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authoreray orçunus <erayorcunus@gmail.com>2020-07-02 15:01:42 +0200
committereray orçunus <erayorcunus@gmail.com>2020-07-02 15:01:42 +0200
commitc4cd210ae0a39fbfbc3f12b0379c210c40ea4750 (patch)
tree7adccaeddd5325dc548e93b55f4317125513a32e /src
parentfixes to CBoat (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/control/Garages.cpp2
-rw-r--r--src/core/config.h2
-rw-r--r--src/peds/Ped.cpp52
3 files changed, 28 insertions, 28 deletions
diff --git a/src/control/Garages.cpp b/src/control/Garages.cpp
index e37df8d4..f7d62368 100644
--- a/src/control/Garages.cpp
+++ b/src/control/Garages.cpp
@@ -390,7 +390,7 @@ void CGarage::Update()
bTakeMoney = true;
FindPlayerPed()->m_pWanted->Reset();
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_GARAGE);
- FindPlayerPed()->m_pWanted->m_bIgnoredByCops = true;
+ FindPlayerPed()->m_pWanted->m_bIgnoredByCops = false;
#ifdef FIX_BUGS
bool bChangedColour = false;
#else
diff --git a/src/core/config.h b/src/core/config.h
index 839fbc34..b0aeaf4a 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -263,7 +263,7 @@ enum Config {
// Peds
#define PED_SKIN // support for skinned geometry on peds
#define ANIMATE_PED_COL_MODEL
-#define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
+// #define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
#define CANCELLABLE_CAR_ENTER
//#define PEDS_REPORT_CRIMES_ON_PHONE
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 2f3931d3..1c95366d 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -570,9 +570,12 @@ CPed::AddWeaponModel(int id)
if (id != -1) {
#ifdef PED_SKIN
- if(IsClumpSkinned(GetClump()))
+ if (IsClumpSkinned(GetClump())) {
+ if (m_pWeaponModel)
+ RemoveWeaponModel(-1);
+
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
- else
+ } else
#endif
{
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
@@ -834,7 +837,7 @@ CPed::ClearAimFlag(void)
bIsAimingGun = false;
bIsRestoringGun = true;
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
m_lookTimer = 0;
#endif
}
@@ -2243,11 +2246,6 @@ CPed::CalculateNewVelocity(void)
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
- if(!fightAssoc)
- fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
-
- // There is one more anim in VC.
-
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
@@ -2486,7 +2484,7 @@ CPed::RestorePreviousObjective(void)
return;
if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
&& m_nPedState != PED_CARJACK
#endif
)
@@ -4208,7 +4206,7 @@ CPed::ClearObjective(void)
if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->pDriver != this) {
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
if(!IsPlayer())
#endif
bWanderPathAfterExitingCar = true;
@@ -5850,7 +5848,7 @@ CPed::SetChat(CEntity *chatWith, uint32 time)
m_nPedState = PED_CHAT;
SetMoveState(PEDMOVE_STILL);
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
m_lookTimer = 0;
#endif
SetLookFlag(chatWith, true);
@@ -10225,19 +10223,22 @@ CPed::ProcessControl(void)
int vehAnim = m_pVehicleAnim->animId;
+ static bool cancelQuickJack = false;
int16 padWalkX = pad->GetPedWalkLeftRight();
int16 padWalkY = pad->GetPedWalkUpDown();
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
bCancelEnteringCar = true;
- } else if (vehAnim == ANIM_CAR_QJACK) {
- if (m_pVehicleAnim->GetTimeLeft() > 0.69f && m_pVehicleAnim->GetTimeLeft() < 0.72f) {
- QuitEnteringCar();
- RestorePreviousObjective();
- }
+ } else if (vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
+ cancelQuickJack = true;
}
}
+ if (cancelQuickJack && vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
+ cancelQuickJack = false;
+ QuitEnteringCar();
+ RestorePreviousObjective();
+ }
#endif
break;
}
@@ -10580,7 +10581,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
|| ped->m_nPedState == PED_CARJACK
#endif
)
@@ -10827,7 +10828,7 @@ void
CPed::SetJump(void)
{
if (!bInVehicle &&
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
#endif
(m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
@@ -11457,7 +11458,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
|| ped->m_nPedState == PED_CARJACK
#endif
)
@@ -11471,7 +11472,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
if (veh->IsBoat()) {
if (ped->IsPlayer()) {
-#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
+#if defined VC_PED_PORTS || defined FIX_BUGS
CCarCtrl::RegisterVehicleOfInterest(veh);
#endif
if (veh->GetStatus() == STATUS_SIMPLE) {
@@ -11526,7 +11527,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
-#ifndef VC_PED_PORTS
+#if !defined VC_PED_PORTS && !defined FIX_BUGS
else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (ped->m_nPedState == PED_CARJACK) {
veh->AddPassenger(ped, 0);
@@ -12042,7 +12043,7 @@ CPed::ReplaceWeaponWhenExitingVehicle(void)
// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
- if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
SetCurrentWeapon(m_storedWeapon);
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
@@ -13799,7 +13800,7 @@ void
CPed::SetSeekBoatPosition(CVehicle *boat)
{
if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver
-#ifdef VC_PED_PORTS
+#if defined VC_PED_PORTS || defined FIX_BUGS
|| !IsPedInControl()
#endif
)
@@ -14566,8 +14567,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
m_vecDamageNormal = intersectionPoint.normal;
}
}
- // VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug:
-#if 0 // #ifdef VC_PED_PORTS
+#ifdef VC_PED_PORTS
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
@@ -14575,7 +14575,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
- if (!m_ped_flagA2) {
+ if (!bWasStanding) {
if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
|| m_pCollidingEntity == collidingEnt) {