#include "common.h" #include "patcher.h" #include "ShotInfo.h" #include "Entity.h" #include "Weapon.h" #include "World.h" #include "WeaponInfo.h" #include "General.h" #include "Timer.h" #include "Ped.h" #include "Fire.h" CShotInfo gaShotInfo[NUMSHOTINFOS]; float CShotInfo::ms_afRandTable[20]; // CShotInfo (&gaShotInfo)[100] = *(CShotInfo(*)[100])*(uintptr*)0x64F0D0; // float (&CShotInfo::ms_afRandTable)[20] = *(float(*)[20])*(uintptr*)0x6E9878; /* Used for flamethrower. I don't know why it's name is CShotInfo. Has no relation with any visual, just calculates the area fire affects (including spreading and slowing of fire) and make entities burn/flee. */ void CShotInfo::Initialise() { debug("Initialising CShotInfo...\n"); for(int i=0; im_fRadius; if (weaponInfo->m_fSpread != 0.0f) { gaShotInfo[slot].m_areaAffected.x += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread; gaShotInfo[slot].m_areaAffected.y += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread; gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)]; } gaShotInfo[slot].m_areaAffected.Normalise(); if (weaponInfo->m_bRandSpeed) gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed; else gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed; gaShotInfo[slot].m_sourceEntity = sourceEntity; gaShotInfo[slot].m_timeout = CTimer::GetTimeInMilliseconds() + weaponInfo->m_fLifespan; return true; } void CShotInfo::Shutdown() { debug("Shutting down CShotInfo...\n"); debug("CShotInfo shut down\n"); } void CShotInfo::Update() { for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) { CShotInfo &shot = gaShotInfo[slot]; if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid()) shot.m_sourceEntity = nil; if (!shot.m_inUse) continue; CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon); if (CTimer::GetTimeInMilliseconds() > shot.m_timeout) shot.m_inUse = false; if (weaponInfo->m_bSlowsDown) shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE if (weaponInfo->m_bExpands) shot.m_radius += 0.075f * CTimer::GetTimeStep(); shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected; if (shot.m_sourceEntity) { assert(shot.m_sourceEntity->IsPed()); CPed *ped = (CPed*) shot.m_sourceEntity; float radius = max(1.0f, shot.m_radius); for (int i = 0; i < ped->m_numNearPeds; ++i) { CPed *nearPed = ped->m_nearPeds[i]; if (nearPed->IsPointerValid()) { if (nearPed->IsPedInControl() && (nearPed->GetPosition() - shot.m_startPos).MagnitudeSqr() < radius && !nearPed->bFireProof) { if (!nearPed->IsPlayer()) { nearPed->SetFindPathAndFlee(shot.m_sourceEntity, 10000); nearPed->SetMoveState(PEDMOVE_SPRINT); } gFireManager.StartFire(nearPed, shot.m_sourceEntity, 0.8f, true); } } } } if (!((CTimer::GetFrameCounter() + slot) & 3)) CWorld::SetCarsOnFire(shot.m_startPos.x, shot.m_startPos.y, shot.m_startPos.z, 4.0f, shot.m_sourceEntity); } } STARTPATCHES InjectHook(0x55BFF0, &CShotInfo::Update, PATCH_JUMP); InjectHook(0x55BD70, &CShotInfo::AddShot, PATCH_JUMP); InjectHook(0x55BC60, &CShotInfo::Initialise, PATCH_JUMP); InjectHook(0x55BD50, &CShotInfo::Shutdown, PATCH_JUMP); ENDPATCHES