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Merge pull request #82 from erorcun/erorcun

More CPed
This commit is contained in:
aap 2019-07-01 07:16:45 +02:00 committed by GitHub
commit 9564438647
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 608 additions and 62 deletions

View file

@ -24,6 +24,7 @@ void RpAnimBlendClumpRemoveAllAssociations(RpClump *clump);
void RpAnimBlendClumpRemoveAssociations(RpClump *clump, uint32 mask);
void RpAnimBlendClumpInit(RpClump *clump);
bool RpAnimBlendClumpIsInitialized(RpClump *clump);
void RpAnimBlendClumpFillFrameArray(RpClump* clump, AnimBlendFrameData** frames);
AnimBlendFrameData *RpAnimBlendClumpFindFrame(RpClump *clump, const char *name);
void FillFrameArrayCallBack(AnimBlendFrameData *frame, void *arg);
CAnimBlendAssociation *RpAnimBlendClumpGetAssociation(RpClump *clump, uint32 id);

View file

@ -56,8 +56,6 @@ enum
class CPedStats
{
static CPedStats *(&ms_apPedStats)[NUM_PEDSTATS];
public:
ePedStats m_type;
char m_name[24];
@ -71,6 +69,8 @@ public:
float m_defendWeakness;
int16 m_flags;
static CPedStats* (&ms_apPedStats)[NUM_PEDSTATS];
static void Initialise(void);
static void Shutdown(void);
static void LoadPedStats(void);

View file

@ -2,13 +2,18 @@
#include "patcher.h"
#include "CivilianPed.h"
CCivilianPed::CCivilianPed(int pedtype, int mi)
WRAPPER void CCivilianPed::ProcessControl(void) { EAXJMP(0x4BFFE0); }
CCivilianPed::CCivilianPed(int pedtype, int mi) : CPed(pedtype)
{
ctor(pedtype, mi);
CPed::SetModelIndex(mi);
for (int i = 0; i < 10; i++)
{
m_nearPeds[i] = nil;
}
}
WRAPPER CCivilianPed* CCivilianPed::ctor(int pedtype, int mi) { EAXJMP(0x4BFF30); }
STARTPATCHES
InjectHook(0x4BFF30, &CCivilianPed::ctor, PATCH_JUMP);
InjectHook(0x4BFFC0, &CCivilianPed::dtor, PATCH_JUMP);
ENDPATCHES

View file

@ -6,7 +6,11 @@ class CCivilianPed : public CPed
{
public:
CCivilianPed(int, int);
CCivilianPed* ctor(int, int);
virtual ~CCivilianPed(void) { }
virtual void ProcessControl(void);
CCivilianPed *ctor(int pedtype, int mi) { return ::new (this) CCivilianPed(pedtype, mi); };
void dtor(void) { this->CCivilianPed::~CCivilianPed(); }
};
static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error");

View file

@ -7,12 +7,12 @@ class CCutsceneObject : public CObject
public:
CCutsceneObject(void);
void SetModelIndex(uint32 id);
void ProcessControl(void);
void PreRender(void);
void Render(void);
bool SetupLighting(void);
void RemoveLighting(bool reset);
virtual void SetModelIndex(uint32 id);
virtual void ProcessControl(void);
virtual void PreRender(void);
virtual void Render(void);
virtual bool SetupLighting(void);
virtual void RemoveLighting(bool reset);
void dtor(void) { this->CCutsceneObject::~CCutsceneObject(); }
void SetModelIndex_(uint32 id) { CCutsceneObject::SetModelIndex(id); }

View file

@ -95,7 +95,7 @@ public:
CReference *m_pFirstReference;
CEntity(void);
~CEntity(void);
virtual ~CEntity(void);
virtual void Add(void);
virtual void Remove(void);

