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Gang attack fix & SeekCar

This commit is contained in:
eray orçunus 2019-10-26 18:41:04 +03:00
parent 35bd3f514d
commit 5fa56e4173
2 changed files with 178 additions and 11 deletions

View file

@ -56,12 +56,13 @@ WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); } WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); }
WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); } WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); }
WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); }
WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); } WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); }
WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); } WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); }
WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); } WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); } WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); }
WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); } WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); }
WRAPPER void CPed::WarpPedIntoCar(CVehicle*) { EAXJMP(0x4D7D20); }
WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); }
#define FEET_OFFSET 1.04f #define FEET_OFFSET 1.04f
@ -469,9 +470,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bIsLanding = false; bIsLanding = false;
bIsRunning = false; bIsRunning = false;
bHitSomethingLastFrame = false; bHitSomethingLastFrame = false;
m_ped_flagB80 = false; bVehEnterDoorIsBlocked = false;
m_ped_flagC1 = false; bCanPedEnterSeekedCar = false;
bRespondsToThreats = true; bRespondsToThreats = true;
bRenderPedInCar = true; bRenderPedInCar = true;
bChangedSeat = false; bChangedSeat = false;
@ -8569,11 +8570,15 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
Say(SOUND_PED_DEFEND); Say(SOUND_PED_DEFEND);
} }
#if defined FIX_BUGS || defined VC_PED_PORTS #ifdef VC_PED_PORTS
// Killing gang members with car wasn't triggering a fight, until now... Taken from VC. // Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
if (IsGangMember()) { if (IsGangMember()) {
CPed *driver = car->pDriver; CPed *driver = car->pDriver;
if (driver && driver->IsPlayer()) { if (driver && driver->IsPlayer()
#ifdef FIX_BUGS
&& (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
#endif
) {
RegisterThreatWithGangPeds(driver); RegisterThreatWithGangPeds(driver);
} }
} }
@ -9509,7 +9514,7 @@ CPed::ProcessControl(void)
|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) { || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) { if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
if (!m_ped_flagB80) { if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR. // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
@ -9695,7 +9700,7 @@ CPed::ProcessControl(void)
} }
} }
} else if (!m_ped_flagB80) { } else if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
SetDirectionToWalkAroundObject(collidingVeh); SetDirectionToWalkAroundObject(collidingVeh);
@ -12161,7 +12166,7 @@ CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour. // ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
// On every run it returns another pos. for ped, with same distance to the veh. // On every run it returns another pos. for ped, with same distance to the veh.
// Sequence of positions are not guarenteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't) // Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
helperPos = veh->GetMatrix() * helperPos; helperPos = veh->GetMatrix() * helperPos;
float vehForwardHeading = veh->GetForward().Heading(); float vehForwardHeading = veh->GetForward().Heading();
@ -13027,7 +13032,7 @@ CPed::ProcessObjective(void)
} else { } else {
SetSeekBoatPosition(m_carInObjective); SetSeekBoatPosition(m_carInObjective);
} }
if (m_nMoveState == PEDMOVE_STILL && !m_ped_flagB80) if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
SetMoveState(PEDMOVE_RUN); SetMoveState(PEDMOVE_RUN);
if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) { if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
@ -15574,6 +15579,165 @@ CPed::ScanForThreats(void)
} }
} }
void
CPed::SeekCar(void)
{
CVehicle *vehToSeek = m_carInObjective;
CVector dest(0.0f, 0.0f, 0.0f);
if (!vehToSeek) {
RestorePreviousState();
return;
}
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (IsRoomToBeCarJacked()) {
dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
} else if (m_nPedType == PEDTYPE_COP) {
dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
} else {
SetMoveState(PEDMOVE_STILL);
}
} else
GetNearestDoor(vehToSeek, dest);
} else {
if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
SetMoveState(PEDMOVE_STILL);
