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Big CPed update

Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
eray orçunus 2019-06-20 14:22:44 +03:00
parent 109cde810c
commit 7cfff963f7
12 changed files with 636 additions and 26 deletions

View file

@ -40,6 +40,48 @@ public:
}
}
static float LimitRadianAngle(float angle)
{
if (angle < -25.0f)
angle = -25.0f;
if (angle > 25.0f)
angle = 25.0f;
float result = angle;
while (result >= PI) {
result -= 2 * PI;
}
while (result < -PI) {
result += 2 * PI;
}
return result;
}
static float GetRadianAngleBetweenPoints(float x1, float y1, float x2, float y2)
{
float x = x2 - x1;
float y = y2 - y1;
if (y == 0.0f)
y = 0.0001f;
if (x > 0.0f) {
if (y > 0.0f)
return 2 * PI - atan2(x / y, 1.0f);
else
return -atan2(x / y, 1.0f);
} else {
if (y > 0.0f)
return -(PI + atan2(x / y, 1.0f));
else
return -atan2(x / y, 1.0f);
}
}
// not too sure about all these...
static uint16 GetRandomNumber(void)
{ return myrand() & 0xFFFF; }

View file

@ -208,6 +208,8 @@ enum AnimationId
ANIM_PHONE_IN,
ANIM_PHONE_OUT,
ANIM_PHONE_TALK,
NUM_ANIMS
};
class CAnimBlendAssociation;

View file

@ -17,3 +17,4 @@ WRAPPER bool cDMAudio::CheckForAnAudioFileOnCD() { EAXJMP(0x57CA70); }
WRAPPER void cDMAudio::ChangeMusicMode(uint8 mode) { EAXJMP(0x57CCF0); }
WRAPPER void cDMAudio::PlayFrontEndSound(uint32, uint32) { EAXJMP(0x57CC20); }
WRAPPER void cDMAudio::PlayOneShot(int, uint16, float) { EAXJMP(0x57C840); }

View file

@ -51,9 +51,9 @@ enum eSound
SOUND_WEAPON_BAT_ATTACK = 46,
SOUND_WEAPON_SHOT_FIRED = 47,
SOUND_WEAPON_RELOAD = 48,
SOUND_31 = 49,
SOUND_32 = 50,
SOUND_33 = 51,
SOUND_WEAPON_AK47_BULLET_ECHO = 49,
SOUND_WEAPON_UZI_BULLET_ECHO = 50,
SOUND_WEAPON_M16_BULLET_ECHO = 51,
SOUND_WEAPON_FLAMETHROWER_FIRE = 52,
SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM = 53,
SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM = 54,
@ -188,5 +188,6 @@ public:
bool CheckForAnAudioFileOnCD(void);
void ChangeMusicMode(uint8 mode);
void PlayFrontEndSound(uint32, uint32);
void PlayOneShot(int, uint16, float);
};
extern cDMAudio &DMAudio;