View file

@ -19,10 +19,31 @@
#include "CullZones.h"
#include "Population.h"
WRAPPER void CPed::QuitEnteringCar() { EAXJMP(0x4E0E00); }
WRAPPER void CPed::KillPedWithCar(CVehicle* veh, float impulse) { EAXJMP(0x4EC430); }
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::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2480); }
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
WRAPPER void CPed::Teleport(CVector) { EAXJMP(0x4D3E70); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
WRAPPER bool CPed::SetupLighting(void) { EAXJMP(0x4A7D30); }
WRAPPER void CPed::RemoveLighting(bool) { EAXJMP(0x4A7DC0); }
WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
uint16 &CPed::distanceMultToCountPedNear = *(uint16*)0x5F8C98;
CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
@ -66,7 +87,8 @@ CPed::~CPed(void)
DMAudio.DestroyEntity(m_audioEntityId);
}
void CPed::FlagToDestroyWhenNextProcessed(void)
void
CPed::FlagToDestroyWhenNextProcessed(void)
{
bRemoveFromWorld = true;
if (!bInVehicle || !m_pMyVehicle)
@ -87,17 +109,6 @@ void CPed::FlagToDestroyWhenNextProcessed(void)
m_pVehicleAnim = nil;
}
WRAPPER void CPed::QuitEnteringCar() { EAXJMP(0x4E0E00); }
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
static char ObjectiveText[34][28] = {
"No Obj",
"Wait on Foot",
@ -253,6 +264,243 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
CPed::CPed(uint32 pedType) : m_pedIK(this)
{
m_type = ENTITY_TYPE_PED;
bPedPhysics = true;
bUseCollisionRecords = true;
m_vecAnimMoveDelta.x = 0.0;
m_vecAnimMoveDelta.y = 0.0;
m_fHealth = 100.0f;
m_fArmour = 0.0f;
m_nPedType = pedType;
field_520 = 0;
m_talkTimer = 0;
m_talkTypeLast = 167;
m_talkType = 167;
m_objective = 0;
m_prevObjective = 0;
m_nCreatedBy = 1;
field_180 = 0;
m_field_16C = nil;
field_170 = 0;
bInVehicle = 0;
m_pMyVehicle = nil;
m_pVehicleAnim = nil;
m_vecOffsetSeek.x = 0.0;
m_vecOffsetSeek.y = 0.0;
m_vecOffsetSeek.z = 0.0;
m_pedFormation = 0;
m_lastThreatTimer = 0;
m_nPedStateTimer = 0;
m_actionX = 0;
m_actionY = 0;
m_phoneTalkTimer = 0;
m_stateUnused = 0;
m_leaveCarTimer = 0;
m_getUpTimer = 0;
m_attackTimer = 0;
m_timerUnused = 0;
m_lookTimer = 0;
m_standardTimer = 0;
m_lastHitTime = 0;
m_hitRecoverTimer = 0;
field_4E8 = 0;
m_movedX = 0;
m_movedY = 0;
m_fRotationCur = 0.0f;
m_headingRate = 15.0f;
m_fRotationDest = 0.0f;
m_vehEnterType = VEHICLE_ENTER_FRONT_LEFT;
m_walkAroundType = 0;
m_pCurrentPhysSurface = nil;
m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
m_pSeekTarget = nil;
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
m_wepSkills = 0;
field_318 = 1.0f;
field_31C = 0;
m_phoneId = -1;
m_lastAccident = 0;
m_fleeFrom = nil;
m_fleeFromPosX = 0;
m_fleeFromPosY = 0;
m_fleeTimer = 0;
m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
m_seekExAngle = 0.0f;
m_nWaitState = 0;
m_nWaitTimer = 0;
m_pCollidingEntity = nil;
m_nPedState = PED_IDLE;
m_nLastPedState = PED_NONE;
m_nMoveState = 1;
m_nStoredActionState = 0;
m_pFire = nil;
m_pPointGunAt = nil;
m_pLookTarget = 0;
m_fLookDirection = 0.0f;
m_pCurSurface = 0;
m_targetUnused = nil;
m_nPathNodes = 0;
m_nCurPathNode = 0;
m_nPathState = 0;
m_pNextPathNode = nil;
m_pLastPathNode = nil;
m_routeLastPoint = -1;
m_routePoints = 0;
m_routePos = 0;
m_routeType = 0;
m_bodyPartBleeding = -1;
m_fMass = 70.0f;
m_fTurnMass = 100.0f;
m_fAirResistance = 0.4f / m_fMass;
m_fElasticity = 0.05f;
bIsStanding = false;
m_ped_flagA2 = false;
m_ped_flagA4 = false;
bIsPointingGunAt = false;
bIsLooking = false;
m_ped_flagA20 = false;
bIsRestoringLook = false;
bIsAimingGun = false;
bIsRestoringGun = false;
bCanPointGunAtTarget = false;
m_ped_flagB4 = false;
m_ped_flagB8 = false;
m_ped_flagB10 = false;
