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@ -16,6 +16,8 @@
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#include "CarCtrl.h"
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#include "Renderer.h"
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#include "Camera.h"
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#include "PedPlacement.h"
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#include "Ropes.h"
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CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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{
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@ -39,12 +41,13 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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m_wepAccuracy = 76;
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break;
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case COP_SWAT:
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case COP_HELI_SWAT:
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SetModelIndex(MI_SWAT);
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GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
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SetCurrentWeapon(WEAPONTYPE_UZI);
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m_fArmour = 50.0f;
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m_wepSkills = 32; /* TODO: what is this? seems unused */
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m_wepAccuracy = 64;
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m_wepAccuracy = 68;
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break;
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case COP_ARMY:
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SetModelIndex(MI_ARMY);
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@ -77,18 +80,21 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
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field_5FE = 1;
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m_bIsDisabledCop = false;
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m_attackTimer = 0;
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m_bBeatingSuspect = false;
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m_bStopAndShootDisabledZone = false;
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field_601 = false;
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m_bZoneDisabled = false;
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field_628 = -1;
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m_nRoadblockNode = -1; // TODO(Miami): this will be nil
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m_bThrowsSpikeTrap = false;
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field_5FF = 0;
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m_pRopeEntity = nil;
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m_fAbseilPos = 0.0f;
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m_bBeatingSuspect = false;
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m_pPointGunAt = nil;
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m_nHassleTimer = 0;
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field_61C = 0;
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field_624 = 0;
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if (m_pPointGunAt)
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m_pPointGunAt->CleanUpOldReference((CEntity**)&m_pPointGunAt);
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m_pPointGunAt = nil;
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}
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CCopPed::~CCopPed()
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@ -96,24 +102,17 @@ CCopPed::~CCopPed()
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ClearPursuit();
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}
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// --MIAMI: Done
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// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
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void
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CCopPed::SetArrestPlayer(CPed *player)
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{
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if (!IsPedInControl() || !player)
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return;
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/*
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switch (m_nCopType) {
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case COP_FBI:
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Say(SOUND_PED_ARREST_FBI);
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break;
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case COP_SWAT:
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Say(SOUND_PED_ARREST_SWAT);
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break;
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default:
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Say(SOUND_PED_ARREST_COP);
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break;
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} */
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player->Say(SOUND_PED_PLAYER_REACTTOCOP);
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Say(SOUND_PED_ARREST_COP);
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if (player->EnteringCar()) {
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if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
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return;
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@ -128,14 +127,14 @@ CCopPed::SetArrestPlayer(CPed *player)
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} else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
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player->m_nLastPedState = player->m_nPedState;
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player->m_nPedState = PED_ARRESTED;
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player->SetPedState(PED_ARRESTED);
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FindPlayerPed()->m_bCanBeDamaged = false;
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((CPlayerPed*)player)->m_pArrestingCop = this;
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this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
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}
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m_nPedState = PED_ARREST_PLAYER;
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SetPedState(PED_ARREST_PLAYER);
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SetObjective(OBJECTIVE_NONE);
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m_prevObjective = OBJECTIVE_NONE;
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bIsPointingGunAt = false;
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@ -148,10 +147,11 @@ CCopPed::SetArrestPlayer(CPed *player)
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player->m_pMyVehicle->bIsHandbrakeOn = true;
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player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
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}
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE)
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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}
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// --MIAMI: Done
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void
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CCopPed::ClearPursuit(void)
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{
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@ -190,6 +190,7 @@ CCopPed::ClearPursuit(void)
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bNotAllowedToDuck = false;
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bKindaStayInSamePlace = false;
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m_bStopAndShootDisabledZone = false;
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field_601 = false;
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m_bZoneDisabled = false;
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ClearObjective();
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if (IsPedInControl()) {
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@ -207,10 +208,14 @@ CCopPed::ClearPursuit(void)
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}
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}
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// --MIAMI: Done
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// TODO: I don't know why they needed that parameter.
