#include "common.h" #include "World.h" #include "PlayerPed.h" #include "CopPed.h" #include "Wanted.h" #include "DMAudio.h" #include "ModelIndices.h" #include "Vehicle.h" #include "RpAnimBlend.h" #include "AnimBlendAssociation.h" #include "General.h" #include "ZoneCull.h" #include "PathFind.h" #include "RoadBlocks.h" #include "CarCtrl.h" #include "Renderer.h" #include "Camera.h" CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) { m_nCopType = copType; switch (copType) { case COP_STREET: SetModelIndex(MI_COP); GiveWeapon(WEAPONTYPE_COLT45, 1000); m_currentWeapon = WEAPONTYPE_UNARMED; m_fArmour = 0.0f; m_wepSkills = 208; /* TODO: what is this? seems unused */ m_wepAccuracy = 60; break; case COP_FBI: SetModelIndex(MI_FBI); GiveWeapon(WEAPONTYPE_COLT45, 1000); GiveWeapon(WEAPONTYPE_AK47, 1000); SetCurrentWeapon(WEAPONTYPE_AK47); m_fArmour = 100.0f; m_wepSkills = 176; /* TODO: what is this? seems unused */ m_wepAccuracy = 76; break; case COP_SWAT: SetModelIndex(MI_SWAT); GiveWeapon(WEAPONTYPE_COLT45, 1000); GiveWeapon(WEAPONTYPE_UZI, 1000); SetCurrentWeapon(WEAPONTYPE_UZI); m_fArmour = 50.0f; m_wepSkills = 32; /* TODO: what is this? seems unused */ m_wepAccuracy = 68; break; case COP_ARMY: SetModelIndex(MI_ARMY); GiveWeapon(WEAPONTYPE_COLT45, 1000); GiveWeapon(WEAPONTYPE_M16, 1000); GiveWeapon(WEAPONTYPE_GRENADE, 10); SetCurrentWeapon(WEAPONTYPE_M16); m_fArmour = 100.0f; m_wepSkills = 32; /* TODO: what is this? seems unused */ m_wepAccuracy = 84; break; default: break; } m_bIsInPursuit = false; field_1350 = 1; m_bIsDisabledCop = false; m_fAbseilPos = 0.0f; m_attackTimer = 0; m_bBeatingSuspect = false; m_bStopAndShootDisabledZone = false; m_bZoneDisabled = false; field_1364 = -1; SetWeaponLockOnTarget(nil); // VC also initializes in here, but as nil #ifdef FIX_BUGS m_nRoadblockNode = -1; #endif } CCopPed::~CCopPed() { ClearPursuit(); } // Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point void CCopPed::SetArrestPlayer(CPed *player) { if (!IsPedInControl() || !player) return; switch (m_nCopType) { case COP_FBI: Say(SOUND_PED_ARREST_FBI); break; case COP_SWAT: Say(SOUND_PED_ARREST_SWAT); break; default: Say(SOUND_PED_ARREST_COP); break; } if (player->EnteringCar()) { if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) return; // why? player->bGonnaKillTheCarJacker = true; // Genius FindPlayerPed()->m_bCanBeDamaged = false; ((CPlayerPed*)player)->m_pArrestingCop = this; this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); } else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) { player->m_nLastPedState = player->m_nPedState; player->SetPedState(PED_ARRESTED); FindPlayerPed()->m_bCanBeDamaged = false; ((CPlayerPed*)player)->m_pArrestingCop = this; this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); } SetPedState(PED_ARREST_PLAYER); SetObjective(OBJECTIVE_NONE); m_prevObjective = OBJECTIVE_NONE; bIsPointingGunAt = false; m_pSeekTarget = player; m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); SetCurrentWeapon(WEAPONTYPE_COLT45); if (player->InVehicle()) { player->m_pMyVehicle->m_nNumGettingIn = 0; player->m_pMyVehicle->m_nGettingInFlags = 0; player->m_pMyVehicle->bIsHandbrakeOn = true; player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED); } if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) SetCurrentWeapon(WEAPONTYPE_COLT45); } void CCopPed::ClearPursuit(void) { CPlayerPed *player = FindPlayerPed(); if (!player) return; CWanted *wanted = player->m_pWanted; int ourCopId = 0; bool foundMyself = false; int biggestCopId = 0; if (!m_bIsInPursuit) return; m_bIsInPursuit = false; for (int i = 0; i < Max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) { if (!foundMyself && wanted->m_pCops[i] == this) { wanted->m_pCops[i] = nil; --wanted->m_CurrentCops; foundMyself = true; ourCopId = i; biggestCopId = i; } else { if (wanted->m_pCops[i]) biggestCopId = i; } } if (foundMyself && biggestCopId > ourCopId) { wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId]; wanted->m_pCops[biggestCopId] = nil; } m_objective = OBJECTIVE_NONE; m_prevObjective = OBJECTIVE_NONE; m_nLastPedState = PED_NONE; bIsRunning = false; bNotAllowedToDuck = false; bKindaStayInSamePlace = false; m_bStopAndShootDisabledZone = false; m_bZoneDisabled = false; ClearObjective(); if (IsPedInControl()) { if (!m_pMyVehicle || wanted->GetWantedLevel() != 0) { if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) { m_nLastPedState = PED_IDLE; SetSeek((CEntity*)m_pMyVehicle, 2.5f); } else { m_nLastPedState = PED_WANDER_PATH; SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true); } } else { SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } } } // TODO: I don't know why they needed that parameter. void CCopPed::SetPursuit(bool ignoreCopLimit) { CWanted *wanted = FindPlayerPed()->m_pWanted; if (m_bIsInPursuit || !IsPedInControl()) return; if (wanted->m_CurrentCops < wanted->m_MaxCops || ignoreCopLimit) { for (int i = 0; i < wanted->m_MaxCops; ++i) { if (!wanted->m_pCops[i]) { m_bIsInPursuit = true; ++wanted->m_CurrentCops; wanted->m_pCops[i] = this; break; } } if (m_bIsInPursuit) { ClearObjective(); m_prevObjective = OBJECTIVE_NONE; SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed()); SetObjectiveTimer(0); bNotAllowedToDuck = true; bIsRunning = true; m_bStopAndShootDisabledZone = false; } } } void CCopPed::ArrestPlayer(void) { m_pVehicleAnim = nil; CPed *suspect = (CPed*)m_pSeekTarget; if (suspect) { if (suspect->CanSetPedState()) suspect->SetPedState(PED_ARRESTED); if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) { // BUG? I will never understand why they used LINE_UP_TO_CAR_2... LineUpPedWithCar(LINE_UP_TO_CAR_2); } if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) { CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ARREST); if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f) CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ARREST, 4.0f); CVector suspMidPos; suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID); m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y, GetPosition().x, GetPosition().y); m_fRotationCur = m_fRotationDest; SetOrientation(0.0f, 0.0f, m_fRotationCur); } else { ClearPursuit(); } } else { ClearPursuit(); } } void CCopPed::ScanForCrimes(void) { CVehicle *playerVeh = FindPlayerVehicle(); // Look for car alarms if (playerVeh && playerVeh->IsCar()) { if (playerVeh->IsAlarmOn()) { if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f)) FindPlayerPed()->SetWantedLevelNoDrop(1); } } // Look for stolen cop cars if (!m_bIsInPursuit) { CPlayerPed *player = FindPlayerPed(); if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) && player->m_pWanted->GetWantedLevel() == 0) { if (player->m_pMyVehicle #ifdef FIX_BUGS && m_pMyVehicle == player->m_pMyVehicle #endif && player->m_pMyVehicle->bIsLawEnforcer) player->SetWantedLevelNoDrop(1); } } } void CCopPed::CopAI(void) { CWanted *wanted = FindPlayerPed()->m_pWanted; int wantedLevel = wanted->GetWantedLevel(); CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed(); if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) { if (m_nPedState != PED_ARREST_PLAYER) ClearPursuit(); return; } if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) { if (bHitSomethingLastFrame) { m_bZoneDisabled = true; m_bIsDisabledCop = true; #ifdef FIX_BUGS m_nRoadblockNode = -1; #else m_nRoadblockNode = 0; #endif bKindaStayInSamePlace = true; bIsRunning = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; SetIdle(); ClearObjective(); ClearPursuit(); m_prevObjective = OBJECTIVE_NONE; m_nLastPedState = PED_NONE; SetAttackTimer(0); // Safe distance for disabled zone? Or to just make game easier? if (m_fDistanceToTarget > 15.0f) m_bStopAndShootDisabledZone = true; } } else if (m_bZoneDisabled && !CCullZones::NoPolice()) { m_bZoneDisabled = false; m_bIsDisabledCop = false; m_bStopAndShootDisabledZone = false; bKindaStayInSamePlace = false; bCrouchWhenShooting = false; bDuckAndCover = false; ClearPursuit(); } if (wantedLevel > 0) { if (!m_bIsDisabledCop) { if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) { CCopPed *copFarthestToTarget = nil; float copFarthestToTargetDist = m_fDistanceToTarget; int oldCopNum = wanted->m_CurrentCops; int maxCops = wanted->m_MaxCops; for (int i = 0; i < Max(maxCops, oldCopNum); i++) { CCopPed *cop = wanted->m_pCops[i]; if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) { copFarthestToTargetDist = cop->m_fDistanceToTarget; copFarthestToTarget = wanted->m_pCops[i]; } } if (m_bIsInPursuit) { if (copFarthestToTarget && oldCopNum > maxCops) { if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) { ClearPursuit(); } else if(copFarthestToTargetDist > 10.0f) copFarthestToTarget->ClearPursuit(); } } else { if (oldCopNum < maxCops) { SetPursuit(true); } else { if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) { if (copFarthestToTarget && copFarthestToTargetDist > 10.0f) copFarthestToTarget->ClearPursuit(); SetPursuit(true); } } } } else SetPursuit(false); if (!m_bIsInPursuit) return; if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) SetCurrentWeapon(WEAPONTYPE_COLT45); else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) { // i.e. if player is on top of car, cop will still use colt45. SetCurrentWeapon(WEAPONTYPE_UNARMED); } if (FindPlayerVehicle()) { if (m_bBeatingSuspect) { --wanted->m_CopsBeatingSuspect; m_bBeatingSuspect = false; } if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f) ClearPursuit(); } return; } float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange; SetLookFlag(playerOrHisVeh, true); TurnBody(); SetCurrentWeapon(WEAPONTYPE_COLT45); if (!bIsDucking) { if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) { if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) { CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition(); if (m_fDistanceToTarget > 30.0f) { CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RBLOCK_SHOOT); if (crouchShootAssoc) crouchShootAssoc->blendDelta = -1000.0f; // Target is coming onto us if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) { m_bIsDisabledCop = false; bKindaStayInSamePlace = false; bNotAllowedToDuck = false; bDuckAndCover = false; SetPursuit(false); SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed()); } } else if (m_fDistanceToTarget < 5.0f && (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) { m_bIsDisabledCop = false; bKindaStayInSamePlace = false; bNotAllowedToDuck = false; bDuckAndCover = false; } else { // VC checks for != nil compared to buggy behaviour of III. I check for != -1 here. #ifdef VC_PED_PORTS float dotProd; if (m_nRoadblockNode != -1) { CTreadable *roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]]; dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), GetPosition() - roadBlockRoad->GetPosition()); } else dotProd = -1.0f; if(dotProd >= 0.0f) { #else #ifndef FIX_BUGS float copRoadDotProd, targetRoadDotProd; #else float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f; if (m_nRoadblockNode != -1) #endif { CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]]; CVector2D roadFwd = roadBlockRoad->GetForward(); copRoadDotProd = DotProduct2D(GetPosition() - roadBlockRoad->GetPosition(), roadFwd); targetRoadDotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), roadFwd); } // Roadblock may be towards road's fwd or opposite, so check both if ((copRoadDotProd >= 0.0f || targetRoadDotProd >= 0.0f) && (copRoadDotProd <= 0.0f || targetRoadDotProd <= 0.0f)) { #endif bIsPointingGunAt = true; } else { m_bIsDisabledCop = false; bKindaStayInSamePlace = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; bIsDucking = false; bDuckAndCover = false; SetPursuit(false); } } } } else { if (m_fDistanceToTarget < weaponRange) { CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); CVector gunPos = weaponInfo->m_vecFireOffset; TransformToNode(gunPos, PED_HANDR); CColPoint foundCol; CEntity *foundEnt; if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt, false, true, false, false, true, false, false) || foundEnt && foundEnt == playerOrHisVeh) { SetWeaponLockOnTarget(playerOrHisVeh); SetAttack(playerOrHisVeh); SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000)); } SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300)); } SetMoveState(PEDMOVE_STILL); } } } else { if (!m_bIsDisabledCop || m_bZoneDisabled) { if (m_nPedState != PED_AIM_GUN) { if (m_bIsInPursuit) ClearPursuit(); if (IsPedInControl()) { // Entering the vehicle if (m_pMyVehicle && !bInVehicle) { if (m_pMyVehicle->IsLawEnforcementVehicle()) { if (m_pMyVehicle->pDriver) { if (m_pMyVehicle->pDriver->m_nPedType == PEDTYPE_COP) { if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle); } else if (m_pMyVehicle->pDriver->IsPlayer()) { FindPlayerPed()->SetWantedLevelNoDrop(1); } } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } } else { m_pMyVehicle = nil; ClearObjective(); SetWanderPath(CGeneral::GetRandomNumber() & 7); } } #ifdef VC_PED_PORTS else { if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) { for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; if (nearPed->CharCreatedBy == RANDOM_CHAR) { if ((nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->IsGangMember()) && nearPed->IsPedInControl()) { bool anotherCopChasesHim = false; if (nearPed->m_nPedState == PED_FLEE_ENTITY) { if (nearPed->m_fleeFrom && nearPed->m_fleeFrom->IsPed() && ((CPed*)nearPed->m_fleeFrom)->m_nPedType == PEDTYPE_COP) { anotherCopChasesHim = true; } } if (!anotherCopChasesHim) { SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed); nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this); nearPed->bBeingChasedByPolice = true; return; } } } } } } #endif } } } else { if (m_bIsInPursuit && m_nPedState != PED_AIM_GUN) ClearPursuit(); m_bIsDisabledCop = false; bKindaStayInSamePlace = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; bIsDucking = false; bDuckAndCover = false; if (m_pMyVehicle) SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } } } void CCopPed::ProcessControl(void) { if (m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory) return; CPed::ProcessControl(); if (bWasPostponed) return; if (m_nPedState == PED_DEAD) { ClearPursuit(); m_objective = OBJECTIVE_NONE; return; } if (m_nPedState == PED_DIE) return; if (m_nPedState == PED_ARREST_PLAYER) { ArrestPlayer(); return; } GetWeapon()->Update(m_audioEntityId); if (m_moved.Magnitude() > 0.0f) Avoid(); CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed(); CPlayerPed *player = FindPlayerPed(); m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude(); if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) { if (m_fDistanceToTarget < 5.0f) { SetArrestPlayer(player); return; } 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 (IsPedInControl()) { CopAI(); /* switch (m_nCopType) { case COP_FBI: CopAI(); break; case COP_SWAT: CopAI(); break; case COP_ARMY: CopAI(); break; default: CopAI(); break; } */ } else if (InVehicle()) { if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE && CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) { CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17; } } if (IsPedInControl() || m_nPedState == PED_DRIVING) ScanForCrimes(); // They may have used goto to jump here in case of PED_ATTACK. if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) { if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) { SetArrestPlayer(player); } } else { if (m_nPedState == PED_SEEK_POS) { if (player->m_nPedState == PED_ARRESTED) { SetIdle(); SetLookFlag(player, false); SetLookTimer(1000); 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 GTA_VERSION < GTA3_PC_11 && !defined(VC_PED_PORTS) if (!bNotAllowedToDuck && Seek()) { SetMoveState(PEDMOVE_STILL); SetMoveAnim(); SetPointGunAt(m_pedInObjective); } #endif } else if (Seek()) { CVehicle *playerVeh = FindPlayerVehicle(); if (!playerVeh && player && player->EnteringCar()) { SetArrestPlayer(player); } else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) { SetMoveState(PEDMOVE_STILL); } else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) { SetCarJack(playerVeh); } } } } else if (m_nPedState == PED_SEEK_ENTITY) { if (!m_pSeekTarget) { RestorePreviousState(); } else { m_vecSeekPos = m_pSeekTarget->GetPosition(); if (Seek()) { if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) { if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR || (player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) { SetArrestPlayer(player); } else RestorePreviousState(); } else { RestorePreviousState(); } } } } } if (!m_bStopAndShootDisabledZone) return; bool dontShoot = false; if (GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(this)) { 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); } }