m_ped_flagB20 = false;
m_ped_flagB40 = false;
m_ped_flagB80 = false;
m_ped_flagC1 = false;
m_ped_flagC2 = true;
m_ped_flagC4 = true;
m_ped_flagC8 = false;
m_ped_flagC10 = false;
m_ped_flagC20 = false;
m_ped_flagC40 = false;
m_ped_flagC80 = false;
m_ped_flagD1 = false;
m_ped_flagD2 = false;
m_ped_flagD4 = false;
m_ped_flagD8 = false;
m_ped_flagD10 = false;
m_ped_flagD20 = false;
m_ped_flagD40 = false;
m_ped_flagD80 = false;
m_ped_flagE1 = false;
m_ped_flagE2 = false;
m_ped_flagE4 = false;
m_ped_flagE8 = false;
bCantFireBecauseCrouched = false;
m_ped_flagE20 = false;
bDoBloodyFootprints = false;
m_ped_flagE80 = false;
m_ped_flagF1 = false;
m_ped_flagF2 = false;
m_ped_flagF4 = false;
m_ped_flagF8 = false;
m_ped_flagF10 = false;
m_ped_flagF20 = false;
m_ped_flagF40 = false;
m_ped_flagF80 = false;
m_ped_flagG1 = false;
m_ped_flagG2 = true;
m_ped_flagG4 = false;
m_ped_flagG8 = false;
m_ped_flagG10 = false;
m_ped_flagG20 = false;
m_ped_flagG40 = false;
m_ped_flagG80 = false;
m_ped_flagH1 = false;
m_ped_flagH2 = false;
m_ped_flagH4 = false;
m_ped_flagH8 = false;
m_ped_flagH10 = false;
m_ped_flagH20 = false;
m_ped_flagH40 = false;
m_ped_flagH80 = false;
m_ped_flagI1 = false;
m_ped_flagI2 = false;
m_ped_flagI4 = false;
bRecordedForReplay = false;
m_ped_flagI10 = false;
if ((CGeneral::GetRandomNumber() & 3) == 0)
m_ped_flagD1 = true;
m_audioEntityId = DMAudio.CreateEntity(0, this);
DMAudio.SetEntityStatus(m_audioEntityId, 1);
m_fearFlags = CPedType::GetThreats(m_nPedType);
m_threatEntity = nil;
m_eventOrThread = CVector2D(0.0f, 0.0f);
m_pEventEntity = nil;
m_fAngleToEvent = 0.0f;
m_numNearPeds = 0;
for (int i = 0; i < 10; i++)
{
m_nearPeds[i] = nil;
if (i < 8) {
m_pPathNodesStates[i] = nil;
}
}
m_maxWeaponTypeAllowed = 0;
m_currentWeapon = 0;
m_storedWeapon = NO_STORED_WEAPON;
for(int i = 0; i < NUM_PED_WEAPONTYPES; i++)
{
GetWeapon(i)->m_eWeaponType = WEAPONTYPE_UNARMED;
GetWeapon(i)->m_eWeaponState = WEAPONSTATE_READY;
GetWeapon(i)->m_nAmmoInClip = 0;
GetWeapon(i)->m_nAmmoTotal = 0;
GetWeapon(i)->m_nTimer = 0;
}
m_lastHitState = 0;
GiveWeapon(WEAPONTYPE_UNARMED, 0);
m_wepAccuracy = 60;
m_lastWepDam = -1;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
CPopulation::UpdatePedCount(m_nPedType, false);
}
void
CPed::GiveWeapon(eWeaponType weaponType, int ammo)
{
CWeapon *weapon = GetWeapon(weaponType);
if (HasWeapon(weaponType))
{
if (ammo > 99999)
weapon->m_nAmmoTotal = 99999;
else
weapon->m_nAmmoTotal = ammo;
weapon->Reload();
}
else
{
weapon->Initialise(weaponType, ammo);
// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
m_maxWeaponTypeAllowed++;
}
if (weapon->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
weapon->m_eWeaponState = WEAPONSTATE_READY;
}
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
@ -787,7 +1035,7 @@ CPed::Attack(void)
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0;
weaponAnimAssoc->speed = 1.0f;
} else {
firePos = ourWeapon->m_vecFireOffset;
@ -871,7 +1119,7 @@ CPed::Attack(void)
}
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
animLoopEnd = 0.56f;
animLoopEnd = 3.4f/6.0f;
weaponAnimTime = weaponAnimAssoc->currentTime;
@ -986,8 +1234,8 @@ CPed::SelectGunIfArmed(void)
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType;
if (GetWeapon(i)->m_nAmmoTotal > 0) {
weaponType = GetWeapon(i)->m_eWeaponType;
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
SetCurrentWeapon(weaponType);
@ -1659,6 +1907,154 @@ CPed::PlayFootSteps(void)
}
}
bool
CPed::IsPointerValid(void)
{
int8 pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8;
if (pedIndex < 0 || pedIndex >= NUMPEDS)
return false;
if (m_entryInfoList.first || FindPlayerPed() == this)
return true;
