re3/src/peds/PedFight.cpp

4192 lines
138 KiB
C++

#include "common.h"
#include "main.h"
#include "RpAnimBlend.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "Darkel.h"
#include "DMAudio.h"
#include "FileMgr.h"
#include "General.h"
#include "Object.h"
#include "Pad.h"
#include "Particle.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Stats.h"
#include "TempColModels.h"
#include "VisibilityPlugins.h"
#include "Vehicle.h"
#include "Automobile.h"
#include "WaterLevel.h"
#include "World.h"
#include "Bike.h"
#include "Glass.h"
#include "SpecialFX.h"
uint16 nPlayerInComboMove;
RpClump* flyingClumpTemp;
FightMove tFightMoves[NUM_FIGHTMOVES] =
{
/*
{ ANIM_STD_NUM, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_PUNCH, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_STD_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_FIGHT_SHUFFLE_F, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_FIGHT_KNEE, 4.f/30.f, 0.2f, 0.0f, 0.6f, 1.0f, HITLEVEL_LOW, 2, 0 },
{ ANIM_STD_FIGHT_LHOOK, 8.f/30.f, 10.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_HIGH, 3, 0 },
{ ANIM_STD_FIGHT_JAB, 4.f/30.f, 0.2f, 0.0f, 0.7f, 1.0f, HITLEVEL_HIGH, 3, 0 },
{ ANIM_STD_FIGHT_PUNCH, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_STD_FIGHT_LONGKICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
{ ANIM_STD_FIGHT_ROUNDHOUSE, 8.f/30.f, 10.f/30.f, 0.0f, 0.6f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
{ ANIM_STD_FIGHT_KICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
{ ANIM_STD_FIGHT_HEAD, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
{ ANIM_STD_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
{ ANIM_STD_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
{ ANIM_STD_FIGHT_ELBOW_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
{ ANIM_STD_FIGHT_BKICK_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
{ ANIM_STD_FIGHT_ELBOW_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
{ ANIM_STD_KICKGROUND, 10.f/30.f, 14.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_GROUND, 1, 0 },
{ ANIM_STD_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_FLOOR, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_STD_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
{ ANIM_ATTACK_1, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_ATTACK_2, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_ATTACK_3, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
{ ANIM_STD_FIGHT_2IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
*/
};
static PedOnGroundState
CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
{
PedOnGroundState stateToReturn;
float angleToFace;
CPed *currentPed = nil;
PedState currentPedState;
CPed *pedOnTheFloor = nil;
CPed *deadPed = nil;
CPed *pedBelow = nil;
bool foundDead = false;
bool foundOnTheFloor = false;
bool foundBelow = false;
float angleDiff;
float distance;
if (!CGame::nastyGame)
return NO_PED;
for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) {
currentPed = attacker->m_nearPeds[currentPedId];
CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
distance = posDifference.Magnitude();
if (distance < 2.0f) {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
currentPed->GetPosition().x, currentPed->GetPosition().y,
attacker->GetPosition().x, attacker->GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);
angleDiff = Abs(angleToFace - attacker->m_fRotationCur);
if (angleDiff > PI)
angleDiff = 2 * PI - angleDiff;
currentPedState = currentPed->m_nPedState;
if (currentPed->OnGroundOrGettingUp()) {
if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
if (currentPedState == PED_DEAD) {
foundDead = 1;
if (!deadPed)
deadPed = currentPed;
} else if (!currentPed->IsPedHeadAbovePos(-0.6f)) {
foundOnTheFloor = 1;
if (!pedOnTheFloor)
pedOnTheFloor = currentPed;
}
}
} else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f))
|| (distance < 1.3f && angleDiff < DEGTORAD(55.0f))
|| (distance < 1.7f && angleDiff < DEGTORAD(35.0f))
|| (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) {
// Either this condition or below one was probably returning 4 early in development. See Fight().
