; i < 16; i++) {
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
+ pos,
+ CVector(0.0f, 0.0f, 0.03f),
+ nil, 0.0f, 0, 0, 0, 0);
+ }
+ }
+ bBodyPartJustCameOff = true;
+ m_bodyPartBleeding = nodeId;
+ }
+ } else {
+ printf("Trying to remove ped component");
+ }
+}
+
+CObject*
+CPed::SpawnFlyingComponent(int pedNode, int8 direction)
+{
+ if (CObject::nNoTempObjects >= NUMTEMPOBJECTS)
+ return nil;
+
+#ifdef PED_SKIN
+ assert(!IsClumpSkinned(GetClump()));
+#endif
+
+ CObject *obj = new CObject();
+ if (!obj)
+ return nil;
+
+ RwFrame *frame = RwFrameCreate();
+ RpClump *clump = RpClumpCreate();
+ RpClumpSetFrame(clump, frame);
+ RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame);
+ *RwFrameGetMatrix(frame) = *matrix;
+
+ flyingClumpTemp = clump;
+ RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame);
+ RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame);
+ flyingClumpTemp = nil;
+ switch (pedNode) {
+ case PED_HEAD:
+ // So popping head would have wheel collision. They disabled it anyway
+ obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
+ break;
+ case PED_UPPERARML:
+ case PED_UPPERARMR:
+ obj->SetModelIndexNoCreate(MI_BODYPARTB);
+ obj->SetCenterOfMass(0.25f, 0.0f, 0.0f);
+ break;
+ case PED_UPPERLEGL:
+ case PED_UPPERLEGR:
+ obj->SetModelIndexNoCreate(MI_BODYPARTA);
+ obj->SetCenterOfMass(0.4f, 0.0f, 0.0f);
+ break;
+ default:
+ break;
+ }
+ obj->RefModelInfo(GetModelIndex());
+ obj->AttachToRwObject((RwObject*)clump);
+ obj->m_fMass = 15.0f;
+ obj->m_fTurnMass = 5.0f;
+ obj->m_fAirResistance = 0.99f;
+ obj->m_fElasticity = 0.03f;
+ obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f;
+ obj->ObjectCreatedBy = TEMP_OBJECT;
+ obj->SetIsStatic(false);
+ obj->bIsPickup = false;
+ obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SMALLBOX;
+
+ // life time - the more objects the are, the shorter this one will live
+ CObject::nNoTempObjects++;
+ if (CObject::nNoTempObjects > 20)
+ obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000;
+ else if (CObject::nNoTempObjects > 10)
+ obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000;
+ else
+ obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000;
+
+ CVector localForcePos, forceDir;
+
+ if (direction == 2) {
+ obj->m_vecMoveSpeed = 0.03f * GetForward();
+ obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
+ obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ localForcePos = CVector(0.0f, 0.0f, 0.0f);
+ forceDir = GetForward();
+ } else {
+ obj->m_vecMoveSpeed = -0.03f * GetForward();
+ obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
+ obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ localForcePos = CVector(0.0f, 0.0f, 0.0f);
+ forceDir = -GetForward();
+ }
+ obj->ApplyTurnForce(forceDir, localForcePos);
+ CWorld::Add(obj);
+
+ return obj;
+}
+
+void
+CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
+{
+ CVector pos2 = CVector(
+ pos.x,
+ pos.y,
+ pos.z + 0.1f
+ );
+
+ if (!IsPlayer() || evenOnPlayer) {
+ ++CStats::HeadsPopped;
+
+ // BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
+ // if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
+ SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
+ // }
+
+ bBodyPartJustCameOff = true;
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
+
+ CParticle::AddParticle(PARTICLE_TEST, pos2,
+ CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);
+
+ if (CEntity::GetIsOnScreen()) {
+ for(int i=0; i < 32; i++) {
+ CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
+ pos2, CVector(0.0f, 0.0f, 0.03f),
+ nil, 0.0f, 0, 0, 0, 0);
+ }
+
+ for (int i = 0; i < 16; i++) {
+ CParticle::AddParticle(PARTICLE_DEBRIS2,
+ pos2,
+ CVector(0.0f, 0.0f, 0.01f),
+ nil, 0.0f, 0, 0, 0, 0);
+ }
+ }
+ }
+}
+
+uint8
+CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
+{
+#ifdef FIX_BUGS
+ return 1;
+#else
+ uint8 retVal = 2;
+
+ float headZ = GetNodePosition(PED_HEAD).z;
+
+ if (m_nPedState == PED_FALL)
+ retVal = 1;
+
+ float colZ = colPoint.point.z;
+ if (colZ < headZ)