return false;
}
// Binary insertion sort
void
CPed::SortPeds(CPed** list, int min, int max)
{
if (min >= max)
return;
CVector leftDiff, rightDiff;
CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition();
float middleDist = middleDiff.Magnitude();
int left = max;
int right;
for(right = min; right <= left; )
{
// Those 1.0s are to make sure loop always run for first time.
for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++)
{
rightDiff = GetPosition() - list[right]->GetPosition();
rightDist = rightDiff.Magnitude();
}
right--;
for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--)
{
leftDiff = GetPosition() - list[left]->GetPosition();
leftDist = leftDiff.Magnitude();
}
left++;
if (right <= left)
{
CPed *ped = list[right];
list[right] = list[left];
list[left] = ped;
right++;
left--;
}
}
SortPeds(list, min, left);
SortPeds(list, right, max);
}
void
CPed::BuildPedLists(void)
{
static CPed* unsortedNearPeds[10];
static uint16 nextNearPedSlot;
if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) {
for(int i = 0; i < 10; ) {
if (m_nearPeds[i]) {
if (m_nearPeds[i]->IsPointerValid()) {
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
if (distSqr < 900.0f) {
i++;
continue;
}
}
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
for (int j = i; j < 9; j++) {
m_nearPeds[j] = m_nearPeds[j + 1];
m_nearPeds[j + 1] = nil;
}
// Above loop won't work when it's 9, so we need to empty slot 9.
m_nearPeds[9] = nil;
m_numNearPeds--;
} else
i++;
}
} else {
CVector centre = CEntity::GetBoundCentre();
CRect rect(
(centre.x - 20.0f) * 0.025f + 50.0f,
(centre.y - 20.0f) * 0.025f + 50.0f,
(centre.x + 20.0f) * 0.025f + 50.0f,
(centre.y + 20.0f) * 0.025f + 50.0f);
nextNearPedSlot = 0;
for(int y = rect.top; y <= rect.bottom; y++)
{
for(int x = rect.left; x <= rect.right; x++)
{
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next)
{
CPed *ped = (CPed*)pedPtrNode->item;
if (ped != this && !ped->bInVehicle)
{
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
if (distanceMultToCountPedNear * 30.0f > dist)
{
unsortedNearPeds[nextNearPedSlot] = ped;
nextNearPedSlot++;
}
}
}
}
}
unsortedNearPeds[nextNearPedSlot] = nil;
SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1);
for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++)
{
CPed *ped = unsortedNearPeds[m_numNearPeds];
if (!ped)
break;
m_nearPeds[m_numNearPeds] = ped;
}
for (int pedToClear = m_numNearPeds; pedToClear < 10; pedToClear++)
m_nearPeds[pedToClear] = nil;
}
}
void
CPed::SetPedStats(ePedStats pedStat)
{
m_pedStats = CPedStats::ms_apPedStats[pedStat];
}
void
CPed::SetModelIndex(uint32 mi)
{
CEntity::SetModelIndex(mi);
RpAnimBlendClumpInit((RpClump*) m_rwObject);
RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames);
CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
SetPedStats(static_cast<ePedStats>(modelInfo->m_pedStatType));
m_headingRate = m_pedStats->m_headingChangeRate;
m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup);
CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
}
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
@ -1684,6 +2080,7 @@ WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4
WRAPPER void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6550); }
STARTPATCHES
InjectHook(0x4C41C0, &CPed::ctor, PATCH_JUMP);
InjectHook(0x4C50D0, &CPed::dtor, PATCH_JUMP);
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -1714,4 +2111,9 @@ STARTPATCHES
InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP);
InjectHook(0x4C5330, &CPed::SetPedStats, PATCH_JUMP);
InjectHook(0x4C52A0, &CPed::SetModelIndex_, PATCH_JUMP);
InjectHook(0x4D6570, &CPed::FlagToDestroyWhenNextProcessed_, PATCH_JUMP);
ENDPATCHES