foundBelow = 1;
pedBelow = currentPed;
break;
} else {
if (angleDiff < DEGTORAD(75.0f)) {
foundBelow = 1;
if (!pedBelow)
pedBelow = currentPed;
}
}
}
}
if (foundOnTheFloor) {
currentPed = pedOnTheFloor;
stateToReturn = PED_ON_THE_FLOOR;
} else if (foundDead) {
currentPed = deadPed;
stateToReturn = PED_DEAD_ON_THE_FLOOR;
} else if (foundBelow) {
currentPed = pedBelow;
stateToReturn = PED_IN_FRONT_OF_ATTACKER;
} else {
currentPed = nil;
stateToReturn = NO_PED;
}
if (pedOnGround)
*pedOnGround = currentPed;
return stateToReturn;
}
void
CPed::SetPointGunAt(CEntity *to)
{
if (to) {
SetLookFlag(to, true, true);
SetAimFlag(to);
SetLookTimer(INT32_MAX);
}
CWeaponInfo* curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
if (m_nPedState == PED_AIM_GUN || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK || curWeapon->m_AnimToPlay == ASSOCGRP_STD)
return;
if (m_nPedState != PED_ATTACK)
SetStoredState();
SetPedState(PED_AIM_GUN);
bIsPointingGunAt = true;
SetMoveState(PEDMOVE_STILL);
CAnimBlendAssociation *aimAssoc;
if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
} else {
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
}
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) {
aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
} else {
aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_ATTACK_1);
}
aimAssoc->blendAmount = 0.0f;
aimAssoc->blendDelta = 8.0f;
}
if (to && !IsPlayer())
Say(SOUND_PED_ATTACK);
}
void
CPed::PointGunAt(void)
{
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
float animLoopStart = weaponInfo->m_fAnimLoopStart;
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
animLoopStart = weaponInfo->m_fAnim2LoopStart;
}
}
if (weaponAssoc && weaponAssoc->currentTime > animLoopStart * 0.4f) {
weaponAssoc->SetCurrentTime(animLoopStart);
weaponAssoc->flags &= ~ASSOC_RUNNING;
if (bIsDucking)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
}
void
CPed::ClearPointGunAt(void)
{
CAnimBlendAssociation *animAssoc;
CWeaponInfo *weaponInfo;
ClearLookFlag();
ClearAimFlag();
bIsPointingGunAt = false;
if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
SetPedState(PED_IDLE);
RestorePreviousState();
}
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
}
}
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0f;
}
}
void
CPed::SetAttack(CEntity *victim)
{
CPed *victimPed = nil;
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CAnimBlendAssociation *animAssoc;
if (victim && victim->IsPed())
victimPed = (CPed*)victim;
if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE || (bIsDucking && !bCrouchWhenShooting))
return;
if (curWeapon->IsFlagSet(WEAPONFLAG_RELOAD) &&
(RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(curWeapon)) || RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(curWeapon)))) {
if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
bIsAttacking = false;
else
bIsAttacking = true;
return;
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->IsFlagSet(WEAPONFLAG_FIGHTMODE) || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
if (IsPlayer() ||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))) {
if (m_nPedState != PED_ATTACK) {
SetPedState(PED_ATTACK);
bIsAttacking = false;
CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
} else {
StartFightAttack(CGeneral::GetRandomNumber());
}
return;
}
if (curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK) &&
(IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed >= 1.0f ||
m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) {
if (m_nPedState != PED_ATTACK) {
SetPedState(PED_ATTACK);
bIsAttacking = false;
CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
return;
}
if (m_pSeekTarget)
m_pSeekTarget->CleanUpOldReference(&m_pSeekTarget);
m_pSeekTarget = victim;
if (m_pSeekTarget)
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM)) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
aimPos += GetUp() * 0.35f;
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
if (obstacle) {
if(gaTempSphereColPoints[0].surfaceB != SURFACE_TRANSPARENT_CLOTH && gaTempSphereColPoints[0].surfaceB != SURFACE_METAL_CHAIN_FENCE &&
gaTempSphereColPoints[0].surfaceB != SURFACE_WOOD_BENCH && gaTempSphereColPoints[0].surfaceB != SURFACE_SCAFFOLD_POLE) {
if (!IsPlayer()) {
bObstacleShowedUpDuringKillObjective = true;
m_shootTimer = 0;
SetAttackTimer(1500);
m_shotTime = CTimer::GetTimeInMilliseconds();
}
return;
}
}
m_pLookTarget = victim;
if (victim) {
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
}
if (m_pLookTarget) {
SetAimFlag(m_pLookTarget);
} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
SetAimFlag(m_fRotationCur);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
SetAimFlag(m_fRotationCur);
}
}
if (m_nPedState == PED_ATTACK) {
bIsAttacking = true;
return;
}
if (IsPlayer() || (!victimPed || victimPed->IsPedInControl())) {
if (IsPlayer())
CPad::GetPad(0)->ResetAverageWeapon();