+ retVal = 1;
+
+ if (headZ + 0.2f <= colZ)
+ retVal = 0;
+
+ return retVal;
+#endif
+}
+
+bool
+CPed::IsPedHeadAbovePos(float zOffset)
+{
+ return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
+}
+
+bool
+CPed::PlacePedOnDryLand(void)
+{
+ float waterLevel = 0.0f;
+ CEntity *foundEnt = nil;
+ CColPoint foundCol;
+ float foundColZ;
+
+ CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);
+
+ CVector potentialGround = GetPosition();
+ potentialGround.z = waterLevel;
+
+ if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
+ return false;
+
+ CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition();
+ potentialGroundDist.z = 0.0f;
+ potentialGroundDist.Normalise();
+
+ CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
+ posToCheck.z = 3.0f + waterLevel;
+
+ if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
+ foundColZ = foundCol.point.z;
+ if (foundColZ >= waterLevel) {
+ posToCheck.z = 0.8f + foundColZ;
+ SetPosition(posToCheck);
+ bIsStanding = true;
+ bWasStanding = true;
+ return true;
+ }
+ }
+
+ posToCheck = 5.0f * potentialGroundDist + GetPosition();
+ posToCheck.z = 3.0f + waterLevel;
+
+ if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil))
+ return false;
+
+ foundColZ = foundCol.point.z;
+ if (foundColZ < waterLevel)
+ return false;
+
+ posToCheck.z = 0.8f + foundColZ;
+ SetPosition(posToCheck);
+ bIsStanding = true;
+ bWasStanding = true;
+ return true;
+}
+
+void
+CPed::CollideWithPed(CPed *collideWith)
+{
+ CAnimBlendAssociation *animAssoc;
+ AnimationId animToPlay;
+
+ bool weAreMissionChar = CharCreatedBy == MISSION_CHAR;
+ bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR;
+ CVector posDiff = collideWith->GetPosition() - GetPosition();
+ int waitTime = 0;
+
+ if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
+ bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
+ bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
+
+ if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
+
+ if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
+ && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
+#ifdef VC_PED_PORTS
+ || m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_pedInObjective == collideWith
+ || collideWith->m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && collideWith->m_pedInObjective == this
+#endif
+ )) {
+
+ if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
+
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+
+ if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {
+
+ if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) {
+
+ if (collideWith->m_nMoveState != PEDMOVE_STILL
+ && (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
+ float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
+ float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
+
+ if (seekPosDist <= heAndSeekPosDist) {
+ waitTime = 1000;
+ collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
+ collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
+ } else {
+ waitTime = 500;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
+ }
+ } else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
+ SetDirectionToWalkAroundObject(collideWith);
+ }
+ } else {
+ if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
+ || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
+ (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
+ SetDirectionToWalkAroundObject(collideWith);
+ if (!weAreMissionChar)
+ Say(SOUND_PED_CHAT);
+ } else {
+ SetEvasiveStep(collideWith, 2);
+ }
+ }
+ } else {
+ if (m_pedStats->m_temper <= m_pedStats->m_fear
+ || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED
+ || weAreMissionChar
+ || collideWith->m_nPedType == PEDTYPE_CIVFEMALE
+ || collideWith->m_nPedType == m_nPedType
+ || collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ SetDirectionToWalkAroundObject(collideWith);
+ Say(SOUND_PED_CHAT);
+ } else {
+ TurnBody();
+ SetAttack(collideWith);
+#ifdef VC_PED_PORTS
+ m_fRotationCur = 0.3f + m_fRotationCur;
+ m_fRotationDest = m_fRotationCur;
