Merge branch 'master' into master

This commit is contained in:
aap 2019-07-26 01:34:32 +02:00 committed by GitHub
commit 8804aafc6a
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 1000 additions and 146 deletions

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@ -210,7 +210,7 @@ PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg)
CPed *ped = (CPed*)arg;
if (assoc->blendAmount > 0.5f)
ped->m_ped_flagC10 = true;
ped->bUpdateAnimHeading = true;
if (ped->m_nPedState == PED_MAKE_CALL)
ped->m_nPedState = PED_IDLE;
@ -244,10 +244,10 @@ PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg)
CPed *ped = CPhoneInfo::pedWhoPickingUpPhone;
ped->m_nMoveState = PEDMOVE_STILL;
CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
if (assoc->blendAmount > 0.5f && ped)
CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
CPhoneInfo::pedWhoPickingUpPhone = nil;
}

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@ -1304,6 +1304,17 @@ CCam::GetWeaponFirstPersonOn()
return false;
}
float
CCamera::Find3rdPersonQuickAimPitch(void)
{
float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
// float rot = atan2(clampedFrontZ, sqrt(1.0f - sq(clampedFrontZ)));
float rot = Asin(clampedFrontZ);
return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot);
}
STARTPATCHES
InjectHook(0x42C760, (bool (CCamera::*)(const CVector &center, float radius, const CMatrix *mat))&CCamera::IsSphereVisible, PATCH_JUMP);
InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);

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@ -469,6 +469,8 @@ int m_iModeObbeCamIsInForCar;
void Restore(void);
void SetWidescreenOff(void);
float Find3rdPersonQuickAimPitch(void);
void dtor(void) { this->CCamera::~CCamera(); }
};
static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");

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@ -4,8 +4,16 @@ class CEntity;
enum eExplosionType
{
EXPLOSION_3 = 3,
EXPLOSION_4
EXPLOSION_GRENADE,
EXPLOSION_MOLOTOV,
EXPLOSION_ROCKET,
EXPLOSION_CAR,
EXPLOSION_CAR_QUICK,
EXPLOSION_HELI,
EXPLOSION_MINE,
EXPLOSION_BARREL,
EXPLOSION_TANK_GRENADE,
EXPLOSION_HELI_BOMB
};
class CExplosion

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@ -45,10 +45,10 @@ public:
int8 field_225;
int8 field_226;
int8 field_227;
int32 m_nTimeLostRemoteCar;
int32 m_nTimeLastHealthLoss;
int32 m_nTimeLastArmourLoss;
int32 field_240;
uint32 m_nTimeLostRemoteCar;
uint32 m_nTimeLastHealthLoss;
uint32 m_nTimeLastArmourLoss;
uint32 m_nTimeTankShotGun;
int32 m_nUpsideDownCounter;
int32 field_248;
int16 m_nTrafficMultiplier;

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@ -296,6 +296,8 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); });
DebugMenuAddCmd("Spawn", "Spawn Yakuza", [](){ SpawnCar(MI_YAKUZA); });
DebugMenuAddCmd("Spawn", "Spawn Dodo", [](){ SpawnCar(MI_DODO); });
DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
DebugMenuAddCmd("Debug", "Fix Car", FixCar);

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@ -7,6 +7,7 @@ public:
CVector2D(void) {}
CVector2D(float x, float y) : x(x), y(y) {}
CVector2D(const CVector &v) : x(v.x), y(v.y) {}
float Heading(void) const { return Atan2(-x, y); }
float Magnitude(void) const { return Sqrt(x*x + y*y); }
float MagnitudeSqr(void) const { return x*x + y*y; }