uint8 pointBlankStatus;
if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
&& (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
ClearAimFlag();
// This condition is pointless
if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed && (IsPlayer() || !m_carInObjective))
StartFightAttack(200);
} else {
if (!curWeapon->IsFlagSet(WEAPONFLAG_CANAIM))
m_pSeekTarget = nil;
if (m_nPedState != PED_AIM_GUN)
SetStoredState();
SetPedState(PED_ATTACK);
SetMoveState(PEDMOVE_NONE);
if (bCrouchWhenShooting && bIsDucking && curWeapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
if (curMoveAssoc) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
delete curMoveAssoc;
}
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f);
} else {
float animDelta = 8.0f;
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
animDelta = 1000.0f;
AnimationId fireAnim;
if (curWeapon->IsFlagSet(WEAPONFLAG_THROW))
fireAnim = ANIM_THROWABLE_START_THROW;
else if (CGame::nastyGame && (curWeapon->IsFlagSet(WEAPONFLAG_GROUND_2ND) || curWeapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))) {
PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil);
if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) {
fireAnim = GetFireAnimGround(curWeapon, false);
} else {
fireAnim = GetFireAnimNotDucking(curWeapon);
}
} else {
fireAnim = GetFireAnimNotDucking(curWeapon);
}
CAnimBlendAssociation* curFireAssoc = RpAnimBlendClumpGetAssociation(GetClump(), fireAnim);
if (curFireAssoc) {
if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, fireAnim)->hierarchy->name, curFireAssoc->hierarchy->name) != 0) {
delete curFireAssoc;
}
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, fireAnim, animDelta);
}
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
return;
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP)
SetWaitState(WAITSTATE_SURPRISE, nil);
SetLookFlag(victim, true, true);
SetLookTimer(100);
}
void
CPed::ClearAttack(void)
{
if (m_nPedState != PED_ATTACK || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
return;
if (FindPlayerPed() == this && TheCamera.Using1stPersonWeaponMode()) {
SetPointGunAt(nil);
} else if (bIsPointingGunAt) {
if (m_pLookTarget)
SetPointGunAt(m_pLookTarget);
else
ClearPointGunAt();
} else if (m_objective != OBJECTIVE_NONE) {
SetIdle();
} else {
RestorePreviousState();
}
}
void
CPed::ClearAttackByRemovingAnim(void)
{
if (m_nPedState != PED_ATTACK)
return;
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weapon));
if (!weaponAssoc) {
if (GetCrouchFireAnim(weapon))
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
}
if (!weaponAssoc) {
if(GetFinishingAttackAnim(weapon))
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFinishingAttackAnim(weapon));
}
if (!weaponAssoc) {
if(GetSecondFireAnim(weapon))
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(weapon));
}
if (!weaponAssoc) {
if(Get3rdFireAnim(weapon))
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(weapon));
}
if (weaponAssoc) {
weaponAssoc->blendDelta = -8.0f;
weaponAssoc->flags &= ~ASSOC_RUNNING;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
} else {
ClearAttack();
}
}
void
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
{
CAnimBlendAssociation *newAnim, *reloadAnimAssoc = nil;
CPed *ped = (CPed*)arg;
CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
if (ped->m_nPedState != PED_ATTACK) {
if (ped->bIsDucking && ped->IsPedInControl()) {
if (GetCrouchReloadAnim(currentWeapon)) {
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (GetCrouchFireAnim(currentWeapon) && attackAssoc) {
if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
}
}
}
} else if (attackAssoc && attackAssoc->animId == ANIM_THROWABLE_START_THROW && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
attackAssoc->blendDelta = -1000.0f;
newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROWU);
} else {
attackAssoc->blendDelta = -1000.0;
newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW);
}
newAnim->SetFinishCallback(FinishedAttackCB, ped);
} else if (ped->bIsDucking && ped->bCrouchWhenShooting) {
if (GetCrouchReloadAnim(currentWeapon)) {
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
}
if (GetCrouchFireAnim(currentWeapon) && attackAssoc) {
if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 8.0f);
newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
newAnim->flags &= ~ASSOC_RUNNING;
}
}
if (!ped->bIsAttacking)
ped->ClearAttack();
} else if (GetSecondFireAnim(currentWeapon) && ped->bIsAttacking && currentWeapon->m_AnimToPlay != ASSOCGRP_THROW) {
AnimationId groundAnim = GetFireAnimGround(currentWeapon);
CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
if (!(groundAnimAssoc && (groundAnimAssoc->blendAmount > 0.95f || groundAnimAssoc->blendDelta > 0.0f))) {
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK) {
newAnim = CAnimManager::BlendAnimation(
ped->GetClump(), currentWeapon->m_AnimToPlay, GetSecondFireAnim(currentWeapon), 8.0f);
