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re3/src/peds/PlayerPed.cpp

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#include "common.h"
#include "patcher.h"
#include "PlayerPed.h"
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#include "Camera.h"
#include "WeaponEffects.h"
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#include "ModelIndices.h"
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CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
}
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WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); }
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WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); }
WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); }
WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); }
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WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
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WRAPPER void CPlayerPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
WRAPPER void CPlayerPed::SetInitialState(void) { EAXJMP(0x4EFC40); }
WRAPPER void CPlayerPed::SetMoveAnim(void) { EAXJMP(0x4F3760); }
WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
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CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
SetModelIndex(MI_PLAYER);
SetInitialState();
m_pWanted = new CWanted();
m_pWanted->Initialise();
m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = 0;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = 0;
m_pPointGunAt = nil;
m_nPedState = PED_IDLE;
m_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
m_bShouldEvade = 0;
field_1367 = 0;
m_nShotDelay = 0;
field_1376 = 0.0f;
field_1380 = 0;
m_bHasLockOnTarget = false;
m_bCanBeDamaged = true;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
field_1413 = 0;
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
field_1488[i] = 0;
}
}
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void CPlayerPed::ClearWeaponTarget()
{
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if (m_nPedType == PEDTYPE_PLAYER1) {
m_pPointGunAt = nil;
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TheCamera.ClearPlayerWeaponMode();
CWeaponEffects::ClearCrosshair();
}
ClearPointGunAt();
}
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void
CPlayerPed::SetWantedLevel(int32 level)
{
m_pWanted->SetWantedLevel(level);
}
void
CPlayerPed::SetWantedLevelNoDrop(int32 level)
{
m_pWanted->SetWantedLevelNoDrop(level);
}
// I don't know the actual purpose of parameter
void
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CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
{
if (m_pedStats->m_temper < 52) {
m_pedStats->m_temper++;
} else {
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if (annoyedByPassingEntity) {
if (m_pedStats->m_temper < 55) {
m_pedStats->m_temper++;
} else {
m_pedStats->m_temper = 46;
}
}
}
}
class CPlayerPed_ : public CPlayerPed
{
public:
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CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
void dtor(void) { CPlayerPed::~CPlayerPed(); }
};
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STARTPATCHES
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InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
ENDPATCHES