File diff suppressed because it is too large Load Diff

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@ -13,6 +13,47 @@
struct CPathNode;
struct FightMove
{
AnimationId animId;
float startFireTime;
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
uint8 hitLevel;
uint8 damage;
uint8 flags;
};
static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
enum PedFightMoves
{
FIGHTMOVE_NULL,
FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
FIGHTMOVE_GROUNDKICK,
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITBODY,
FIGHTMOVE_HITCHEST,
FIGHTMOVE_HITHEAD,
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM
};
enum ePedPieceTypes
{
PEDPIECE_TORSO,
@ -209,7 +250,7 @@ public:
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
uint8 m_ped_flagC10 : 1; // related with phone
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
@ -223,12 +264,12 @@ public:
uint8 m_ped_flagD40 : 1; // reset when objective changes
uint8 bScriptObjectiveCompleted : 1;
uint8 m_ped_flagE1 : 1;
uint8 bKindaStayInSamePlace : 1;
uint8 m_ped_flagE2 : 1;
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1; // set if you don't want ped to attack
uint8 m_ped_flagE20 : 1; // getup complete?
uint8 bGetUpAnimStarted : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
@ -253,17 +294,17 @@ public:
uint8 m_ped_flagH1 : 1;
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
uint8 m_ped_flagH8 : 1;
uint8 bClearObjective : 1;
uint8 m_ped_flagH10 : 1;
uint8 m_ped_flagH20 : 1;
uint8 m_ped_flagH40 : 1;
uint8 m_ped_flagH80 : 1;
uint8 m_ped_flagI1 : 1;
uint8 m_ped_flagI2 : 1; // if set, limbs won't came off
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 m_ped_flagI4 : 1;
uint8 bHasAlreadyBeenRecorded : 1;
uint8 m_ped_flagI10 : 1;
uint8 bIsFell : 1;
uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
@ -299,8 +340,8 @@ public:
PedState m_nPedState;
PedState m_nLastPedState;
eMoveState m_nMoveState;
int32 m_nStoredActionState;
int32 m_nPrevActionState;
int32 m_nStoredMoveState;
int32 m_nPrevMoveState;
eWaitState m_nWaitState;
uint32 m_nWaitTimer;
void *m_pPathNodesStates[8]; // seems unused
@ -363,10 +404,11 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_lastHitState;
uint8 m_fightFlags1;
uint8 m_fightFlags2;
uint8 pad_4B2[2];
PedFightMoves m_lastFightMove;
uint8 m_fightButtonPressure;
int8 m_fightUnk2; // TODO
uint8 m_fightUnk1; // TODO
uint8 pad_4B3;
CFire* m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;
@ -504,6 +546,16 @@ public:
void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8);
void GrantAmmo(eWeaponType, uint32);
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);
void StartFightAttack(uint8);
void LoadFightData(void);
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
int GetLocalDirection(CVector2D&);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
void SetFall(int, AnimationId, uint8);
// Static methods
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
@ -579,6 +631,8 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
static CColPoint &ms_tempColPoint;
static uint16 &unknownFightThing; // TODO
static FightMove (&ms_fightMoves)[24];
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);

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@ -104,8 +104,7 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
return destination;
}
// A helper function that adjusts "limb" parameter according to limitations. Doesn't move the limb.
int8
uint32
CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
{
int result = 1;

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@ -47,7 +47,7 @@ public:
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
int8 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
uint32 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
bool RestoreGunPosn(void);
};
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");