View file

@ -5,8 +5,9 @@
#include "Stats.h"
#include "World.h"
#include "DMaudio.h"
#include "RpAnimBlend.h"
#include "Ped.h"
#include "PedType.h"
#include "PlayerPed.h"
#include "General.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
@ -20,6 +21,10 @@ WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC43
WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
WRAPPER void CPed::SelectGunIfArmed(void) { EAXJMP(0x4DD920); }
WRAPPER void CPed::RemoveWeaponModel(int) { EAXJMP(0x4CF980); }
static char ObjectiveText[34][28] = {
"No Obj",
@ -176,6 +181,97 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
static PedOnGroundState
CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
{
PedOnGroundState stateToReturn;
float angleToFace;
CPed *currentPed = nil;
PedState currentPedState;
CPed *pedOnTheFloor = nil;
CPed *deadPed = nil;
CPed *pedBelow = nil;
bool foundDead = false;
bool foundOnTheFloor = false;
bool foundBelow = false;
float angleDiff;
float distance;
if (!CGame::nastyGame)
return NO_PED;
for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) {
currentPed = player->m_nearPeds[currentPedId];
CVector posDifference = currentPed->GetPosition() - player->GetPosition();
distance = posDifference.Magnitude();
if (distance < 2.0f) {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
currentPed->GetPosition().x, currentPed->GetPosition().y,
player->GetPosition().x, player->GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
angleDiff = fabs(angleToFace - player->m_fRotationCur);
if (angleDiff > PI)
angleDiff = 2 * PI - angleDiff;
currentPedState = currentPed->m_nPedState;
if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
if (currentPedState == PED_DEAD) {
foundDead = 1;
if (!deadPed)
deadPed = (CPed*)currentPed;
} else if (currentPed->IsPedHeadAbovePos(-0.6f)) {
foundOnTheFloor = 1;
if (!pedOnTheFloor)
pedOnTheFloor = (CPed*)currentPed;
}
}
} else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f))
&& (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f))
&& (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f))
&& (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) {
if (angleDiff < DEGTORAD(75.0f)) {
foundBelow = 1;
if (!pedBelow)
pedBelow = (CPed*)currentPed;
}
} else {
foundBelow = 1;
pedBelow = (CPed*)currentPed;
break;
}
}
}
if (foundOnTheFloor) {
currentPed = pedOnTheFloor;
stateToReturn = PED_ON_THE_FLOOR;
} else if (foundDead) {
currentPed = deadPed;
stateToReturn = PED_DEAD_ON_THE_FLOOR;
} else if (foundBelow) {
currentPed = pedBelow;
stateToReturn = PED_BELOW_PLAYER;
} else {
currentPed = nil;
stateToReturn = NO_PED;
}
if (pedOnGround)
* pedOnGround = (CPed*)currentPed;
return stateToReturn;
}
bool
CPed::IsPlayer(void)
{
@ -195,7 +291,7 @@ CPed::UseGroundColModel(void)
void
CPed::AddWeaponModel(int id)
{
RpAtomic* atm;
RpAtomic *atm;
if (id != -1) {
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
@ -207,14 +303,14 @@ CPed::AddWeaponModel(int id)
}
void
CPed::AimGun()
CPed::AimGun(void)
{
RwV3d pos;
CVector vector;
if (m_pSeekTarget) {
if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, 1);
m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
vector.x = pos.x;
vector.y = pos.y;
vector.z = pos.z;
@ -254,7 +350,7 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
m_ped_flagC20 = 1;
m_ped_flagC20 = true;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
CParticle::AddParticle(PARTICLE_TEST, pos2,
@ -309,7 +405,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
nil, 0.0f, 0, 0, 0, 0);
}
}
m_ped_flagC20 = 1;
m_ped_flagC20 = true;
m_bodyPartBleeding = nodeId;
}
} else {
@ -343,7 +439,7 @@ CPed::SetLookFlag(CPed *target, bool unknown)
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
m_fLookDirection = 999999.0f;
m_lookTimer = 0;
m_ped_flagA20_look = unknown;
m_ped_flagA20 = unknown;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
}
@ -359,7 +455,7 @@ CPed::SetLookFlag(float direction, bool unknown)
m_pLookTarget = nil;
m_fLookDirection = direction;
m_lookTimer = 0;
m_ped_flagA20_look = unknown;
m_ped_flagA20 = unknown;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
}
@ -444,6 +540,330 @@ CPed::Avoid(void)
}
}
void
CPed::ClearAimFlag(void)
{
if (bIsAimingGun) {
bIsAimingGun = false;
bIsRestoringGun = true;
m_pedIK.m_flags &= ~CPedIK:: FLAG_4;
}
if (CPed::IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0;
}
void
CPed::ClearLookFlag(void) {
if (bIsLooking) {
bIsLooking = false;
bIsRestoringLook = true;
m_ped_flagI1 = false;
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
if (CPed::IsPlayer())
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
else
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
CPed::RestorePreviousState();
CPed::ClearLookFlag();
}
}
}
bool
CPed::IsPedHeadAbovePos(float zOffset)
{
RwMatrix mat;
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
return zOffset + GetPosition().z >= mat.pos.z;
}
void
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
{
CWeaponInfo *currentWeapon;
CAnimBlendAssociation *newAnim;
CPed *ped = (CPed*)arg;
if (attackAssoc) {
switch (attackAssoc->animId) {
case ANIM_WEAPON_START_THROW:
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer())
{
attackAssoc->blendDelta = -1000.0;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
} else {
attackAssoc->blendDelta = -1000.0;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
}
newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped);
break;
case ANIM_FIGHT_PPUNCH:
attackAssoc->blendDelta = -8.0;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
break;
case ANIM_WEAPON_THROW:
case ANIM_WEAPON_THROWU:
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
ped->AddWeaponModel(currentWeapon->m_nModelId);
}
break;
default:
if (!ped->m_ped_flagA4)
ped->ClearAttack();
break;
}
} else if (!ped->m_ped_flagA4)
ped->ClearAttack();
}
void
CPed::Attack(void)
{
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
float animStart;
RwFrame *f;
eWeaponType ourWeaponType;
float weaponAnimTime;
RwFrame *i;
eWeaponFire ourWeaponFire;
float animEnd;
CWeaponInfo *ourWeapon;
bool lastReloadWasInFuture;
AnimationId reloadAnim;
CAnimBlendAssociation *reloadAnimAssoc;
float delayBetweenAnimAndFire;
CVector firePos;
ourWeaponType = GetWeapon()->m_eWeaponType;
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
lastReloadWasInFuture = m_ped_flagA4;
reloadAnimAssoc = 0;
reloadAnim = NUM_ANIMS;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
weaponAnim = ourWeapon->m_AnimToPlay;
if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
reloadAnim = ANIM_HGUN_RELOAD;
else if (weaponAnim == ANIM_WEAPON_AK_BODY)
reloadAnim = ANIM_AK_RELOAD;
if (reloadAnim != NUM_ANIMS)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
if (m_ped_flagE10)
return;
if (reloadAnimAssoc) {
if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
CPed::ClearAttack();
return;
}
// BUG: We currently don't know any situation this cond. could be true.
if (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
lastReloadWasInFuture = true;
if (!weaponAnimAssoc) {
if (ourWeapon->m_bThrow) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_WEAPON_THROWU);
delayBetweenAnimAndFire = 0.2f;
} else {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
} else {
animStart = ourWeapon->m_fAnimLoopStart;
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
if (ourWeapon->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::FLAG_4;
else
m_pedIK.m_flags &= ~CPedIK::FLAG_4;
}
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0;
} else {
firePos = ourWeapon->m_vecFireOffset;
if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
firePos = GetMatrix() * firePos;
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
f = GetNodeFrame(PED_FOOTR);
else
f = GetNodeFrame(PED_HANDR);
while (f) {
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &f->modelling);
f = RwFrameGetParent(f);
}
} else {
firePos = GetMatrix() * firePos;
}
GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
RemoveWeaponModel(ourWeapon->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
// If reloading just began, start the animation
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
CPed::ClearLookFlag();
CPed::ClearAimFlag();
m_ped_flagA4 = false;
m_ped_flagA8 = false;
m_lastHitTime = CTimer::GetTimeInMilliseconds();
return;
}
} else {
if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
}
weaponAnimAssoc->speed = 0.5;
// BUG: We currently don't know any situation this cond. could be true.
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
weaponAnimAssoc->callbackType = 0;
}
lastReloadWasInFuture = false;
}
}
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
RwV3dTransformPoints((RwV3d*)ourWeapon->m_vecFireOffset, (RwV3d*)ourWeapon->m_vecFireOffset, 1, &i->modelling);
CVector gunshellPos(
ourWeapon->m_vecFireOffset.x - 0.6f * GetForward().x,
ourWeapon->m_vecFireOffset.y - 0.6f * GetForward().y,
ourWeapon->m_vecFireOffset.z - 0.15f * GetUp().z
);
CVector2D gunshellRot(
GetRight().x,
GetRight().y
);
gunshellRot.Normalise();
CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
animEnd = ourWeapon->m_fAnimLoopEnd;
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
animEnd = 0.56f;
weaponAnimTime = weaponAnimAssoc->currentTime;
// End of the attack
if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
// BUG: We currently don't know any situation this cond. could be true.
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnim = weaponAnimAssoc->animId;
if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
} else {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
}
} else {
if (weaponAnim == ourWeapon->m_Anim2ToPlay)
weaponAnimAssoc->SetCurrentTime(0.1f);
else
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
} else {
CPed::ClearAimFlag();
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) {
if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) {
switch (ourWeaponType) {
case WEAPONTYPE_UZI:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
break;
}
}
}
// Fun fact: removing this part leds to reloading flamethrower
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0;
}
}
}
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
lastReloadWasInFuture = false;
m_ped_flagA4 = lastReloadWasInFuture;
return;
}
if (lastReloadWasInFuture) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
} else {
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
weaponAnimAssoc->flags |= ASSOC_RUNNING;
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
weaponAnimAssoc->SetCurrentTime(0.0f);
if (CPed::IsPlayer()) {
((CPlayerPed*)this)->field_1376 = 0.0f;
((CPlayerPed*)this)->field_1380 = false;
}
}
}
else
CPed::FinishedAttackCB(0, this);
}
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -454,4 +874,10 @@ STARTPATCHES
InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP);
InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP);
InjectHook(0x4E5BD0, &CPed::IsPedHeadAbovePos, PATCH_JUMP);
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
ENDPATCHES