View file

@ -121,6 +121,7 @@ public:
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
uint8 bIsRestoringLook : 1;
uint8 bIsAimingGun : 1;
uint8 bIsRestoringGun : 1;
uint8 bCanPointGunAtTarget : 1;
uint8 m_ped_flagB4 : 1;
@ -129,6 +130,7 @@ public:
uint8 m_ped_flagB20 : 1;
uint8 m_ped_flagB40 : 1;
uint8 m_ped_flagB80 : 1;
uint8 m_ped_flagC1 : 1;
uint8 m_ped_flagC2 : 1;
uint8 m_ped_flagC4 : 1;
@ -137,6 +139,7 @@ public:
uint8 m_ped_flagC20 : 1; // just left some body part?
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
uint8 m_ped_flagD1 : 1;
uint8 m_ped_flagD2 : 1;
uint8 m_ped_flagD4 : 1;
@ -145,6 +148,7 @@ public:
uint8 m_ped_flagD20 : 1;
uint8 m_ped_flagD40 : 1;
uint8 m_ped_flagD80 : 1;
uint8 m_ped_flagE1 : 1;
uint8 m_ped_flagE2 : 1;
uint8 m_ped_flagE4 : 1;
@ -153,6 +157,7 @@ public:
uint8 m_ped_flagE20 : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
uint8 m_ped_flagF1 : 1;
uint8 m_ped_flagF2 : 1;
uint8 m_ped_flagF4 : 1;
@ -161,6 +166,7 @@ public:
uint8 m_ped_flagF20 : 1;
uint8 m_ped_flagF40 : 1;
uint8 m_ped_flagF80 : 1;
uint8 m_ped_flagG1 : 1;
uint8 m_ped_flagG2 : 1;
uint8 m_ped_flagG4 : 1;
@ -169,6 +175,7 @@ public:
uint8 m_ped_flagG20 : 1;
uint8 m_ped_flagG40 : 1;
uint8 m_ped_flagG80 : 1;
uint8 m_ped_flagH1 : 1;
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
@ -177,6 +184,7 @@ public:
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;
uint8 m_ped_flagI4 : 1;
@ -187,10 +195,22 @@ public:
uint8 m_ped_flagI80 : 1;
uint8 stuff10[3];
uint8 m_nCreatedBy;
uint8 stuff14[11];
CPed *m_field_16C;
uint8 stuff12[44];
int32 m_pEventEntity;
uint8 field_161;
uint8 pad_162[2];
uint32 m_objective;
uint32 m_prevObjective;
CPed* m_field_16C;
uint32 field_170;
uint32 field_174;
uint32 field_178;
uint32 field_17C;
uint32 field_180;
uint32 m_pedFormation;
uint32 m_fearFlags;
CEntity *m_threatEntity;
CVector2D m_eventOrThread;
uint32 m_eventType;
CEntity* m_pEventEntity;
float m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
AssocGroupId m_animGroup;
@ -198,7 +218,8 @@ public:
CVector2D m_vecAnimMoveDelta;
CVector m_vecOffsetSeek;
CPedIK m_pedIK;
uint8 stuff1[8];
float m_actionX;
float m_actionY;
uint32 m_nPedStateTimer;
PedState m_nPedState;
PedState m_nLastPedState;
@ -206,10 +227,9 @@ public:
int32 m_nStoredActionState;
int32 m_nPrevActionState;
int32 m_nWaitState;
int32 m_nWaitTimer;
private:
uint32 stuff0[28];
public:
uint32 m_nWaitTimer;
void *m_pPathNodesStates[8];
CVector2D m_stPathNodeStates[10];
uint16 m_nPathNodes;
uint8 m_nCurPathNode;
int8 m_nPathState;
@ -220,7 +240,14 @@ public:
CPathNode *m_pLastPathNode;
float m_fHealth;
float m_fArmour;
uint8 stuff2[20];
int16 m_routeLastPoint;
uint16 m_routePoints;
uint16 m_routePos;
uint16 m_routeType;
uint16 m_routeCurDir;
uint16 field_2D2;
float m_movedX;
float m_movedY;
float m_fRotationCur;
float m_fRotationDest;
uint32 m_headingRate;
@ -229,24 +256,43 @@ public:
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
uint8 stuff3[12];
CVector m_vecSeekVehicle;
