1
0
Fork 0
mirror of https://git.rip/DMCA_FUCKER/re3.git synced 2024-12-23 01:40:00 +00:00

Some CPed functions

Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
erorcun 2019-06-14 15:33:08 +03:00 committed by eray orçunus
parent 54837368c3
commit ed69be36cc
4 changed files with 131 additions and 4 deletions

View file

@ -11,6 +11,8 @@ void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); } void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); } WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
WRAPPER void CPed::SetLookFlag(CEntity* to, bool set) { EAXJMP(0x4C6460); }
static char ObjectiveText[34][28] = { static char ObjectiveText[34][28] = {
"No Obj", "No Obj",
@ -175,3 +177,56 @@ CPed::UseGroundColModel(void)
m_nPedState == PED_DIE || m_nPedState == PED_DIE ||
m_nPedState == PED_DEAD; m_nPedState == PED_DEAD;
} }
void
CPed::AddWeaponModel(int id)
{
RpAtomic* atm;
if (id != -1) {
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
RwFrameDestroy(RpAtomicGetFrame(atm));
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
RpClumpAddAtomic((RpClump*)m_rwObject, atm);
m_wepModelID = id;
}
}
void
CPed::AimGun()
{
RwV3d pos;
CVector vector;
uint8 newFlag;
if (m_pSeekTarget) {
if (m_pSeekTarget->m_status == STATUS_PHYSICS) {
m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, 1);
vector.x = pos.x;
vector.y = pos.y;
vector.z = pos.z;
} else {
vector = *(m_pSeekTarget->GetMatrix().GetPosition());
}
CPed::Say(0x74);
m_ped_flagB40 = m_pedIK.PointGunAtPosition(&vector);
if (m_pPedFight != m_pSeekTarget) {
CPed::SetLookFlag(m_pSeekTarget, 1);
}
} else {
if (CPed::IsPlayer()) {
newFlag = m_pedIK.PointGunInDirection(m_fLookDirection, m_vecMoveSpeedAvg.y);
} else {
newFlag = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0);
}
m_ped_flagB40 = newFlag;
}
}
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
ENDPATCHES

View file

@ -2,6 +2,8 @@
#include "Physical.h" #include "Physical.h"
#include "Weapon.h" #include "Weapon.h"
#include "PedIK.h"
#include <animation\AnimBlendClumpData.h>
enum { enum {
PED_MAX_WEAPONS = 13 PED_MAX_WEAPONS = 13
@ -79,6 +81,22 @@ enum {
PEDMOVE_SPRINT, PEDMOVE_SPRINT,
}; };
enum PedNode {
PED_WAIST = 0,
PED_TORSO, // Smid on PS2/PC, Storso on mobile/xbox. We follow mobile/xbox (makes kicking on ground look better)
PED_HEAD,
PED_UPPERARML,
PED_UPPERARMR,
PED_HANDL,
PED_HANDR,
PED_UPPERLEGL,
PED_UPPERLEGR,
PED_FOOTL,
PED_FOOTR,
PED_NODE_11,
PED_NODE_MAX
};
class CVehicle; class CVehicle;
class CPed : public CPhysical class CPed : public CPhysical
@ -159,7 +177,16 @@ public:
uint8 m_ped_flagI20 : 1; uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1; uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1; uint8 m_ped_flagI80 : 1;
uint8 stuff1[199]; uint8 stuff10[60];
int32 m_pEventEntity;
int32 m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_FRAME_MAX];
int32 m_animGroup;
int32 m_pVehicleAnim;
CVector2D m_vecAnimMoveDelta;
CVector m_vecOffsetSeek;
CPedIK m_pedIK;
uint8 stuff1[12];
int32 m_nPedState; int32 m_nPedState;
int32 m_nLastPedState; int32 m_nLastPedState;
int32 m_nMoveState; int32 m_nMoveState;
@ -167,7 +194,8 @@ public:
CEntity *m_pCurrentPhysSurface; CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface; CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface; CEntity *m_pCurSurface;
uint8 stuff3[16]; uint8 stuff3[12];
CPed* m_pSeekTarget;
CVehicle *m_pMyVehicle; CVehicle *m_pMyVehicle;
bool bInVehicle; bool bInVehicle;
uint8 stuff4[23]; uint8 stuff4[23];
@ -179,14 +207,25 @@ public:
CWeapon m_weapons[PED_MAX_WEAPONS]; CWeapon m_weapons[PED_MAX_WEAPONS];
int32 stuff7; int32 stuff7;
uint8 m_currentWeapon; uint8 m_currentWeapon;
uint8 stuff[163]; uint8 stuff[3];
int32 m_pPointGunAt;
CVector m_vecHitLastPos;
uint8 stuff8[12];
CPed *m_pPedFight;
float m_fLookDirection;
int32 m_wepModelID;
uint8 stuff9[120];
static void *operator new(size_t); static void *operator new(size_t);
static void operator delete(void*, size_t); static void operator delete(void*, size_t);
bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; } bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; }
bool UseGroundColModel(void); bool UseGroundColModel(void);
void AddWeaponModel(int id);
void AimGun();
void KillPedWithCar(CVehicle *veh, float impulse); void KillPedWithCar(CVehicle *veh, float impulse);
void Say(uint16 audio);
void SetLookFlag(CEntity *to, bool set);
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
static Bool &bNastyLimbsCheat; static Bool &bNastyLimbsCheat;
@ -200,4 +239,4 @@ static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error"); static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error"); static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error"); static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
static_assert(sizeof(CPed) == 0x53C, "CPed: error"); static_assert(sizeof(CPed) == 0x53C, "CPed: error");

7
src/entities/PedIK.cpp Normal file
View file

@ -0,0 +1,7 @@
#include "common.h"
#include "patcher.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); }

26
src/entities/PedIK.h Normal file
View file

@ -0,0 +1,26 @@
#pragma once
#include <common.h>
struct LimbOrientation
{
float phi;
float theta;
};
class CPed;
class CPedIK
{
public:
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);
};
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");