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void
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CCopPed::SetPursuit(bool ignoreCopLimit)
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{
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if (CTimer::GetTimeInMilliseconds() < field_61C)
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return;
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CWanted *wanted = FindPlayerPed()->m_pWanted;
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if (m_bIsInPursuit || !IsPedInControl())
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return;
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@ -236,6 +241,7 @@ CCopPed::SetPursuit(bool ignoreCopLimit)
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}
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}
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// --MIAMI: Done
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void
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CCopPed::ArrestPlayer(void)
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{
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@ -301,6 +307,7 @@ CCopPed::ScanForCrimes(void)
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}
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}
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// --MIAMI: Done
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void
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CCopPed::CopAI(void)
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{
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@ -318,11 +325,6 @@ CCopPed::CopAI(void)
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if (bHitSomethingLastFrame) {
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m_bZoneDisabled = true;
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m_bIsDisabledCop = true;
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#ifdef FIX_BUGS
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m_nRoadblockNode = -1;
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#else
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m_nRoadblockNode = 0;
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#endif
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bKindaStayInSamePlace = true;
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bIsRunning = false;
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bNotAllowedToDuck = false;
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@ -349,6 +351,27 @@ CCopPed::CopAI(void)
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}
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if (wantedLevel > 0) {
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if (!m_bIsDisabledCop) {
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// Turn and shoot the player's vehicle, if possible
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if (!m_bIsInPursuit && !GetWeapon()->IsTypeMelee() && FindPlayerVehicle() && m_fDistanceToTarget < CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange) {
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if (FindPlayerVehicle()->m_vecMoveSpeed.Magnitude2D() > 0.1f) {
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CVector2D distToVeh = GetPosition() - FindPlayerVehicle()->GetPosition();
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distToVeh.Normalise();
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CVector2D vehSpeed = FindPlayerVehicle()->m_vecMoveSpeed;
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vehSpeed.Normalise();
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if (DotProduct2D(distToVeh, vehSpeed) > 0.8f) {
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SetLookFlag(playerOrHisVeh, true);
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SetMoveState(PEDMOVE_STILL);
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if (TurnBody()) {
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SetAttack(FindPlayerVehicle());
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SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
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SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 300.0f));
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}
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} else if (m_nPedState == PED_ATTACK)
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RestorePreviousState();
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}
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}
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if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) {
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CCopPed *copFarthestToTarget = nil;
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float copFarthestToTargetDist = m_fDistanceToTarget;
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@ -391,11 +414,14 @@ CCopPed::CopAI(void)
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if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
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else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
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// i.e. if player is on top of car, cop will still use colt45.
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SetCurrentWeapon(WEAPONTYPE_UNARMED);
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SetCurrentWeapon(GetWeaponSlot(WEAPONTYPE_NIGHTSTICK) >= 0 ? WEAPONTYPE_NIGHTSTICK : WEAPONTYPE_UNARMED);
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}
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if (m_bBeatingSuspect && GetWeapon()->m_eWeaponType == WEAPONTYPE_NIGHTSTICK)
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Say(SOUND_PED_PULLOUTWEAPON);
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if (FindPlayerVehicle()) {
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if (m_bBeatingSuspect) {
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--wanted->m_CopsBeatingSuspect;
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@ -406,18 +432,18 @@ CCopPed::CopAI(void)
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}
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return;
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}
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float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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float weaponRange = weaponInfo->m_fRange;
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SetLookFlag(playerOrHisVeh, true);
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TurnBody();
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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if (!bIsDucking) {
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if (!bIsDucking || bCrouchWhenShooting && GetCrouchFireAnim(weaponInfo)) {
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if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) {
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
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CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
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if (m_fDistanceToTarget > 30.0f) {
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CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
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if (crouchShootAssoc)
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crouchShootAssoc->blendDelta = -1000.0f;
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if (bIsDucking)
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ClearDuck();
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// Target is coming onto us
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if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) {
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@ -435,42 +461,23 @@ CCopPed::CopAI(void)
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bNotAllowedToDuck = false;
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bDuckAndCover = false;
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} else {
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// VC checks for != nil compared to buggy behaviour of III. I check for != -1 here.