CEntity *m_pSeekTarget;
CVehicle *m_pMyVehicle;
bool bInVehicle;
uint8 stuff4[23];
uint8 pad_315[3];
uint32 field_318;
uint8 field_31C;
uint8 field_31D;
int16 m_phoneId;
uint32 m_lookingForPhone;
uint32 m_phoneTalkTimer;
void *m_lastAccident;
int32 m_nPedType;
CPedStats *m_pedStats;
uint8 stuff5[24];
float m_fleeFromPosX;
float m_fleeFromPosY;
CEntity *m_fleeFrom;
uint32 m_fleeTimer;
uint32 field_344;
uint32 m_lastThreatTimer;
CEntity *m_pCollidingEntity;
uint8 stuff6[12];
uint8 m_stateUnused;
uint8 pad_351[3];
uint32 m_timerUnused;
CEntity *m_targetUnused;
CWeapon m_weapons[NUM_PED_WEAPONTYPES];
eWeaponType m_storedWeapon;
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 stuff[2];
int32 m_pPointGunAt;
uint8 m_wepSkills;
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint8 stuff8[8];
uint32 m_lastHitState;
uint8 m_fightFlags1;
uint8 m_fightFlags2;
uint8 pad_4B2[2];
CFire* m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;
@ -260,23 +306,43 @@ public:
uint32 m_hitRecoverTimer;
uint32 field_4E0;
uint32 m_duckTimer;
uint8 stuff13[4];
uint32 field_4E8;
int32 m_bloodyFootprintCount;
uint8 stuff9[2];
uint8 m_bodyPartBleeding; // PedNode
int8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
uint8 stuff11[30];
int8 m_lastWepDam;
uint8 pad_51F;
uint8 field_520;
uint8 pad_521[3];
uint32 m_talkTimer;
uint16 m_talkTypeLast;
uint16 m_talkType;
CVector m_vecSeekPosEx;
float m_seekExAngle;
static void *operator new(size_t);
static void *operator new(size_t, int);
static void operator delete(void*, size_t);
static void operator delete(void*, int);
~CPed(void);
void FlagToDestroyWhenNextProcessed(void);
CPed(uint32 pedType);
virtual ~CPed(void);
virtual void SetModelIndex(uint32 mi);
virtual void ProcessControl(void);
virtual void Teleport(CVector);
virtual void PreRender(void);
virtual void Render(void);
virtual bool SetupLighting(void);
virtual void RemoveLighting(bool);
virtual void FlagToDestroyWhenNextProcessed(void);
virtual int32 ProcessEntityCollision(CEntity*, CColPoint*);
virtual void SetMoveAnim(void);
CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
void dtor(void) { this->CPed::~CPed(); }
bool IsPlayer(void);
@ -313,6 +379,11 @@ public:
void SetPedPositionInCar(void);
void PlayFootSteps(void);
void QuitEnteringCar(void);
bool IsPointerValid(void);
void SortPeds(CPed**, int, int);
void BuildPedLists(void);
void GiveWeapon(eWeaponType weaponType, int ammo);
void SetPedStats(ePedStats);
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
@ -347,8 +418,16 @@ public:
bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
CWeapon* GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
// to make patching virtual functions possible
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
// set by 0482:set_threat_reaction_range_multiplier opcode
static uint16 &distanceMultToCountPedNear;
static CVector &offsetToOpenRegularCarDoor;
static CVector &offsetToOpenLowCarDoor;
static CVector &offsetToOpenVanDoor;