return;
}
if (vehToSeek->m_modelIndex == MI_COACH) {
GetNearestDoor(vehToSeek, dest);
} else {
if (vehToSeek->IsTrain()) {
if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
if (!GetNearestTrainDoor(vehToSeek, dest)) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
} else {
if (!GetNearestPassengerDoor(vehToSeek, dest)) {
if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
RestorePreviousObjective();
RestorePreviousState();
} else {
SetMoveState(PEDMOVE_STILL);
}
bVehEnterDoorIsBlocked = true;
return;
}
bVehEnterDoorIsBlocked = false;
}
}
}
if (dest.x == 0.0f && dest.y == 0.0f) {
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
RestorePreviousState();
if (IsPlayer()) {
ClearObjective();
} else if (CharCreatedBy == RANDOM_CHAR) {
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
SetMoveState(PEDMOVE_STILL);
TheCamera.ClearPlayerWeaponMode();
CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
return;
}
dest = vehToSeek->GetPosition();
if (bCollidedWithMyVehicle) {
WarpPedIntoCar(m_pMyVehicle);
return;
}
}
bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
m_vecSeekPos = dest;
float distToDest = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
#ifndef VC_PED_PORTS
if (bIsRunning)
SetMoveState(PEDMOVE_RUN);
#else
if (bIsRunning ||
vehToSeek->pDriver && distToDest > 4.0f && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
SetMoveState(PEDMOVE_RUN);
#endif
else if (distToDest < 4.0f)
SetMoveState(PEDMOVE_WALK);
if (distToDest >= 1.0f)
bCanPedEnterSeekedCar = false;
else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDest)
bCanPedEnterSeekedCar = true;
if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
bVehEnterDoorIsBlocked = true;
else
bVehEnterDoorIsBlocked = false;
if (Seek()) {
if (!foundBetterPosToSeek) {
if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
if (vehToSeek->IsTrain()) {
SetEnterTrain(vehToSeek, m_vehEnterType);
} else {
m_fRotationCur = m_fRotationDest;
if (!bVehEnterDoorIsBlocked) {
vehToSeek->bIsStatic = false;
if (m_objective == OBJECTIVE_SOLICIT) {
SetSolicit(1000);
} else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
SetBuyIceCream();
} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
&& vehToSeek->CanPedEnterCar()) {
switch (vehToSeek->m_status) {
case STATUS_PLAYER:
case STATUS_SIMPLE:
case STATUS_PHYSICS:
case STATUS_PLAYER_DISABLED:
if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
(m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
SetCarJack(vehToSeek);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
vehToSeek->pDriver->bFleeAfterExitingCar = true;
} else {
SetEnterCar(vehToSeek, m_vehEnterType);
}
break;
case STATUS_ABANDONED:
if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
if (vehToSeek->pPassengers[0]->m_ped_flagF4) {
if (IsPlayer())
CPed::SetEnterCar(vehToSeek, m_vehEnterType);
} else {
SetCarJack(vehToSeek);
}
} else {
SetEnterCar(vehToSeek, m_vehEnterType);
}
break;
case STATUS_WRECKED:
SetIdle();
break;
default:
return;
}
} else {
RestorePreviousState();
}
} else {
SetMoveState(PEDMOVE_STILL);
}
}
}
}
}
}
class CPed_ : public CPed class CPed_ : public CPed
{ {
public: public:
@ -15791,4 +15955,5 @@ STARTPATCHES
InjectHook(0x4E1010, &CPed::SetExitCar, PATCH_JUMP); InjectHook(0x4E1010, &CPed::SetExitCar, PATCH_JUMP);
InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP); InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP);
InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP); InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP);
InjectHook(0x4D3F90, &CPed::SeekCar, PATCH_JUMP);
ENDPATCHES ENDPATCHES

View file

@ -294,9 +294,9 @@ public:
uint8 bIsLanding : 1; uint8 bIsLanding : 1;
uint8 bIsRunning : 1; // on some conditions uint8 bIsRunning : 1; // on some conditions
uint8 bHitSomethingLastFrame : 1; uint8 bHitSomethingLastFrame : 1;
uint8 m_ped_flagB80 : 1; // bIsNearCar? it's sure that it's related with cars and used for deciding whether we should move uint8 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
uint8 m_ped_flagC1 : 1; // bCanPedEnterSeekedCar? uint8 bCanPedEnterSeekedCar : 1;
uint8 bRespondsToThreats : 1; uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1; uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1; uint8 bChangedSeat : 1;
@ -679,6 +679,8 @@ public:
void SetEnterCar_AllClear(CVehicle*, uint32, uint32); void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
void SetSolicit(uint32 time); void SetSolicit(uint32 time);
void ScanForInterestingStuff(void); void ScanForInterestingStuff(void);
void WarpPedIntoCar(CVehicle*);
void SetCarJack(CVehicle*);
// Static methods // Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);