+#endif
+ }
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
+ }
+ }
+ } else {
+#ifdef VC_PED_PORTS
+ if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+#else
+ if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+#endif
+ if (heLooksToUs) {
+ SetEvasiveStep(collideWith, 1);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ }
+ } else if (weDontLookToHim && IsPedInControl()) {
+
+ if (m_pedStats != collideWith->m_pedStats) {
+
+ if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper
+#ifdef VC_PED_PORTS
+ || collideWith->IsPlayer() || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer
+#endif
+ ) {
+
+ if (collideWith->IsPlayer()) {
+ // He's on our right side
+ if (DotProduct(posDiff,GetRight()) <= 0.0f)
+ m_fRotationCur -= m_headingRate;
+ else
+ m_fRotationCur += m_headingRate;
+ } else {
+ // He's on our right side
+ if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f)
+ collideWith->m_fRotationCur -= collideWith->m_headingRate;
+ else
+ collideWith->m_fRotationCur += collideWith->m_headingRate;
+ }
+ } else {
+ SetLookFlag(collideWith, false);
+ TurnBody();
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
+ animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+#ifdef VC_PED_PORTS
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
+#endif
+ if (!heIsMissionChar) {
+ CVector2D posDiff2D(posDiff);
+ int direction = collideWith->GetLocalDirection(posDiff2D);
+ collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5);
+ }
+ }
+ }
+ }
+ }
+ } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
+#ifdef VC_PED_PORTS
+ || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
+#endif
+ ) {
+ // He looks us and we're not at his right side
+ if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
+ CVector moveForce = GetRight();
+ moveForce.z += 0.1f;
+ ApplyMoveForce(moveForce);
+ if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
+ animToPlay = ANIM_HIT_LEFT;
+ else
+ animToPlay = ANIM_SHOT_LEFT_PARTIAL;
+ } else if (heLooksToUs) {
+ CVector moveForce = GetRight() * -1.0f;
+ moveForce.z += 0.1f;
+ ApplyMoveForce(moveForce);
+ if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
+ animToPlay = ANIM_HIT_RIGHT;
+ else
+ animToPlay = ANIM_SHOT_RIGHT_PARTIAL;
+ } else {
+ if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
+ animToPlay = ANIM_HIT_BACK;
+ else
+ animToPlay = ANIM_SHOT_BACK_PARTIAL;
+ }
+
+ if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) {
+ animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f);
+ animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
+ if (m_nPedState == PED_ATTACK)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
+ }
+ } else {
+ // We're at his right side
+ if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) {
+ CVector moveForce = GetRight() * -1.0f;
+ moveForce.z += 0.1f;
+ ApplyMoveForce(moveForce);
+ if (heLooksToUs)
+ animToPlay = ANIM_KO_SPIN_L;
+ else
+ animToPlay = ANIM_KD_RIGHT;
+ } else {
+ CVector moveForce = GetRight();
+ moveForce.z += 0.1f;
+ ApplyMoveForce(moveForce);
+ if (heLooksToUs)
+ animToPlay = ANIM_KO_SPIN_R;
+ else
+ animToPlay = ANIM_KD_LEFT;
+ }
+
+ if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
+
+ collideWith->SetFall(3000, animToPlay, 0);
+ }
+ } else {
+ if (!IsPedInControl())
+ return;
+
+ if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL)
+ return;
+
+ if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
+
+ if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) {
+
+ if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){
+ SetEvasiveStep(collideWith, 2);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ } else if (collideWith->m_nMoveState > PEDMOVE_WALK) {
+ waitTime = 2000;
+ SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime);
+ }
+ }
+ } else if (heLooksToUs
+ && collideWith->m_nPedState != PED_STEP_AWAY
+ && m_nPedState != PED_STEP_AWAY
+ && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+
+ SetEvasiveStep(collideWith, 1);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ }
+ }
+
+ if (IsPlayer()) {
+ SetLookFlag(collideWith, true);
+ SetLookTimer(800);
+ }
+ } else {
+ bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
+ SetFindPathAndFlee(collideWith, 5000, !isRunning);
+ }
+}
+
+void
+CPed::KillPedWithCar(CVehicle *car, float impulse)
+{
+ CVehicleModelInfo *vehModel;
+ CColModel *vehColModel;
+ uint8 damageDir;
+ PedNode nodeToDamage;
+ eWeaponType killMethod;
+
+ if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
+ if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
+ this->m_pCollidingEntity = car;
+ return;
+ }
+
+ if (m_nPedState == PED_DEAD)
+ return;
+
+ if (m_pCurSurface) {
+ if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer()))
+ return;
+ }
+
+ CVector distVec = GetPosition() - car->GetPosition();
+
+ if ((impulse > 12.0f || car->GetModelIndex() == MI_TRAIN) && !IsPlayer()) {
+ nodeToDamage = PED_TORSO;
+ killMethod = WEAPONTYPE_RAMMEDBYCAR;
+ uint8 randVal = CGeneral::GetRandomNumber() & 3;
+
+ if (car == FindPlayerVehicle()) {
+ float carSpeed = car->m_vecMoveSpeed.Magnitude();
+ uint8 shakeFreq;
+ if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) {
+ shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f;
+ } else {
+ shakeFreq = 250.0f;
+ }
+ CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
+ }
+ bIsStanding = false;
+ damageDir = GetLocalDirection(-m_vecMoveSpeed);
+ vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
+ vehColModel = vehModel->GetColModel();
+ float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
+
+ if (car->GetModelIndex() == MI_TRAIN) {
+ killMethod = WEAPONTYPE_RUNOVERBYCAR;
+ nodeToDamage = PED_HEAD;
+ m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
+ m_vecMoveSpeed.z = 0.0f;
+ if (damageDir == 1 || damageDir == 3)
+ damageDir = 2;
+ if (CGame::nastyGame)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
+
+ // Car doesn't look to us
+ } else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){
+
+ if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) {
+
+ // We're at the right of the car
+ if (carRightAndDistDotProd <= 0.0f)
+ nodeToDamage = PED_UPPERARML;
+ else
+ nodeToDamage = PED_UPPERARMR;
+
+ if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) {
+ killMethod = WEAPONTYPE_RUNOVERBYCAR;
+ m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
+ m_vecMoveSpeed.z = 0.0f;
+ if (damageDir == 1 || damageDir == 3)
+ damageDir = 2;
+ if (CGame::nastyGame)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
+
+ }
+ } else {
+ float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward());
+
+ // carFrontAndDistDotProd <= 0.0 car looks to us
+ if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) {
+ killMethod = WEAPONTYPE_RUNOVERBYCAR;
+ nodeToDamage = PED_HEAD;
+ m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
+ m_vecMoveSpeed.z = 0.0f;
+ if (damageDir == 1 || damageDir == 3)
+ damageDir = 2;
+
+ if (CGame::nastyGame)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
+
+ } else {
+ nodeToDamage = PED_MID;
+ float vehColMaxY = vehColModel->boundingBox.max.y;
+ float vehColMinY = vehColModel->boundingBox.min.y;
+ float vehColMaxZ = vehColModel->boundingBox.max.z;
+ float carFrontZ = car->GetForward().z;
+ float carHighestZ, carLength;
+
+ if (carFrontZ < -0.2f) {
+ // Highest point of car's back
+ carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z;
+ carLength = vehColMaxY - vehColMinY;
+
+ } else if (carFrontZ > 0.1f) {
+ // Highest point of car's front
+ carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
+ float highestZDist = carHighestZ - GetPosition().z;
+ if (highestZDist > 0.0f) {
+ GetMatrix().GetPosition().z += 0.5f * highestZDist;
+ carHighestZ += highestZDist * 0.25f;
+ }
+ carLength = vehColMaxY;
+
+ } else {
+ // Highest point of car's front
+ carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
+ carLength = vehColMaxY;
+ }
+
+ float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude());
+
+ // TODO: What are we doing down here?