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@ -1421,9 +1421,111 @@ CAutomobile::FireTruckControl(void)
{ EAXJMP(0x522590);
}
WRAPPER void
void
CAutomobile::TankControl(void)
{ EAXJMP(0x53D530);
{
int i;
// These coords are 1 unit higher then they should be relative to model center
CVector turrentBase(0.0f, -1.394f, 2.296f);
CVector gunEnd(0.0f, 1.813f, 2.979f);
CVector baseToEnd = gunEnd - turrentBase;
if(this != FindPlayerVehicle())
return;
if(CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING)
return;
// Rotate turret
float prevAngle = m_fCarGunLR;
m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep();
if(m_fCarGunLR < 0.0f)
m_fCarGunLR += TWOPI;
if(m_fCarGunLR > TWOPI)
m_fCarGunLR -= TWOPI;
if(m_fCarGunLR != prevAngle)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(m_fCarGunLR - prevAngle));
// Shoot
if(CPad::GetPad(0)->CarGunJustDown() &&
CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun + 800){
CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun = CTimer::GetTimeInMilliseconds();
// more like -sin(angle), cos(angle), i.e. rotated (0,1,0)
CVector turretDir = CVector(Sin(-m_fCarGunLR), Cos(-m_fCarGunLR), 0.0f);
turretDir = Multiply3x3(GetMatrix(), turretDir);
float c = Cos(m_fCarGunLR);
float s = Sin(m_fCarGunLR);
CVector rotatedEnd(
c*baseToEnd.x - s*baseToEnd.y,
s*baseToEnd.x + c*baseToEnd.y,
baseToEnd.z - 1.0f); // correct offset here
rotatedEnd += turrentBase;
CVector point1 = GetMatrix() * rotatedEnd;
CVector point2 = point1 + 60.0f*turretDir;
m_vecMoveSpeed -= 0.06f*turretDir;
m_vecMoveSpeed.z += 0.05f;
CWeapon::DoTankDoomAiming(FindPlayerVehicle(), FindPlayerPed(), &point1, &point2);
CColPoint colpoint;
CEntity *entity = nil;
CWorld::ProcessLineOfSight(point1, point2, colpoint, entity, true, true, true, true, true, true, false);
if(entity)
point2 = colpoint.point - 0.04f*(colpoint.point - point1);
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_TANK_GRENADE, point2, 0);
// Add particles on the way to the explosion;
float shotDist = (point2 - point1).Magnitude();
int n = shotDist/4.0f;
RwRGBA black = { 0, 0, 0, 0 };
for(i = 0; i < n; i++){
float f = (float)i/n;
CParticle::AddParticle(PARTICLE_HELI_DUST,
point1 + f*(point2 - point1),
CVector(0.0f, 0.0f, 0.0f),
nil, 0.1f, black);
}
// More particles
CVector shotDir = point2 - point1;
shotDir.Normalise();
for(i = 0; i < 15; i++){
float f = i/15.0f;
CParticle::AddParticle(PARTICLE_GUNSMOKE2, point1,
shotDir*CGeneral::GetRandomNumberInRange(0.3f, 1.0f)*f,
nil, CGeneral::GetRandomNumberInRange(0.5f, 1.0f)*f, black);
}
// And some gun flashes near the gun
CVector flashPos = point1;
CVector nullDir(0.0f, 0.0f, 0.0f);
int lifeSpan = 250;
if(m_vecMoveSpeed.Magnitude() > 0.08f){
lifeSpan = 125;
flashPos.x += 0.5f*m_vecMoveSpeed.x;
flashPos.y += 0.5f*m_vecMoveSpeed.y;
}
CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan);
flashPos += 0.3f*shotDir;
CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.2f, black, 0, 0, 0, lifeSpan);
flashPos += 0.1f*shotDir;
CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan);
}
// Actually update turret node
if(m_aCarNodes[CAR_WINDSCREEN]){
CMatrix mat;
CVector pos;
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
pos = mat.GetPosition();
mat.SetRotateZ(m_fCarGunLR);
mat.Translate(pos);
mat.UpdateRW();
}
}
WRAPPER void
@ -2313,9 +2415,9 @@ CAutomobile::BlowUpCar(CEntity *culprit)
gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO
CDarkel::RegisterCarBlownUpByPlayer(this);
if(GetModelIndex() == MI_RCBANDIT)
CExplosion::AddExplosion(this, culprit, EXPLOSION_4, GetPosition(), 0); // TODO
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0);
else
CExplosion::AddExplosion(this, culprit, EXPLOSION_3, GetPosition(), 0); // TODO
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
}
bool

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@ -3,11 +3,14 @@
#include "Weapon.h"
#include "Timer.h"
#include "WeaponInfo.h"
#include "Ped.h"
#include "World.h"
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
void
CWeapon::Initialise(eWeaponType type, int ammo)
@ -49,7 +52,42 @@ CWeapon::IsTypeMelee(void)
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
}
bool
CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
{
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
return false;
CWeaponInfo *ourType = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
CVector adjustedOffset = ourType->m_vecFireOffset;
adjustedOffset.z += 0.6f;
CVector point1, point2;
CEntity *foundEnt = nil;
CColPoint foundCol;
if (firePos)
point1 = *firePos;
else
point1 = holder->GetMatrix() * adjustedOffset;
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
point2 = aimEntity->GetPosition();
point2.z += 0.6f;
CWorld::ProcessLineOfSight(point1, point2, foundCol, foundEnt, true, false, false, false, false, false, false);
if (foundEnt && foundEnt->IsBuilding()) {
// That was supposed to be Magnitude, according to leftover code in assembly
float diff = (foundCol.point.z - point1.z);
if (diff < 0.0f && diff > -3.0f)
return true;
}
return false;
}
STARTPATCHES
InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
InjectHook(0x564890, &CWeapon::HitsGround, PATCH_JUMP);
ENDPATCHES

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@ -70,5 +70,7 @@ public:
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
bool IsTypeMelee(void);
bool IsType2Handed(void);
static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
bool HitsGround(CEntity* holder, CVector* firePos, CEntity* aimingTo);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");