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-rw-r--r--src/peds/PlayerPed.cpp119
1 files changed, 107 insertions, 12 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 35689e4e..cba01e31 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -35,7 +35,7 @@ CPlayerPed::~CPlayerPed()
delete m_pWanted;
}
-// --MIAMI: Done except commented out things
+// --MIAMI: Done
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
@@ -53,10 +53,8 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false;
- // TODO(Miami)
- // if (pPointGunAt)
- // m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
-
+ if (m_pPointGunAt)
+ m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
m_pPointGunAt = nil;
SetPedState(PED_IDLE);
#ifndef FIX_BUGS
@@ -69,13 +67,14 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
m_bHasLockOnTarget = false;
- m_bDrunkVisualsWearOff = true;
m_bCanBeDamaged = true;
+ m_bDrunkVisualsWearOff = false;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
m_pMinigunTopAtomic = nil;
m_fGunSpinSpeed = 0.0;
m_fGunSpinAngle = 0.0;
+ m_nPadDownPressedInMilliseconds = 0;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
unused1 = false;
for (int i = 0; i < 6; i++) {
@@ -85,17 +84,16 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
}
m_nCheckPlayersIndex = 0;
m_nPadUpPressedInMilliseconds = 0;
- m_nPadDownPressedInMilliseconds = 0;
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
}
-void CPlayerPed::ClearWeaponTarget()
+// --MIAMI: Done
+void
+CPlayerPed::ClearWeaponTarget()
{
if (m_nPedType == PEDTYPE_PLAYER1) {
-
- // TODO(Miami)
- // if (m_pPointGunAt)
- // m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
+ if (m_pPointGunAt)
+ m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
m_pPointGunAt = nil;
TheCamera.ClearPlayerWeaponMode();
@@ -784,6 +782,7 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
+// --MIAMI: Done
void
CPlayerPed::PlayerControlFighter(CPad *padUsed)
{
@@ -809,6 +808,7 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
}
}
+// --MIAMI: Done
void
CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
{
@@ -1814,6 +1814,7 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
}
}
+// --MIAMI: Done
void
CPlayerPed::RemovePedFromMeleeList(CPed *ped)
{
@@ -1826,6 +1827,100 @@ CPlayerPed::RemovePedFromMeleeList(CPed *ped)
ped->m_attackTimer = 0;
}
+// --MIAMI: Done
+void
+CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist)
+{
+ coords = GetPosition();
+ switch (dir) {
+ case 0:
+ coords.y += dist;
+ break;
+ case 1:
+ coords.x += Sqrt(3.f / 4.f) * dist;
+ coords.y += 0.5f * dist;
+ break;
+ case 2:
+ coords.x += Sqrt(3.f / 4.f) * dist;
+ coords.y -= 0.5f * dist;
+ break;
+ case 3:
+ coords.y -= dist;
+ break;
+ case 4:
+ coords.x -= Sqrt(3.f / 4.f) * dist;
+ coords.y -= 0.5f * dist;
+ break;
+ case 5:
+ coords.x -= Sqrt(3.f / 4.f) * dist;
+ coords.y += 0.5f * dist;
+ break;
+ default:
+ break;
+ }
+}
+
+// --MIAMI: Done
+int32
+CPlayerPed::FindMeleeAttackPoint(CPed *victim, CVector &dist, uint32 &endOfAttackOut)
+{
+ endOfAttackOut = 0;
+ bool thereIsAnEmptySlot = false;
+ int dirToAttack = -1;
+ for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); i++) {
+ CPed* pedAtThisDir = m_pMeleeList[i];
+ if (pedAtThisDir) {
+ if (pedAtThisDir == victim) {
+ dirToAttack = i;
+ } else {
+ if (pedAtThisDir->m_attackTimer > endOfAttackOut)
+ endOfAttackOut = pedAtThisDir->m_attackTimer;
+ }
+ } else {
+ thereIsAnEmptySlot = true;
+ }
+ }
+
+ // We don't have victim ped in our melee list
+ if (dirToAttack == -1 && thereIsAnEmptySlot) {
+ float angle = Atan2(-dist.x, -dist.y);
+ float adjustedAngle = angle + DEGTORAD(30.0f);
+ if (adjustedAngle < 0.f)
+ adjustedAngle += TWOPI;
+
+ int wantedDir = Floor(adjustedAngle / DEGTORAD(60.0f));
+
+ // And we have another ped at the direction of victim ped, so store victim to next empty direction to it's real direction. (Bollocks)
+ if (m_pMeleeList[wantedDir]) {
+ int closestDirToPreferred = -99;
+ int preferredDir = wantedDir;
+
+ for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); i++) {
+ if (!m_pMeleeList[i]) {
+ if (Abs(i - preferredDir) < Abs(closestDirToPreferred - preferredDir))
+ closestDirToPreferred = i;
+ }
+ }
+ if (closestDirToPreferred > 0)
+ dirToAttack = closestDirToPreferred;
+ } else {
+
+ // Luckily the direction of victim ped is already empty, good
+ dirToAttack = wantedDir;
+ }
+
+ if (dirToAttack != -1) {
+ m_pMeleeList[dirToAttack] = victim;
+ victim->RegisterReference((CEntity**) &m_pMeleeList[dirToAttack]);
+ if (endOfAttackOut > CTimer::GetTimeInMilliseconds())
+ victim->m_attackTimer = endOfAttackOut + CGeneral::GetRandomNumberInRange(1000, 2000);
+ else
+ victim->m_attackTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(500, 1000);
+ }
+ }
+ return dirToAttack;
+}
+
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));