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-rw-r--r--src/entities/Ped.cpp443
1 files changed, 435 insertions, 8 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp
index 40d81cc8..81534915 100644
--- a/src/entities/Ped.cpp
+++ b/src/entities/Ped.cpp
@@ -5,8 +5,9 @@
#include "Stats.h"
#include "World.h"
#include "DMaudio.h"
+#include "RpAnimBlend.h"
#include "Ped.h"
-#include "PedType.h"
+#include "PlayerPed.h"
#include "General.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
@@ -20,6 +21,10 @@ WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC43
WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
+WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
+WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
+WRAPPER void CPed::SelectGunIfArmed(void) { EAXJMP(0x4DD920); }
+WRAPPER void CPed::RemoveWeaponModel(int) { EAXJMP(0x4CF980); }
static char ObjectiveText[34][28] = {
"No Obj",
@@ -176,6 +181,97 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
+static PedOnGroundState
+CheckForPedsOnGroundToAttack(CPlayerPed *player, 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 < player->m_numNearPeds; currentPedId++) {
+
+ currentPed = player->m_nearPeds[currentPedId];
+
+ CVector posDifference = currentPed->GetPosition() - player->GetPosition();
+ distance = posDifference.Magnitude();
+
+ if (distance < 2.0f) {
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ currentPed->GetPosition().x, currentPed->GetPosition().y,
+ player->GetPosition().x, player->GetPosition().y);
+
+ angleToFace = CGeneral::LimitRadianAngle(angleToFace);
+ player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
+
+ angleDiff = fabs(angleToFace - player->m_fRotationCur);
+
+ if (angleDiff > PI)
+ angleDiff = 2 * PI - angleDiff;
+
+ currentPedState = currentPed->m_nPedState;
+
+ if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
+ if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
+ if (currentPedState == PED_DEAD) {
+ foundDead = 1;
+ if (!deadPed)
+ deadPed = (CPed*)currentPed;
+ } else if (currentPed->IsPedHeadAbovePos(-0.6f)) {
+ foundOnTheFloor = 1;
+ if (!pedOnTheFloor)
+ pedOnTheFloor = (CPed*)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))) {
+
+ if (angleDiff < DEGTORAD(75.0f)) {
+ foundBelow = 1;
+ if (!pedBelow)
+ pedBelow = (CPed*)currentPed;
+ }
+ } else {
+ foundBelow = 1;
+ pedBelow = (CPed*)currentPed;
+ break;
+ }
+ }
+ }
+
+ 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_BELOW_PLAYER;
+ } else {
+ currentPed = nil;
+ stateToReturn = NO_PED;
+ }
+
+ if (pedOnGround)
+ * pedOnGround = (CPed*)currentPed;
+
+ return stateToReturn;
+}
+
bool
CPed::IsPlayer(void)
{
@@ -195,7 +291,7 @@ CPed::UseGroundColModel(void)
void
CPed::AddWeaponModel(int id)
{
- RpAtomic* atm;
+ RpAtomic *atm;
if (id != -1) {
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
@@ -207,14 +303,14 @@ CPed::AddWeaponModel(int id)
}
void
-CPed::AimGun()
+CPed::AimGun(void)
{
RwV3d pos;
CVector vector;
if (m_pSeekTarget) {
if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
- m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, 1);
+ m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
vector.x = pos.x;
vector.y = pos.y;
vector.z = pos.z;
@@ -254,7 +350,7 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
- m_ped_flagC20 = 1;
+ m_ped_flagC20 = true;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
CParticle::AddParticle(PARTICLE_TEST, pos2,
@@ -309,7 +405,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
nil, 0.0f, 0, 0, 0, 0);
}
}
- m_ped_flagC20 = 1;
+ m_ped_flagC20 = true;
m_bodyPartBleeding = nodeId;
}
} else {
@@ -343,7 +439,7 @@ CPed::SetLookFlag(CPed *target, bool unknown)
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
m_fLookDirection = 999999.0f;
m_lookTimer = 0;
- m_ped_flagA20_look = unknown;
+ m_ped_flagA20 = unknown;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
}
@@ -359,7 +455,7 @@ CPed::SetLookFlag(float direction, bool unknown)
m_pLookTarget = nil;
m_fLookDirection = direction;
m_lookTimer = 0;
- m_ped_flagA20_look = unknown;
+ m_ped_flagA20 = unknown;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
}
@@ -444,6 +540,331 @@ CPed::Avoid(void)
}
}
+void
+CPed::ClearAimFlag(void)
+{
+ if (bIsAimingGun) {
+ bIsAimingGun = false;
+ bIsRestoringGun = true;
+ m_pedIK.m_flags &= ~CPedIK:: FLAG_4;
+ }
+
+ if (CPed::IsPlayer())
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0;
+}
+
+void
+CPed::ClearLookFlag(void) {
+ if (bIsLooking) {
+ bIsLooking = false;
+ bIsRestoringLook = true;
+ m_ped_flagI1 = false;
+
+ m_pedIK.m_flags &= ~CPedIK::FLAG_2;
+ if (CPed::IsPlayer())
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ else
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
+
+ if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
+ CPed::RestorePreviousState();
+ CPed::ClearLookFlag();
+ }
+ }
+}
+
+bool
+CPed::IsPedHeadAbovePos(float zOffset)
+{
+ RwMatrix mat;
+
+ CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
+ return zOffset + GetPosition().z >= mat.pos.z;
+}
+
+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:
+ if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer())
+ {
+ attackAssoc->blendDelta = -1000.0;
+ newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
+ } else {
+ attackAssoc->blendDelta = -1000.0;
+ newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
+ }
+
+ newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
+ break;
+ case ANIM_FIGHT_PPUNCH:
+ attackAssoc->blendDelta = -8.0;
+ attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ped->ClearAttack();
+ break;
+ 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:
+ if (!ped->m_ped_flagA4)
+ ped->ClearAttack();
+
+ break;
+ }
+ } else if (!ped->m_ped_flagA4)
+ ped->ClearAttack();
+}
+
+void
+CPed::Attack(void)
+{
+ CAnimBlendAssociation *weaponAnimAssoc;
+ int32 weaponAnim;
+ float animStart;
+ RwFrame *f;
+ eWeaponType ourWeaponType;
+ float weaponAnimTime;
+ RwFrame *i;
+ eWeaponFire ourWeaponFire;
+ float animEnd;
+ CWeaponInfo *ourWeapon;
+ bool lastReloadWasInFuture;
+ AnimationId reloadAnim;
+ CAnimBlendAssociation *reloadAnimAssoc;
+ float delayBetweenAnimAndFire;
+ CVector firePos;
+
+ ourWeaponType = GetWeapon()->m_eWeaponType;
+ ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
+ ourWeaponFire = ourWeapon->m_eWeaponFire;
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
+ lastReloadWasInFuture = m_ped_flagA4;
+ reloadAnimAssoc = 0;
+ 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((RpClump*)m_rwObject, reloadAnim);
+
+ if (m_ped_flagE10)
+ return;
+
+ if (reloadAnimAssoc) {
+ if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
+ CPed::ClearAttack();
+
+ return;
+ }
+
+ // BUG: We currently don't know any situation this cond. could be true.
