This commit is contained in:
eray orçunus 2019-10-05 21:50:02 +03:00
parent 365f9e9caf
commit 42fbe50739
4 changed files with 119 additions and 34 deletions

View File

@ -143,8 +143,9 @@ enum Config {
// Pad
#define KANGAROO_CHEAT
// Hud
// Hud & radar
#define ASPECT_RATIO_SCALE
#define TRIANGULAR_BLIPS
// Script
#define USE_DEBUG_SCRIPT_LOADER
@ -161,6 +162,3 @@ enum Config {
#define VC_PED_PORTS
#define NEW_WALK_AROUND_ALGORITHM
#define CANCELLABLE_CAR_ENTER
// Blips
#define TRIANGULAR_BLIPS

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@ -1459,7 +1459,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
A->m_phy_flagA80 = true;
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
skipCollision = true;
if(!Aped->bKnockedUpIntoAir)
if(!Aped->m_ped_flagH1)
A->m_phy_flagA80 = true;
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
skipCollision = true;

View File

@ -520,7 +520,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bGonnaKillTheCarJacker = false;
bFadeOut = false;
bKnockedUpIntoAir = false;
m_ped_flagH1 = false;
bHitSteepSlope = false;
m_ped_flagH4 = false;
bClearObjective = false;
@ -537,6 +537,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
#ifdef KANGAROO_CHEAT
m_ped_flagI80 = false;
#endif
#ifdef VC_PED_PORTS
bKnockedUpIntoAir = false;
#endif
if ((CGeneral::GetRandomNumber() & 3) == 0)
bHasACamera = true;
@ -3336,7 +3339,7 @@ CPed::ClearAll(void)
ClearLookFlag();
bIsPointingGunAt = false;
bRenderPedInCar = true;
bKnockedUpIntoAir = false;
m_ped_flagH1 = false;
m_pCollidingEntity = nil;
}
@ -4021,7 +4024,7 @@ CPed::SetGetUp(void)
}
bGetUpAnimStarted = true;
m_pCollidingEntity = nil;
bKnockedUpIntoAir = false;
m_ped_flagH1 = false;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
if (animAssoc) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
@ -7965,7 +7968,11 @@ CPed::InTheAir(void)
if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
if (!DyingOrDead()) {
if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
if (GetPosition().z - foundCol.point.z < 1.3f)
if (GetPosition().z - foundCol.point.z < 1.3f
#ifdef VC_PED_PORTS
|| bIsStanding
#endif
)
SetLanding();
} else {
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
@ -8514,9 +8521,9 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
m_pCollidingEntity = car;
}
if (nodeToDamage == PED_MID)
bKnockedUpIntoAir = true;
m_ped_flagH1 = true;
else
bKnockedUpIntoAir = false;
m_ped_flagH1 = false;
distVec.Normalise();
@ -8547,7 +8554,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
m_pCollidingEntity = car;
}
bKnockedUpIntoAir = false;
m_ped_flagH1 = false;
if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
}
@ -9857,29 +9864,54 @@ CPed::ProcessControl(void)
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING
&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
offsetToCheck.x = -forceDir.y;
#ifdef VC_PED_PORTS
offsetToCheck.z = 1.0f;
#else
offsetToCheck.z = 0.0f;
#endif
offsetToCheck.y = forceDir.x;
offsetToCheck.Normalise();
CVector posToCheck = GetPosition() + offsetToCheck;
float lastCollidingColZ;
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) {
lastCollidingColZ = foundCol.point.z;
// These are either obstacle or ground to land, I don't know which one.
float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
CColPoint obstacleForFlying, obstacleForFlyingOtherDir;
// Check is there any room for being knocked up in reverse direction of force
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, false)) {
obstacleForFlyingZ = obstacleForFlying.point.z;
} else {
lastCollidingColZ = 500.0f;
obstacleForFlyingZ = 500.0f;
}
posToCheck = GetPosition() - offsetToCheck;
float lastCollidingColInOtherDirZ;
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) {
lastCollidingColInOtherDirZ = foundCol.point.z;
// Now check for direction of force this time
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, false)) {
obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
} else {
lastCollidingColInOtherDirZ = 501.0f;
obstacleForFlyingOtherDirZ = 501.0f;
}
#ifdef VC_PED_PORTS
uint8 flyDir = 0;
float feetZ = GetPosition().z - FEET_OFFSET;
if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
flyDir = 2;
} else {
flyDir = 1;
}
if (lastCollidingColZ < lastCollidingColInOtherDirZ) {
if (flyDir != 0 && !bKnockedUpIntoAir) {
GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
GetPosition().z += FEET_OFFSET;
GetMatrix().UpdateRW();
SetLanding();
bIsStanding = true;
}
#endif
if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
offsetToCheck *= -1.0f;
}
offsetToCheck.z = 1.0f;
@ -9977,8 +10009,17 @@ CPed::ProcessControl(void)
offsetToCheck.z += 0.5f;