View file

@ -6,6 +6,20 @@
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
CPedIK::CPedIK(CPed *ped)
{
m_ped = ped;
m_flags = 0;
m_headOrient.phi = 0.0f;
m_headOrient.theta = 0.0f;
m_torsoOrient.phi = 0.0f;
m_torsoOrient.theta = 0.0f;
m_upperArmOrient.phi = 0.0f;
m_upperArmOrient.theta = 0.0f;
m_lowerArmOrient.phi = 0.0f;
m_lowerArmOrient.theta = 0.0f;
}
void
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
{

View file

@ -27,6 +27,7 @@ public:
LimbOrientation m_lowerArmOrient;
int32 m_flags;
CPedIK(CPed *ped);
bool PointGunInDirection(float phi, float theta);
bool PointGunAtPosition(CVector *position);
void GetComponentPosition(RwV3d *pos, PedNode node);

View file

@ -65,12 +65,13 @@ public:
~CPhysical(void);
// from CEntity
void Add(void);
void Remove(void);
CRect GetBoundRect(void);
void ProcessControl(void);
virtual void Add(void);
virtual void Remove(void);
virtual CRect GetBoundRect(void);
virtual void ProcessControl(void);
virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *point);
virtual void ProcessShift(void);
virtual void ProcessCollision(void);
void RemoveAndAdd(void);
void AddToMovingList(void);
@ -130,8 +131,6 @@ public:
bool ProcessCollisionSectorList(CPtrList *lists);
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
void ProcessShift(void);
void ProcessCollision(void);
// to make patching virtual functions possible
void dtor(void) { this->CPhysical::~CPhysical(); }

View file

@ -1,6 +1,41 @@
#include "common.h"
#include "patcher.h"
#include "Weapon.h"
#include "Timer.h"
#include "WeaponInfo.h"
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
void
CWeapon::Initialise(eWeaponType type, int ammo)
{
m_eWeaponType = type;
m_eWeaponState = WEAPONSTATE_READY;
if (ammo > 99999)
m_nAmmoTotal = 99999;
else
m_nAmmoTotal = ammo;
m_nAmmoInClip = 0;
Reload();
m_nTimer = 0;
}
void
CWeapon::Reload(void)
{
if (m_nAmmoTotal == 0)
return;
CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
m_nAmmoInClip = info->m_nAmountofAmmunition;
else
m_nAmmoInClip = m_nAmmoTotal;
}
STARTPATCHES
InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
ENDPATCHES

View file

@ -45,11 +45,17 @@ class CWeapon
public:
eWeaponType m_eWeaponType;
eWeaponState m_eWeaponState;
int32 m_nAmmoInClip;
int32 m_nAmmoTotal;
uint32 m_nAmmoInClip;
uint32 m_nAmmoTotal;
int32 m_nTimer;
bool m_bAddRotOffset;
CWeapon() {
m_bAddRotOffset = false;
}
void Initialise(eWeaponType type, int ammo);
void Reload(void);
bool Fire(CEntity*, CVector*);
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
};