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-rw-r--r--src/entities/Ped.cpp144
-rw-r--r--src/entities/Ped.h29
2 files changed, 149 insertions, 24 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp
index 81534915..35e8e957 100644
--- a/src/entities/Ped.cpp
+++ b/src/entities/Ped.cpp
@@ -9,6 +9,7 @@
#include "Ped.h"
#include "PlayerPed.h"
#include "General.h"
+#include "VisibilityPlugins.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
@@ -23,8 +24,6 @@ WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4
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",
@@ -181,6 +180,18 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
+static RwObject*
+RemoveAllModelCB(RwObject *object, void *data)
+{
+ RpAtomic* atomic = (RpAtomic*)object;
+ if (CVisibilityPlugins::GetAtomicModelInfo(atomic))
+ {
+ RpClumpRemoveAtomic(atomic->clump, atomic);
+ RpAtomicDestroy(atomic);
+ }
+ return object;
+}
+
static PedOnGroundState
CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
{
@@ -718,7 +729,7 @@ CPed::Attack(void)
} else {
firePos = GetMatrix() * firePos;
}
-
+
GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
@@ -752,29 +763,32 @@ CPed::Attack(void)
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
weaponAnimAssoc->callbackType = 0;
}
-
- lastReloadWasInFuture = false;
}
+
+ lastReloadWasInFuture = false;
}
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
+ firePos = ourWeapon->m_vecFireOffset;
+
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);
+ RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 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
+ 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();
- CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
+ GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
animEnd = ourWeapon->m_fAnimLoopEnd;
@@ -787,7 +801,6 @@ CPed::Attack(void)
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) {
@@ -830,7 +843,7 @@ CPed::Attack(void)
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
- weaponAnimAssoc->blendDelta = -4.0;
+ weaponAnimAssoc->blendDelta = -4.0f;
}
}
}
@@ -865,6 +878,107 @@ CPed::Attack(void)
CPed::FinishedAttackCB(0, this);
}
+void
+CPed::RemoveWeaponModel(int modelId)
+{
+ // modelId is not used!! This function just removes the current weapon.
+ RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0);
+ m_wepModelID = -1;
+}
+
+void
+CPed::SetCurrentWeapon(eWeaponType weaponType)
+{
+ CWeaponInfo* weaponInfo;
+
+ if (HasWeapon(weaponType)) {
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ RemoveWeaponModel(weaponInfo->m_nModelId);
+
+ m_currentWeapon = weaponType;
+
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ AddWeaponModel(weaponInfo->m_nModelId);
+ }
+}
+
+// Only used while deciding which gun ped should switch to, if no ammo left.
+bool
+CPed::SelectGunIfArmed(void)
+{
+ eWeaponType weaponType;
+
+ for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
+
+ if (m_weapons[i].m_nAmmoTotal > 0) {
+ weaponType = m_weapons[i].m_eWeaponType;
+
+ // Original condition was ridiculous
+ // if (weaponType == WEAPONTYPE_COLT45 || weaponType < WEAPONTYPE_M16 || weaponType < WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_FLAMETHROWER)
+ if (weaponType < WEAPONTYPE_MOLOTOV) {
+ SetCurrentWeapon(weaponType);
+ return true;
+ }
+ }
+ }
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+ return false;
+}
+
+void
+CPed::Duck(void)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
+ ClearDuck();
+}
+
+void
+CPed::ClearDuck(void)
+{
+ CAnimBlendAssociation *animAssoc;
+
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_DOWN);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_LOW);
+
+ if (animAssoc) {
+
+ if (m_ped_flagE8) {
+
+ if (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RBLOCK_CSHOOT);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
+ }
+ }
+ }
+ } else
+ m_ped_flagE10 = false;
+}
+
+void
+CPed::ClearPointGunAt(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ CWeaponInfo *weaponInfo;
+
+ ClearLookFlag();
+ ClearAimFlag();
+ m_ped_flagA8 = false;
+ if (m_nPedState == PED_AIM_GUN) {
+ RestorePreviousState();
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_AnimToPlay);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_Anim2ToPlay);
+ }
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0;
+ }
+ }
+}
+
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@@ -881,4 +995,10 @@ STARTPATCHES
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
+ InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
+ InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
+ InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
+ InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
+ InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
+ InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
ENDPATCHES
diff --git a/src/entities/Ped.h b/src/entities/Ped.h
index 45251d46..660f3462 100644
--- a/src/entities/Ped.h
+++ b/src/entities/Ped.h
@@ -12,10 +12,6 @@
struct CPathNode;
-enum {
- PED_MAX_WEAPONS = 13
-};
-
enum PedOnGroundState {
NO_PED,
PED_BELOW_PLAYER,
@@ -138,7 +134,7 @@ public:
uint8 m_ped_flagE1 : 1;
uint8 m_ped_flagE2 : 1;
uint8 m_ped_flagE4 : 1;
- uint8 m_ped_flagE8 : 1;
+ uint8 m_ped_flagE8 : 1; // can duck?
uint8 m_ped_flagE10 : 1; // can't attack if it's set
uint8 m_ped_flagE20 : 1;
uint8 m_ped_flagE40 : 1;
@@ -225,10 +221,11 @@ public:
uint8 stuff5[24];
CEntity *m_pCollidingEntity;
uint8 stuff6[12];
- CWeapon m_weapons[PED_MAX_WEAPONS];
+ CWeapon m_weapons[NUM_PED_WEAPONTYPES];
int32 stuff7;
- uint8 m_currentWeapon;
- uint8 stuff[3];
+ uint8 m_currentWeapon; // eWeaponType
+ uint8 m_maxWeaponTypeAllowed; // eWeaponType
+ uint8 stuff[2];
int32 m_pPointGunAt;
CVector m_vecHitLastPos;
uint8 stuff8[12];
@@ -241,8 +238,11 @@ public:
uint32 m_standardTimer;
uint32 m_attackTimer;
uint32 m_lastHitTime;
- uint8 stuff9[22];
- uint8 m_bodyPartBleeding;
+ uint32 m_hitRecoverTimer;
+ uint32 field_4E0;
+ uint32 m_duckTimer;
+ uint8 stuff9[10];
+ uint8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
@@ -272,12 +272,17 @@ public:
void RestorePreviousState(void);
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
- void RemoveWeaponModel(int);
- void SelectGunIfArmed(void);
+ void RemoveWeaponModel(int modelId);
+ void SetCurrentWeapon(eWeaponType weaponType);
+ bool SelectGunIfArmed(void);
+ void Duck(void);
+ void ClearDuck(void);
+ void ClearPointGunAt(void);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
+ bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }