#include "common.h" #include "patcher.h" #include "PlayerPed.h" #include "Camera.h" #include "WeaponEffects.h" CPlayerPed::~CPlayerPed() { delete m_pWanted; } WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); } WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); } WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); } WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); } WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); } void CPlayerPed::ClearWeaponTarget() { if (!m_nPedType) { m_pPointGunAt = 0; TheCamera.ClearPlayerWeaponMode(); CWeaponEffects::ClearCrosshair(); } ClearPointGunAt(); } void CPlayerPed::SetWantedLevel(int32 level) { m_pWanted->SetWantedLevel(level); } void CPlayerPed::SetWantedLevelNoDrop(int32 level) { m_pWanted->SetWantedLevelNoDrop(level); } // I don't know actual purpose of parameter void CPlayerPed::AnnoyPlayerPed(bool itsPolice) { int8 *temper = &m_pedStats->m_temper; if (*temper >= 52) { if (itsPolice) { if (*temper < 55) { (*temper)++; } else { (*temper) = 46; } } } else { (*temper)++; } } class CPlayerPed_ : public CPlayerPed { public: void dtor(void) { CPlayerPed::~CPlayerPed(); } }; STARTPATCHES InjectHook(0x4EFB30, &CPlayerPed_::dtor, PATCH_JUMP); InjectHook(0x4F28A0, &CPlayerPed::ClearWeaponTarget, PATCH_JUMP); InjectHook(0x4F3700, &CPlayerPed::AnnoyPlayerPed, PATCH_JUMP); ENDPATCHES