2019-06-29 11:38:37 +00:00
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#include "common.h"
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#include "patcher.h"
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#include "PlayerPed.h"
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2019-07-04 20:31:21 +00:00
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#include "Camera.h"
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#include "WeaponEffects.h"
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2019-08-01 22:04:30 +00:00
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#include "ModelIndices.h"
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2019-06-29 11:38:37 +00:00
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2019-06-30 10:59:55 +00:00
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CPlayerPed::~CPlayerPed()
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{
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delete m_pWanted;
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}
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2019-06-29 15:07:57 +00:00
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WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); }
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2019-07-09 20:38:05 +00:00
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WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); }
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WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); }
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WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); }
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2019-07-11 10:48:49 +00:00
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WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
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2019-08-01 22:04:30 +00:00
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WRAPPER void CPlayerPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
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WRAPPER void CPlayerPed::SetInitialState(void) { EAXJMP(0x4EFC40); }
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WRAPPER void CPlayerPed::SetMoveAnim(void) { EAXJMP(0x4F3760); }
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WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
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2019-07-11 10:48:49 +00:00
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2019-08-01 22:04:30 +00:00
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CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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{
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m_fMoveSpeed = 0.0f;
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SetModelIndex(MI_PLAYER);
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SetInitialState();
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m_pWanted = new CWanted();
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m_pWanted->Initialise();
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m_pArrestingCop = nil;
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = 0;
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = 0;
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m_pPointGunAt = nil;
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m_nPedState = PED_IDLE;
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m_fMaxStamina = 150.0f;
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m_fCurrentStamina = m_fMaxStamina;
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m_fStaminaProgress = 0.0f;
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m_bShouldEvade = 0;
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field_1367 = 0;
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m_nShotDelay = 0;
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field_1376 = 0.0f;
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field_1380 = 0;
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m_bHasLockOnTarget = false;
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m_bCanBeDamaged = true;
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m_fWalkAngle = 0.0f;
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m_fFPSMoveHeading = 0.0f;
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m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
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field_1413 = 0;
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for (int i = 0; i < 6; i++) {
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m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
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field_1488[i] = 0;
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}
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}
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2019-06-30 10:59:55 +00:00
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2019-07-04 20:31:21 +00:00
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void CPlayerPed::ClearWeaponTarget()
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{
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2019-08-22 22:44:38 +00:00
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if (m_nPedType == PEDTYPE_PLAYER1) {
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m_pPointGunAt = nil;
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2019-07-04 20:31:21 +00:00
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TheCamera.ClearPlayerWeaponMode();
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CWeaponEffects::ClearCrosshair();
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}
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ClearPointGunAt();
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}
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2019-07-09 16:50:35 +00:00
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void
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CPlayerPed::SetWantedLevel(int32 level)
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{
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m_pWanted->SetWantedLevel(level);
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}
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void
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CPlayerPed::SetWantedLevelNoDrop(int32 level)
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{
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m_pWanted->SetWantedLevelNoDrop(level);
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}
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2019-07-18 02:41:57 +00:00
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// I don't know the actual purpose of parameter
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2019-07-18 02:26:46 +00:00
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void
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2019-08-22 22:44:38 +00:00
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CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
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2019-07-18 02:26:46 +00:00
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{
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2019-07-18 02:41:57 +00:00
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if (m_pedStats->m_temper < 52) {
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m_pedStats->m_temper++;
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} else {
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2019-08-22 22:44:38 +00:00
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if (annoyedByPassingEntity) {
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2019-07-18 02:41:57 +00:00
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if (m_pedStats->m_temper < 55) {
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m_pedStats->m_temper++;
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2019-07-18 02:26:46 +00:00
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} else {
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2019-07-18 02:41:57 +00:00
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m_pedStats->m_temper = 46;
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2019-07-18 02:26:46 +00:00
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}
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}
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}
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}
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2019-07-08 06:46:42 +00:00
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class CPlayerPed_ : public CPlayerPed
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{
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public:
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2019-08-01 22:04:30 +00:00
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CPlayerPed* ctor(void) { return ::new (this) CPlayerPed(); }
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2019-07-08 06:46:42 +00:00
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void dtor(void) { CPlayerPed::~CPlayerPed(); }
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};
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2019-07-04 20:31:21 +00:00
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2019-07-08 06:46:42 +00:00
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STARTPATCHES
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2019-08-01 22:04:30 +00:00
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InjectHook(0x4EF7E0, &CPlayerPed_::ctor, PATCH_JUMP);
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2019-07-08 06:46:42 +00:00
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InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP);
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InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP);
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2019-07-18 02:26:46 +00:00
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InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP);
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2019-07-08 06:46:42 +00:00
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ENDPATCHES
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