if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) {
#ifdef VC_PED_PORTS
if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
if (bKnockedUpIntoAir)
bKnockedUpIntoAir = false;
}
#else
GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
#endif
SetLanding();
bIsStanding = true;
}
@ -10041,8 +10082,18 @@ CPed::ProcessControl(void)
PlayFootSteps();
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
SetInTheAir();
#ifdef VC_PED_PORTS
bKnockedUpIntoAir = true;
#endif
}
#ifdef VC_PED_PORTS
if (bKnockedUpIntoAir) {
CVector posToCheck = GetPosition();
posToCheck.z += 0.9f;
if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
bKnockedUpIntoAir = false;
}
#endif
ProcessObjective();
if (!bIsAimingGun) {
if (bIsRestoringGun)
@ -13531,6 +13582,19 @@ LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32
return CVector(0.0f, 0.0f, 0.0f);
}
}
bool
CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
{
// because if dist is more then 5 unit, fov isn't important, we want shortest way
if (dist.Magnitude() > 5.0f)
return true;
if (DotProduct2D(dist, fwdOffset) < 0.0f)
return false;
return true;
}
#endif
// This function looks completely same on VC.
@ -13677,10 +13741,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
cornerToGo = tl;
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
cornerToGo = tl;
m_walkAroundType = 1;
} else {
} else if(CanWeSeeTheCorner(tl, GetForward())){
cornerToGo = tl;
dirToGo = GetLocalDirection(tl);
if (dirToGo == 1)
m_walkAroundType = 0; // ALL of the next turns will be right turn
@ -13711,10 +13776,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
else {
CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
cornerToGo = tr;
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
cornerToGo = tr;
m_walkAroundType = 2;
} else {
} else if (CanWeSeeTheCorner(tr, GetForward())) {
cornerToGo = tr;
dirToGo = GetLocalDirection(tr);
if (dirToGo == 1)
m_walkAroundType = 2; // ALL of the next turns will be right turn
@ -13746,10 +13812,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
else {
CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
cornerToGo = br;
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
cornerToGo = br;
m_walkAroundType = 5;
} else {
} else if (CanWeSeeTheCorner(br, GetForward())) {
cornerToGo = br;
dirToGo = GetLocalDirection(br);
if (dirToGo == 1)
m_walkAroundType = 4; // ALL of the next turns will be right turn
@ -13781,10 +13848,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
else {
CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
cornerToGo = bl;
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
cornerToGo = bl;
m_walkAroundType = 6;
} else {
} else if (CanWeSeeTheCorner(bl, GetForward())) {
cornerToGo = bl;
dirToGo = GetLocalDirection(bl);
if (dirToGo == 1)
m_walkAroundType = 6; // ALL of the next turns will be right turn
@ -14114,8 +14182,16 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
}
if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
bStillOnValidPoly = true;
// VC conditionally sets GetPosition().z here with nonexisting flag in III
#ifdef VC_PED_PORTS
if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bKnockedUpIntoAir)
bKnockedUpIntoAir = false;
}
#else
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
} else {
@ -14184,8 +14260,15 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
bOnBoat = false;
}
}
// VC conditionally sets GetPosition().z here with nonexisting flag in III
#ifdef VC_PED_PORTS
if (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bKnockedUpIntoAir)
bKnockedUpIntoAir = false;
}
#else
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_nSurfaceTouched = intersectionPoint.surfaceB;
if (m_nSurfaceTouched == SURFACE_STONE) {
bHitSteepSlope = true;
@ -14290,7 +14373,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed);
sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed);
GetPosition().z -= 0.05f;
// VC sets bKnockedUpIntoAir here
bKnockedUpIntoAir = true;
}
#endif
sphereNormal.Normalise();

View File

@ -328,7 +328,7 @@ public:
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
uint8 bFadeOut : 1;
uint8 bKnockedUpIntoAir : 1; // NOT CERTAIN - has ped been knocked up into the air by a car collision
uint8 m_ped_flagH1 : 1;
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
uint8 m_ped_flagH4 : 1;
uint8 bClearObjective : 1;
@ -342,7 +342,11 @@ public:
uint8 m_ped_flagI4 : 1; // seems like related with cars
uint8 bHasAlreadyBeenRecorded : 1;
uint8 bFallenDown : 1;
#ifdef VC_PED_PORTS
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
#else
uint8 m_ped_flagI20 : 1;
#endif
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;