View file

@ -2,10 +2,13 @@
#include "Physical.h"
#include "Weapon.h"
#include "PedIK.h"
#include "PedStats.h"
#include "PedType.h"
#include "PedIK.h"
#include "AnimManager.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "WeaponInfo.h"
struct CPathNode;
@ -13,6 +16,13 @@ enum {
PED_MAX_WEAPONS = 13
};
enum PedOnGroundState {
NO_PED,
PED_BELOW_PLAYER,
PED_ON_THE_FLOOR,
PED_DEAD_ON_THE_FLOOR
};
enum PedState
{
PED_NONE,
@ -98,7 +108,7 @@ public:
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
uint8 m_ped_flagA8 : 1;
uint8 bIsLooking : 1;
uint8 m_ped_flagA20_look : 1; // probably missing in SA
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
uint8 bIsRestoringLook : 1;
uint8 bIsAimingGun : 1;
uint8 bIsRestoringGun : 1;
@ -178,7 +188,7 @@ public:
CPedIK m_pedIK;
uint8 stuff1[8];
uint32 m_nPedStateTimer;
int32 m_nPedState;
PedState m_nPedState;
int32 m_nLastPedState;
int32 m_nMoveState;
int32 m_nStoredActionState;
@ -206,7 +216,7 @@ public:
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
uint8 stuff3[12];
CPed* m_pSeekTarget;
CPed *m_pSeekTarget;
CVehicle *m_pMyVehicle;
bool bInVehicle;
uint8 stuff4[23];
@ -235,7 +245,8 @@ public:
uint8 m_bodyPartBleeding;
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint8 stuff11[32];
uint16 m_numNearPeds;
uint8 stuff11[30];
static void *operator new(size_t);
static void operator delete(void*, size_t);
@ -243,7 +254,7 @@ public:
bool IsPlayer(void);
bool UseGroundColModel(void);
void AddWeaponModel(int id);
void AimGun();
void AimGun(void);
void KillPedWithCar(CVehicle *veh, float impulse);
void Say(uint16 audio);
void SetLookFlag(CPed *target, bool unknown);
@ -255,8 +266,17 @@ public:
void SpawnFlyingComponent(int, int8 unknown);
bool OurPedCanSeeThisOne(CEntity *target);
void Avoid(void);
void Attack(void);
void ClearAimFlag(void);
void ClearLookFlag(void);
void RestorePreviousState(void);
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int);
void SelectGunIfArmed(void);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
@ -265,6 +285,7 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
};
static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");

View file

@ -1,7 +1,39 @@
#include "common.h"
#include "patcher.h"
#include "PedIK.h"
#include "Ped.h"
WRAPPER void CPedIK::GetComponentPosition(RwV3d* pos, int id) { EAXJMP(0x4ED0F0); }
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
WRAPPER bool CPedIK::PointGunAtPosition(CVector* position) { EAXJMP(0x4ED920); }
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
void
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
{
RwFrame *f;
RwMatrix *mat;
f = m_ped->GetNodeFrame(node);
mat = &f->modelling;
*pos = mat->pos;
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
RwV3dTransformPoints(pos, pos, 1, &f->modelling);
}
RwMatrix*
CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
{
RwFrame *i;
*destination = source->modelling;
for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i))
RwMatrixTransform(destination, &i->modelling, rwCOMBINEPOSTCONCAT);
return destination;
}
STARTPATCHES
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
ENDPATCHES