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#ifdef VC_PED_PORTS
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// TODO(Miami): Roadblock system is still III
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float dotProd;
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if (m_nRoadblockNode != -1) {
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// TODO(MIAMI): check this, i'm only getting this compile here....
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CPathNode *roadBlockNode = &ThePaths.m_pathNodes[CRoadBlocks::RoadBlockNodes[m_nRoadblockNode]];
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dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockNode->GetPosition(), GetPosition() - roadBlockNode->GetPosition());
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} else
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dotProd = -1.0f;
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if(dotProd >= 0.0f) {
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#else
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#ifndef FIX_BUGS
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float copRoadDotProd, targetRoadDotProd;
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#else
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float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f;
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if (m_nRoadblockNode != -1)
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#endif
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{
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CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]];
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CVector2D roadFwd = roadBlockRoad->GetForward();
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copRoadDotProd = DotProduct2D(GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
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targetRoadDotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
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}
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// Roadblock may be towards road's fwd or opposite, so check both
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if ((copRoadDotProd >= 0.0f || targetRoadDotProd >= 0.0f)
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&& (copRoadDotProd <= 0.0f || targetRoadDotProd <= 0.0f)) {
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#endif
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bIsPointingGunAt = true;
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} else {
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if (bIsDucking)
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ClearDuck();
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m_bIsDisabledCop = false;
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bKindaStayInSamePlace = false;
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bNotAllowedToDuck = false;
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bCrouchWhenShooting = false;
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bIsDucking = false;
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bDuckAndCover = false;
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SetPursuit(false);
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}
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@ -478,7 +485,6 @@ CCopPed::CopAI(void)
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}
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} else {
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if (m_fDistanceToTarget < weaponRange) {
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CVector gunPos = weaponInfo->m_vecFireOffset;
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TransformToNode(gunPos, PED_HANDR);
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@ -487,6 +493,9 @@ CCopPed::CopAI(void)