} else {
newAnim = CAnimManager::BlendAnimation(
ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f);
}
newAnim->SetFinishCallback(FinishedAttackCB, ped);
}
} else {
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
return;
}
if (attackAssoc) {
if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) {
ped->RemoveWeaponModel(currentWeapon->m_nModelId);
ped->AddWeaponModel(currentWeapon->m_nModelId);
}
}
}
if (!ped->bIsAttacking)
ped->ClearAttack();
}
}
void
CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
if (ped->DyingOrDead())
return;
if (ped->bIsDucking && ped->bCrouchWhenShooting) {
CAnimBlendAssociation *crouchFireAssoc = nil;
if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
}
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD) && reloadAssoc) {
if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
CAnimBlendAssociation *crouchAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 8.0f);
crouchAssoc->SetCurrentTime(crouchAssoc->hierarchy->totalLength);
crouchAssoc->flags &= ~ASSOC_RUNNING;
}
}
} else if (weapon->IsFlagSet(WEAPONFLAG_RELOAD_LOOP2START) && ped->bIsAttacking) {
CAnimBlendAssociation *fireAssoc =
CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
fireAssoc->SetRun();
if (fireAssoc->currentTime == reloadAssoc->hierarchy->totalLength)
fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
else if (fireAssoc->currentTime < weapon->m_fAnimLoopStart)
fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
}
}
uint8
CPed::CheckForPointBlankPeds(CPed *pedToVerify)
{
float pbDistance = 1.1f;
if (GetWeapon()->IsType2Handed())
pbDistance = 1.6f;
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (!pedToVerify || pedToVerify == nearPed) {
CVector diff = nearPed->GetPosition() - GetPosition();
if (diff.MagnitudeSqr() < SQR(pbDistance)) {
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
nearPed->GetPosition().x, nearPed->GetPosition().y,
GetPosition().x, GetPosition().y);
neededAngle = CGeneral::LimitRadianAngle(neededAngle);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(neededAngle - m_fRotationCur);
if (neededTurn > PI)
neededTurn = 2*PI - neededTurn;
PedState nearPedState = nearPed->m_nPedState;
if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY)
return NO_POINT_BLANK_PED;
if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
if (pedToVerify == nearPed)
return POINT_BLANK_FOR_WANTED_PED;
else
return POINT_BLANK_FOR_SOMEONE_ELSE;
}
}
}
}
return NO_POINT_BLANK_PED;
}
void
CPed::Attack(void)
{
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
float weaponAnimTime;
float animLoopEnd;
CWeaponInfo *ourWeapon;
bool attackShouldContinue;
CAnimBlendAssociation *reloadAnimAssoc;
CAnimBlendAssociation *throwAssoc;
float delayBetweenAnimAndFire;
float animLoopStart;
CVector firePos;
ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
weaponAnimAssoc = nil;
attackShouldContinue = !!bIsAttacking;
reloadAnimAssoc = nil;
throwAssoc = nil;
animLoopStart = ourWeapon->m_fAnimLoopStart;
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
weaponAnim = ourWeapon->m_AnimToPlay;
if (bIsDucking) {
if(GetCrouchFireAnim(ourWeapon) && bCrouchWhenShooting) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
}
} else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = 11.f/30.f;
animLoopEnd = 19.f/30.f;
delayBetweenAnimAndFire = 14.f/30.f;
}
} else {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon));
}
if (GetReloadAnim(ourWeapon)) {
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(ourWeapon));
}
if (GetCrouchReloadAnim(ourWeapon) && !reloadAnimAssoc) {
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(ourWeapon));
}
if ( reloadAnimAssoc && reloadAnimAssoc->IsRunning() ) {
if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
ClearAttack();
return;
}
if ( reloadAnimAssoc ) {
reloadAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
if ( reloadAnimAssoc->blendDelta >= 0.0f )
reloadAnimAssoc->blendDelta = -8.0f;
}
if (GetThrowAnim(ourWeapon)) {
throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetThrowAnim(ourWeapon));
}
if ( CTimer::GetTimeInMilliseconds() < m_shootTimer )
attackShouldContinue = true;
bool meleeAttackStarted = false;
if ( !weaponAnimAssoc ) {
if (GetMeleeStartAnim(ourWeapon)) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(ourWeapon));
if ( weaponAnimAssoc ) {
if ( IsPlayer() )
meleeAttackStarted = true;
switch ( ourWeapon->m_AnimToPlay ) {
case ASSOCGRP_UNARMED:
case ASSOCGRP_SCREWDRIVER:
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
delayBetweenAnimAndFire = 0.2f;
animLoopStart = 0.1f;
break;
default:
break;
}
animLoopEnd = 99.9f;
}
}
}
if (!weaponAnimAssoc) {
if (GetSecondFireAnim(ourWeapon)) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
}
}
if (!weaponAnimAssoc) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
}
if (!weaponAnimAssoc) {
if (!throwAssoc) {
