More CPed functions and minor fixes

Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
eray orçunus 2019-06-15 18:53:25 +03:00
parent 8db50cea6c
commit 2f4fc5aaf0
4 changed files with 201 additions and 11 deletions

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@ -1,4 +1,5 @@
#include "common.h"
#include "Stats.h"
Int32 &CStats::DaysPassed = *(Int32*)0x8F2BB8;
Int32 &CStats::DaysPassed = *(Int32*)0x8F2BB8;
Int32 &CStats::HeadShots = *(Int32*)0x8F647C;

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@ -4,4 +4,5 @@ class CStats
{
public:
static Int32 &DaysPassed;
static Int32 &HeadShots;
};

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@ -2,17 +2,21 @@
#include "patcher.h"
#include "Ped.h"
#include "Pools.h"
#include <render\Particle.h>
#include <render\ParticleMgr.h>
#include <Stats.h>
Bool &CPed::bNastyLimbsCheat = *(Bool*)0x95CD44;
Bool &CPed::bPedCheat2 = *(Bool*)0x95CD5A;
Bool &CPed::bPedCheat3 = *(Bool*)0x95CD59;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
WRAPPER void CPed::SetLookFlag(CEntity* to, bool set) { EAXJMP(0x4C6460); }
WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
WRAPPER void CPed::SpawnFlyingComponent(int, signed char) { EAXJMP(0x4EB060); }
static char ObjectiveText[34][28] = {
"No Obj",
@ -186,7 +190,7 @@ CPed::AddWeaponModel(int id)
if (id != -1) {
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
RwFrameDestroy(RpAtomicGetFrame(atm));
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
RpClumpAddAtomic((RpClump*)m_rwObject, atm);
m_wepModelID = id;
}
@ -210,7 +214,7 @@ CPed::AimGun()
}
CPed::Say(0x74);
m_ped_flagB40 = m_pedIK.PointGunAtPosition(&vector);
m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
if (m_pPedFight != m_pSeekTarget) {
CPed::SetLookFlag(m_pSeekTarget, 1);
}
@ -222,11 +226,177 @@ CPed::AimGun()
newFlag = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0);
}
m_ped_flagB40 = newFlag;
m_ped_flagB2 = newFlag;
}
}
// After I finished this I realized it's only for SCM opcode...
void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
{
CVector pos2 = CVector(
pos.x,
pos.y,
pos.z + 0.1
);
if (!CPed::IsPlayer() || evenOnPlayer)
{
++CStats::HeadShots;
// yes. decompiled by hand.
if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0, 0.0);
}
m_ped_flagC20 = 1;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
CParticle::AddParticle(PARTICLE_TEST, pos2,
CVector(
0.0,
0.0,
0.0
), NULL, 0.2f, 0, 0, 0, 0);
if (CEntity::GetIsOnScreen())
{
for(int i=0; i<0x20; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
pos2,
CVector(
0.0,
0.0,
0.03
), NULL, 0.0f, 0, 0, 0, 0);
}
for (int i = 0; i < 0x10; i++) {
CParticle::AddParticle(PARTICLE_DEBRIS2,
pos2,
CVector(
0.0,
0.0,
0.0099999998
), NULL, 0.0f, 0, 0, 0, 0);
}
}
}
}
void
CPed::RemoveBodyPart(PedNode nodeId, char arg4)
{
RwFrame *frame;
RwFrame *fp;
RwV3d zero;
frame = GetNodeFrame(nodeId);
if (frame)
{
if (CGame::nastyGame)
{
if (nodeId != PED_HEAD)
CPed::SpawnFlyingComponent(nodeId, arg4);
RecurseFrameChildrenVisibilityCB(frame, 0);
zero.x = 0.0;
zero.z = 0.0;
zero.y = 0.0;
for (fp = RwFrameGetParent(frame); fp; fp = RwFrameGetParent(frame))
RwV3dTransformPoints(&zero, &zero, 1, &fp->modelling);
if (CEntity::GetIsOnScreen())
{
CParticle::AddParticle(PARTICLE_TEST, zero,
CVector(
0.0,
0.0,
0.0
), NULL, 0.2f, 0, 0, 0, 0);
for (int i = 0; i < 0x10; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
zero,
CVector(
0.0,
0.0,
0.03
), NULL, 0.0f, 0, 0, 0, 0);
}
}
m_ped_flagC20 = 1;
m_bodyPartBleeding = nodeId;
}
}
else
{
printf("Trying to remove ped component");
}
}
RwObject*
CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
{
RwObject *result = object;
if (!data)
object->flags = 0;
return result;
}
RwFrame*
CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
{
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
return frame;
}
void
CPed::SetLookFlag(CPed *to, bool set)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds())
{
m_ped_flagA10 = 1;
m_ped_flagA40 = 0;
m_pPedFight = to;
m_pPedFight->RegisterReference((CEntity**)&m_pPedFight);
m_fLookDirection = 999999;
m_lookTimer = 0;
m_ped_flagA20_look = set;
if (m_nPedState != PED_DRIVING) {
// Resets second right most bit
m_pedIK.m_flags &= 0xFFFFFFFD;
}
}
}
void
CPed::SetLookFlag(float angle, bool set)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds())
{
m_ped_flagA10 = 1;
m_ped_flagA40 = 0;
m_pPedFight = 0;
m_fLookDirection = angle;
m_lookTimer = 0;
m_ped_flagA20_look = set;
if (m_nPedState != PED_DRIVING) {
// Resets second right most bit
m_pedIK.m_flags &= 0xFFFFFFFD;
}
}
}
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
InjectHook(0x4C6460, (void (CPed::*)(CPed*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
ENDPATCHES