View file

@ -1,5 +1,6 @@
#pragma once
#include "common.h"
#include "PedModelInfo.h"
struct LimbOrientation
{
@ -14,20 +15,21 @@ class CPedIK
public:
// TODO
enum {
FLAG_1,
FLAG_2,
FLAG_4, // aims with arm
FLAG_1 = 1,
FLAG_2 = 2, // related to looking somewhere
FLAG_4 = 4, // aims with arm
};
CPed* m_ped;
CPed *m_ped;
LimbOrientation m_headOrient;
LimbOrientation m_torsoOrient;
LimbOrientation m_upperArmOrient;
LimbOrientation m_lowerArmOrient;
int32 m_flags;
void GetComponentPosition(RwV3d* pos, int id);
bool PointGunInDirection(float phi, float theta);
bool PointGunAtPosition(CVector* position);
bool PointGunAtPosition(CVector *position);
void GetComponentPosition(RwV3d *pos, PedNode node);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
};
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");

View file

@ -2,3 +2,5 @@
#include "patcher.h"
#include "Weapon.h"
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }

View file

@ -1,4 +1,5 @@
#pragma once
#include "Entity.h"
enum eWeaponType
{
@ -18,14 +19,35 @@ enum eWeaponType
WEAPONTYPE_HELICANNON
};
enum eWeaponFire {
WEAPON_FIRE_MELEE,
WEAPON_FIRE_INSTANT_HIT,
WEAPON_FIRE_PROJECTILE,
WEAPON_FIRE_AREA_EFFECT,
WEAPON_FIRE_USE
};
// Taken from MTA SA, seems it's unchanged
enum eWeaponState
{
WEAPONSTATE_READY,
WEAPONSTATE_FIRING,
WEAPONSTATE_RELOADING,
WEAPONSTATE_OUT_OF_AMMO,
WEAPONSTATE_MELEE_MADECONTACT
};
class CWeapon
{
public:
eWeaponType m_eWeaponType;
int32 m_eWeaponState;
eWeaponState m_eWeaponState;
int32 m_nAmmoInClip;
int32 m_nAmmoTotal;
int32 m_nTimer;
bool m_bAddRotOffset;
bool Fire(CEntity*, CVector*);
static void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");

View file

@ -0,0 +1,14 @@
#include "common.h"
#include "patcher.h"
#include "WeaponInfo.h"
CWeaponInfo (&CWeaponInfo::ms_apWeaponInfos)[14] = * (CWeaponInfo(*)[14]) * (uintptr*)0x6503EC;
CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
}
STARTPATCHES
InjectHook(0x564FD0, &CWeaponInfo::GetWeaponInfo, PATCH_JUMP);
ENDPATCHES

45
src/weapons/WeaponInfo.h Normal file
View file

@ -0,0 +1,45 @@
#pragma once
#include "common.h"
#include "Weapon.h"
#include "AnimManager.h"
class CWeaponInfo {
public:
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
uint32 m_nReload;
uint32 m_nAmountofAmmunition;
uint32 m_nDamage;
float m_fSpeed;
float m_fRadius;
float m_fLifespan;
float m_fSpread;
CVector m_vecFireOffset;
AnimationId m_AnimToPlay;
AnimationId m_Anim2ToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
float m_fAnim2FrameFire;
int32 m_nModelId;
// flags
uint8 m_bUseGravity : 1;
uint8 m_bSlowsDown : 1;
uint8 m_bDissipates : 1;
uint8 m_bRandSpeed : 1;
uint8 m_bExpands : 1;
uint8 m_bExplodes : 1;
uint8 m_bCanAim : 1;
uint8 m_bCanAimWithArm : 1;
uint8 m_b1stPerson : 1;
uint8 m_bHeavy : 1;
uint8 m_bThrow : 1;
uint8 stuff;
static CWeaponInfo (&ms_apWeaponInfos)[14];
static CWeaponInfo *GetWeaponInfo(eWeaponType weaponType);
};
static_assert(sizeof(CWeaponInfo) == 0x54, "CWeaponInfo: error");