+ if (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ lastReloadWasInFuture = true;
+
+ if (!weaponAnimAssoc) {
+ if (ourWeapon->m_bThrow) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU);
+ delayBetweenAnimAndFire = 0.2f;
+ } else {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+ }
+ }
+ if (weaponAnimAssoc) {
+ animStart = ourWeapon->m_fAnimLoopStart;
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
+ if (ourWeapon->m_bCanAimWithArm)
+ m_pedIK.m_flags |= CPedIK::FLAG_4;
+ else
+ m_pedIK.m_flags &= ~CPedIK::FLAG_4;
+ }
+ if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
+ if (weaponAnimAssoc->speed < 1.0f)
+ weaponAnimAssoc->speed = 1.0;
+
+ } 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) {
+ if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
+ f = GetNodeFrame(PED_FOOTR);
+ else
+ f = GetNodeFrame(PED_HANDR);
+
+ while (f) {
+ RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &f->modelling);
+ f = RwFrameGetParent(f);
+ }
+ } 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
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
+ CPed::ClearLookFlag();
+ CPed::ClearAimFlag();
+ m_ped_flagA4 = false;
+ m_ped_flagA8 = false;
+ m_lastHitTime = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ } else {
+ if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
+ DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
+ } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
+ DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
+ }
+
+ weaponAnimAssoc->speed = 0.5;
+
+ // BUG: We currently don't know any situation this cond. could be true.
+ if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
+ weaponAnimAssoc->callbackType = 0;
+ }
+
+ lastReloadWasInFuture = false;
+ }
+ }
+
+ if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
+ for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
+ RwV3dTransformPoints((RwV3d*)ourWeapon->m_vecFireOffset, (RwV3d*)ourWeapon->m_vecFireOffset, 1, &i->modelling);
+
+ CVector gunshellPos(
+ ourWeapon->m_vecFireOffset.x - 0.6f * GetForward().x,
+ ourWeapon->m_vecFireOffset.y - 0.6f * GetForward().y,
+ ourWeapon->m_vecFireOffset.z - 0.15f * GetUp().z
+ );
+ CVector2D gunshellRot(
+ GetRight().x,
+ GetRight().y
+ );
+
+ gunshellRot.Normalise();
+ CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
+ }
+ }
+ animEnd = ourWeapon->m_fAnimLoopEnd;
+ if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
+ animEnd = 0.56f;
+
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+
+ // End of the attack
+ if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
+
+ if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
+ // BUG: We currently don't know any situation this cond. could be true.
+ && (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+
+ weaponAnim = weaponAnimAssoc->animId;
+ if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
+ if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
+ weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
+ } else {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ }
+ } else {
+ if (weaponAnim == ourWeapon->m_Anim2ToPlay)
+ weaponAnimAssoc->SetCurrentTime(0.1f);
+ else
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ }
+ } else {
+ CPed::ClearAimFlag();
+
+ // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
+ if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
+ if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
+ switch (ourWeaponType) {
+ case WEAPONTYPE_UZI:
+ DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
+ break;
+ case WEAPONTYPE_AK47:
+ DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
+ break;
+ case WEAPONTYPE_M16:
+ DMAudio.PlayOneShot(uAudioEntityId, 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 = -4.0;
+ }
+ }
+ }
+ if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
+ lastReloadWasInFuture = false;
+
+ m_ped_flagA4 = lastReloadWasInFuture;
+ return;
+ }
+
+ if (lastReloadWasInFuture) {
+ if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
+ if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ }
+
+ weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
+ weaponAnimAssoc->flags |= ASSOC_RUNNING;
+
+ if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
+ weaponAnimAssoc->SetCurrentTime(0.0f);
+
+ if (CPed::IsPlayer()) {
+ ((CPlayerPed*)this)->field_1376 = 0.0f;
+ ((CPlayerPed*)this)->field_1380 = false;
+ }
+ }
+ }
+ else
+ CPed::FinishedAttackCB(0, this);
+}
+
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@@ -454,4 +875,10 @@ STARTPATCHES
InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
+ InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP);
+ InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP);
+ InjectHook(0x4E5BD0, &CPed::IsPedHeadAbovePos, PATCH_JUMP);
+ InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
+ InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
+ InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
ENDPATCHES