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if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt,
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false, true, false, false, true, false, false)
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|| foundEnt && foundEnt == playerOrHisVeh) {
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if (m_pPointGunAt)
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m_pPointGunAt->CleanUpOldReference((CEntity**) &m_pPointGunAt);
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m_pPointGunAt = playerOrHisVeh;
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if (playerOrHisVeh)
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playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt);
|
|
|
|
@ -494,7 +503,7 @@ CCopPed::CopAI(void)
|
|
|
|
|
SetAttack(playerOrHisVeh);
|
|
|
|
|
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
|
|
|
|
|
}
|
|
|
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300));
|
|
|
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300));
|
|
|
|
|
}
|
|
|
|
|
SetMoveState(PEDMOVE_STILL);
|
|
|
|
|
}
|
|
|
|
@ -524,10 +533,8 @@ CCopPed::CopAI(void)
|
|
|
|
|
ClearObjective();
|
|
|
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#ifdef VC_PED_PORTS
|
|
|
|
|
else {
|
|
|
|
|
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) {
|
|
|
|
|
} else {
|
|
|
|
|
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_HASSLE_CHAR && CharCreatedBy == RANDOM_CHAR) {
|
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
|
|
|
CPed *nearPed = m_nearPeds[i];
|
|
|
|
|
if (nearPed->CharCreatedBy == RANDOM_CHAR) {
|
|
|
|
@ -547,12 +554,30 @@ CCopPed::CopAI(void)
|
|
|
|
|
nearPed->bBeingChasedByPolice = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (nearPed->m_nPedType != PEDTYPE_COP && !nearPed->IsPlayer()
|
|
|
|
|
&& nearPed->IsPedInControl() && m_nHassleTimer < CTimer::GetTimeInMilliseconds()) {
|
|
|
|
|
|
|
|
|
|
if (nearPed->m_objective == OBJECTIVE_NONE && nearPed->m_nPedState == PED_WANDER_PATH
|
|
|
|
|
&& !nearPed->m_pLookTarget && nearPed->m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
|
|
|
|
|
|
|
|
|
if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(5.0f)) {
|
|
|
|
|
|
|
|
|
|
if (CWorld::GetIsLineOfSightClear(GetPosition(), nearPed->GetPosition(),
|
|
|
|
|
true, false, false, false, false, false, false)) {
|
|
|
|
|
Say(SOUND_PED_COP_REACTION);
|
|
|
|
|
SetObjective(OBJECTIVE_HASSLE_CHAR, nearPed);
|
|
|
|
|
nearPed->SetObjective(OBJECTIVE_WAIT_ON_FOOT_FOR_COP, this);
|
|
|
|
|
m_nHassleTimer = CTimer::GetTimeInMilliseconds() + 100000;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
@ -563,18 +588,35 @@ CCopPed::CopAI(void)
|
|
|
|
|
bKindaStayInSamePlace = false;
|
|
|
|
|
bNotAllowedToDuck = false;
|
|
|
|
|
bCrouchWhenShooting = false;
|
|
|
|
|
bIsDucking = false;
|
|
|
|
|
bDuckAndCover = false;
|
|
|
|
|
if (bIsDucking)
|
|
|
|
|
ClearDuck();
|
|
|
|
|
if (m_pMyVehicle)
|
|
|
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// --MIAMI: Done except commented things
|
|
|
|
|
void
|
|
|
|
|
CCopPed::ProcessControl(void)
|
|
|
|
|
{
|
|
|
|
|
if (m_nCopType == COP_HELI_SWAT)
|
|
|
|
|
ProcessHeliSwat();
|
|
|
|
|
|
|
|
|
|
CPed::ProcessControl();
|
|
|
|
|
|
|
|
|
|
if (m_bThrowsSpikeTrap) {
|
|
|
|
|
// TODO(Miami)
|
|
|
|
|
/*
|
|
|
|
|
if (CGame::currArea != AREA_MALL)
|
|
|
|
|
ProcessStingerCop();
|
|
|
|
|
*/
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO(Miami): CStinger::Process
|
|
|
|
|
|
|
|
|
|
if (bWasPostponed)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
@ -606,25 +648,36 @@ CCopPed::ProcessControl(void)
|
|
|
|
|
if (IsPedInControl())
|
|
|
|
|
SetIdle();
|
|
|
|
|
}
|
|
|
|
|
/*
|
|
|
|
|
|
|
|
|
|
if (m_bIsInPursuit) {
|
|
|
|
|
if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
|
|
|
|
|
switch (m_nCopType) {
|
|
|
|
|
case COP_FBI:
|
|
|
|
|