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@ -3,6 +3,7 @@
#include "Physical.h"
#include "Weapon.h"
#include "PedIK.h"
#include <animation\AnimManager.h>
#include <animation\AnimBlendClumpData.h>
enum {
@ -94,7 +95,7 @@ public:
uint8 m_ped_flagA4 : 1;
uint8 m_ped_flagA8 : 1;
uint8 m_ped_flagA10 : 1;
uint8 m_ped_flagA20 : 1;
uint8 m_ped_flagA20_look : 1;
uint8 m_ped_flagA40 : 1;
uint8 m_ped_flagA80 : 1;
uint8 m_ped_flagB1 : 1;
@ -163,14 +164,15 @@ public:
uint8 m_ped_flagI80 : 1;
uint8 stuff10[60];
int32 m_pEventEntity;
int32 m_fAngleToEvent;
float m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
int32 m_animGroup;
int32 m_pVehicleAnim;
CVector2D m_vecAnimMoveDelta;
CVector m_vecOffsetSeek;
CPedIK m_pedIK;
uint8 stuff1[12];
uint8 stuff1[8];
int32 m_nPedStateTimer;
int32 m_nPedState;
int32 m_nLastPedState;
int32 m_nMoveState;
@ -198,7 +200,12 @@ public:
CPed *m_pPedFight;
float m_fLookDirection;
int32 m_wepModelID;
uint8 stuff9[120];
uint32 m_leaveCarTimer;
uint32 m_getUpTimer;
uint32 m_lookTimer;
uint8 stuff9[34];
uint8 m_bodyPartBleeding;
uint8 stuff11[73];
static void *operator new(size_t);
static void operator delete(void*, size_t);
@ -209,8 +216,17 @@ public:
void AimGun();
void KillPedWithCar(CVehicle *veh, float impulse);
void Say(uint16 audio);
void SetLookFlag(CEntity *to, bool set);
void SetLookFlag(CPed *to, bool set);
void SetLookFlag(float angle, bool set);
void SetDie(AnimationId anim, float arg1, float arg2);
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
void RemoveBodyPart(PedNode nodeId, char arg4);
void SpawnFlyingComponent(int, signed char);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame* GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
static Bool &bNastyLimbsCheat;
static Bool &bPedCheat2;
@ -223,4 +239,6 @@ static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
static_assert(sizeof(CPed) == 0x53C, "CPed: error");