+ float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ;
+
+ // After this point, distVec isn't distVec anymore.
+ distVec = car->m_vecMoveSpeed;
+ distVec.Normalise();
+ distVec *= 0.2 * unknown;
+
+ if (damageDir != 1 && damageDir != 3)
+ distVec.z += unknown;
+ else
+ distVec.z += 1.5f * unknown;
+
+ m_vecMoveSpeed = distVec;
+ damageDir += 2;
+ if (damageDir > 3)
+ damageDir = damageDir - 4;
+
+ if (car->m_vehType == VEHICLE_TYPE_CAR) {
+ CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision();
+
+ if (bonnet) {
+ if (CGeneral::GetRandomNumber() & 1) {
+ bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f));
+ } else {
+ bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f));
+ }
+ CVector forceDir = car->GetUp() * 10.0f;
+ bonnet->ApplyTurnForce(forceDir, car->GetForward());
+ }
+ }
+ }
+ }
+ }
+
+ if (car->pDriver) {
+ CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000);
+ }
+
+ ePedPieceTypes pieceToDamage;
+ switch (nodeToDamage) {
+ case PED_HEAD:
+ pieceToDamage = PEDPIECE_HEAD;
+ break;
+ case PED_UPPERARML:
+ pieceToDamage = PEDPIECE_LEFTARM;
+ break;
+ case PED_UPPERARMR:
+ pieceToDamage = PEDPIECE_RIGHTARM;
+ break;
+ default:
+ pieceToDamage = PEDPIECE_MID;
+ break;
+ }
+ InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
+
+ if (DyingOrDead()
+ && bIsPedDieAnimPlaying && !m_pCollidingEntity) {
+ m_pCollidingEntity = car;
+ }
+ if (nodeToDamage == PED_MID)
+ bKnockedUpIntoAir = true;
+ else
+ bKnockedUpIntoAir = false;
+
+ distVec.Normalise();
+
+#ifdef VC_PED_PORTS
+ distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
+#endif
+ car->ApplyMoveForce(distVec * -100.0f);
+ Say(SOUND_PED_DEFEND);
+
+ } else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f
+ || impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) {
+
+ bIsStanding = false;
+ uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed);
+ float damage;
+ if (IsPlayer() && car->GetModelIndex() == MI_TRAIN)
+ damage = 150.0f;
+ else
+ damage = 30.0f;
+
+ InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
+ SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);
+
+ if (OnGround() && !m_pCollidingEntity &&
+ (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
+
+ m_pCollidingEntity = car;
+ }
+
+ bKnockedUpIntoAir = false;
+ if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) {
+ m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
+ }
+ m_vecMoveSpeed.z = 0.0f;
+ distVec.Normalise();
+#ifdef VC_PED_PORTS
+ distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
+#endif
+ car->ApplyMoveForce(distVec * -60.0f);
+ Say(SOUND_PED_DEFEND);
+ }
+
+#ifdef VC_PED_PORTS
+ // Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
+ if (IsGangMember()) {
+ CPed *driver = car->pDriver;
+ if (driver && driver->IsPlayer()
+#ifdef FIX_BUGS
+ && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
+#endif
+ ) {
+ RegisterThreatWithGangPeds(driver);
+ }
+ }
+#endif
+} \ No newline at end of file