Say(SOUND_PED_PURSUIT_FBI);
|
|
|
|
|
break;
|
|
|
|
|
case COP_SWAT:
|
|
|
|
|
Say(SOUND_PED_PURSUIT_SWAT);
|
|
|
|
|
break;
|
|
|
|
|
case COP_ARMY:
|
|
|
|
|
Say(SOUND_PED_PURSUIT_ARMY);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
Say(SOUND_PED_PURSUIT_COP);
|
|
|
|
|
break;
|
|
|
|
|
if (player->m_pWanted->m_CurrentCops == 1) {
|
|
|
|
|
Say(SOUND_PED_COP_ALONE);
|
|
|
|
|
} else {
|
|
|
|
|
int numCopsNear = 0;
|
|
|
|
|
for (int i = 0; i < player->m_numNearPeds; ++i) {
|
|
|
|
|
CPed *nearPed = player->m_nearPeds[i];
|
|
|
|
|
if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
|
|
|
|
|
++numCopsNear;
|
|
|
|
|
}
|
|
|
|
|
if (numCopsNear <= 3) {
|
|
|
|
|
Say(SOUND_PED_COP_LITTLECOPSAROUND);
|
|
|
|
|
if (!player->bInVehicle) {
|
|
|
|
|
CVector distToPlayer = player->GetPosition() - GetPosition();
|
|
|
|
|
if (distToPlayer.MagnitudeSqr() < sq(20.0f)) {
|
|
|
|
|
player->Say(SOUND_PED_PLAYER_FARFROMCOPS);
|
|
|
|
|
if (player->m_nPedState != PED_ATTACK && player->m_nPedState != PED_AIM_GUN) {
|
|
|
|
|
player->SetLookFlag(this, false);
|
|
|
|
|
player->SetLookTimer(1000);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if ((CGeneral::GetRandomNumber() % 16) == 1) {
|
|
|
|
|
Say(SOUND_PED_COP_MANYCOPSAROUND);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (IsPedInControl()) {
|
|
|
|
|
CopAI();
|
|
|
|
@ -671,23 +724,10 @@ CCopPed::ProcessControl(void)
|
|
|
|
|
RestorePreviousObjective();
|
|
|
|
|
} else {
|
|
|
|
|
if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
|
|
|
|
|
// This is 1.3f when arresting in car without seeking first (in above)
|
|
|
|
|
#if defined(VC_PED_PORTS) || defined(FIX_BUGS)
|
|
|
|
|
m_distanceToCountSeekDone = 1.3f;
|
|
|
|
|
#else
|
|
|
|
|
m_distanceToCountSeekDone = 2.0f;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bDuckAndCover) {
|
|
|
|
|
#if !defined(GTA3_1_1_PATCH) && !defined(VC_PED_PORTS)
|
|
|
|
|
if (!bNotAllowedToDuck && Seek()) {
|
|
|
|
|
SetMoveState(PEDMOVE_STILL);
|
|
|
|
|
SetMoveAnim();
|
|
|
|
|
SetPointGunAt(m_pedInObjective);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
} else if (Seek()) {
|
|
|
|
|
if (!bDuckAndCover && Seek()) {
|
|
|
|
|
CVehicle *playerVeh = FindPlayerVehicle();
|
|
|
|
|
if (!playerVeh && player && player->EnteringCar()) {
|
|
|
|
|
SetArrestPlayer(player);
|
|
|
|
@ -718,35 +758,100 @@ CCopPed::ProcessControl(void)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!m_bStopAndShootDisabledZone)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
bool dontShoot = false;
|
|
|
|
|
if (GetIsOnScreen()) {
|
|
|
|
|
if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
|
|
|
|
|
CEntity *foundBuilding = nil;
|
|
|
|
|
CColPoint foundCol;
|
|
|
|
|
CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
|
|
|
|
|
CVector camPos = TheCamera.GetGameCamPosition();
|
|
|
|
|
CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
|
|
|
|
|
true, false, false, false, false, false, false);
|
|
|
|
|
if (m_pPointGunAt)
|
|
|
|
|
Say(SOUND_PED_COP_UNK_129);
|
|
|
|
|
|
|
|
|
|
// He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
|
|
|
|
|
// and now has building on front of him. He's stupid, we don't need him.
|
|
|
|
|
if (foundBuilding) {
|
|
|
|
|
FlagToDestroyWhenNextProcessed();
|
|
|
|
|
dontShoot = true;
|
|
|
|
|
if (m_bStopAndShootDisabledZone) {
|
|
|
|
|
bool dontShoot = false;
|
|
|
|
|
if (GetIsOnScreen()) {
|
|
|
|
|
if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
|
|
|
|
|
CEntity* foundBuilding = nil;
|
|
|
|
|
CColPoint foundCol;
|
|
|
|
|
CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
|
|
|
|
|
CVector camPos = TheCamera.GetGameCamPosition();
|
|
|
|
|
CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
|
|
|
|
|
true, false, false, false, false, false, false);
|
|
|
|
|
|
|
|
|
|
// He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
|
|
|
|
|
// and now has building on front of him. He's stupid, we don't need him.
|
|
|
|
|
if (foundBuilding) {
|
|
|
|
|
FlagToDestroyWhenNextProcessed();
|
|
|
|
|
dontShoot = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
FlagToDestroyWhenNextProcessed();
|
|
|
|
|
dontShoot = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!dontShoot) {
|
|
|
|
|
bStopAndShoot = true;
|
|
|
|
|
bKindaStayInSamePlace = true;
|
|
|
|
|
bIsPointingGunAt = true;
|
|
|
|
|
SetAttack(m_pedInObjective);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (field_624 >= 2 && m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
|
|
|
|
|
CVector centre = GetPosition() + CVector(0.f, 0.f, 0.65f);
|
|
|
|
|
if (CWorld::TestSphereAgainstWorld(centre, 0.35f, this, true, false, false, false, false, false)) {
|
|
|
|
|
field_624 = 0;
|
|
|
|
|
m_bStopAndShootDisabledZone = true;
|
|
|
|
|
ClearPursuit();
|
|
|
|
|
SetObjective(OBJECTIVE_NONE);
|
|
|
|
|
SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
|
|
|
|
|
field_61C = CTimer::GetTimeInMilliseconds() + 30000;
|
|
|
|
|
} else {
|
|
|
|
|
field_624 = 0;
|
|
|
|
|
if (GetWeapon()->IsTypeMelee()) {
|
|
|
|
|
// TODO(Miami): enum
|
|
|
|
|
for (int i = 3; i < 7; i++) {
|
|
|
|
|
if (HasWeaponSlot(i)) {
|
|
|
|
|
SetCurrentWeapon(i);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
SetMoveState(PEDMOVE_STILL);
|
|
|
|
|
bStopAndShoot = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
FlagToDestroyWhenNextProcessed();
|
|
|
|
|
dontShoot = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!dontShoot) {
|
|
|
|
|
bStopAndShoot = true;
|
|
|
|
|
bKindaStayInSamePlace = true;
|
|
|
|
|
bIsPointingGunAt = true;
|
|
|
|
|
SetAttack(m_pedInObjective);
|
|
|
|
|
}
|
|
|
|
|
} else if (CTimer::GetTimeStep() / 100.f <= m_fDistanceTravelled)
|
|
|
|
|
field_624 = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// --MIAMI: Done
|
|
|
|
|
void
|
|
|
|
|
CCopPed::ProcessHeliSwat(void)
|
|
|
|
|
{
|
|
|
|
|
CVector bestPos = GetPosition();
|
|
|
|
|
SetPedState(PED_ABSEIL);
|
|
|
|
|
CPedPlacement::FindZCoorForPed(&bestPos);
|
|
|
|
|
if (GetPosition().z - 2.0f >= bestPos.z && m_pRopeEntity) {
|
|
|
|
|
m_fAbseilPos += 0.003f * CTimer::GetTimeStep();
|
|
|
|
|
m_vecMoveSpeed.z = -0.03f;
|
|
|
|
|
m_vecTurnSpeed = CVector(0.f, 0.f, (m_randomSeed % 32) * 0.003f - 0.05f);
|
|
|
|
|
CPhysical::ApplyTurnSpeed();
|
|
|
|
|
GetMatrix().Reorthogonalise();
|
|
|
|
|
CVector posOnRope;
|
|
|
|
|
|
|
|
|
|
if (CRopes::FindCoorsAlongRope(m_nRopeID, m_fAbseilPos, &posOnRope)) {
|
|
|
|
|
SetPosition(posOnRope);
|
|
|
|
|
} else {
|
|
|
|
|
bUsesCollision = true;
|
|
|
|
|
m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
|
|
|
|
|
SetPedState(PED_IDLE);
|
|
|
|
|
m_nCopType = COP_SWAT;
|
|
|
|
|
SetInTheAir();
|
|
|
|
|
bKnockedUpIntoAir = true;
|
|
|
|
|
}
|
|
|
|
|
Say(SOUND_PED_COP_HELIPILOTPHRASE);
|
|
|
|
|
} else {
|
|
|
|
|
bUsesCollision = true;
|
|
|
|
|
m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
|
|
|
|
|
SetPedState(PED_IDLE);
|
|
|
|
|
m_nCopType = COP_SWAT;
|
|
|
|
|
SetInTheAir();
|
|
|
|
|
bKnockedUpIntoAir = true;
|
|
|
|
|
}
|
|
|
|
|
}
|