if (attackShouldContinue) {
if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
} else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE ||
!GetFireAnimGround(ourWeapon, false) ||
CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
} else {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimGround(ourWeapon, false), 8.0f);
}
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
weaponAnimAssoc->SetRun();
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
weaponAnimAssoc->SetCurrentTime(0.0f);
if (IsPlayer()) {
((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
((CPlayerPed*)this)->m_bHaveTargetSelected = false;
}
}
} else
FinishedAttackCB(nil, this);
}
return;
}
if (meleeAttackStarted && IsPlayer()) {
if (((CPlayerPed*)this)->m_bHaveTargetSelected || ((CPlayerPed*)this)->m_fMoveSpeed < 0.5f) {
weaponAnimAssoc->SetRun();
} else {
if (weaponAnimAssoc->currentTime > animLoopStart && weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= animLoopStart)
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
}
}
float animStart = animLoopStart * 0.4f;
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW
|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0f;
} else {
firePos = ourWeapon->m_vecFireOffset;
if(ourWeapon->m_AnimToPlay != ASSOCGRP_BASEBALLBAT && ourWeapon->m_AnimToPlay != ASSOCGRP_GOLFCLUB) {
if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE) {
TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
} else {
firePos = GetMatrix() * firePos;
}
} else {
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
firePos = GetMatrix() * firePos;
}
GetWeapon()->Fire(this, &firePos);
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) {
RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
}
if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
int damagerType = ENTITY_TYPE_NOTHING;
if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
damagerType = m_pDamageEntity->GetType();
}
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break;
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break;
default:
break;
}
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
weaponAnimAssoc->callbackType = 0;
}
}
attackShouldContinue = false;
}
} else {
CVector firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
firePos = GetMatrix() * firePos;
GetWeapon()->Fire(this, &firePos);
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
int damagerType = ENTITY_TYPE_PED;
if (m_pDamageEntity)
damagerType = m_pDamageEntity->GetType();
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_MADECONTACT, (float)damagerType);
if (IsPlayer()) {
CPad::GetPad(0)->StartShake(240, 180);
}
} else {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_IDLE, 0.0f);
if (IsPlayer()) {
CPad::GetPad(0)->StartShake(240, 90);
}
}
attackShouldContinue = false;
}
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && ourWeapon->m_AnimToPlay == ASSOCGRP_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
firePos = ourWeapon->m_vecFireOffset;
TransformToNode(firePos, PED_HANDR);
CVector gunshellPos(
firePos.x - 0.6f * GetForward().x,
firePos.y - 0.6f * GetForward().y,
firePos.z - 0.15f * GetUp().z
);
CVector2D gunshellRot(
GetRight().x,
GetRight().y
);
gunshellRot.Normalise();
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
if (IsPlayer()) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) {
float loopEndWithDelay = animLoopEnd;
if (loopEndWithDelay >= 98.0f)
loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
}
}
}
// Anim breakout on running
if (IsPlayer()) {
if (CPad::GetPad(0)->GetSprint()) {
if (!attackShouldContinue && weaponAnimAssoc->currentTime > ourWeapon->m_fAnimBreakout) {
weaponAnimAssoc->blendDelta = -4.0f;
FinishedAttackCB(nil, this);
return;
}
}
}
weaponAnimTime = weaponAnimAssoc->currentTime;
// Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(
GetClump(), ourWeapon->m_AnimToPlay,
bIsDucking && GetCrouchReloadAnim(ourWeapon) ? GetCrouchReloadAnim(ourWeapon) : GetReloadAnim(ourWeapon),
8.0f);
newReloadAssoc->SetFinishCallback(FinishedReloadCB, this);
}
ClearLookFlag();
ClearAimFlag();
bIsAttacking = false;
bIsPointingGunAt = false;
m_shootTimer = CTimer::GetTimeInMilliseconds();
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
return;
}
}
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
&& (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)) {
PedOnGroundState pedOnGroundState;
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
if (weaponAnimAssoc->animId == fireAnim)
weaponAnimAssoc->SetCurrentTime(0.1f);
else {
if (GetFireAnimGround(ourWeapon, false)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, fireAnim, 8.0f);
} else {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_KICKGROUND, 8.0f);
}
}
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
} else if (GetSecondFireAnim(ourWeapon)) {
if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_ATTACK_1, 8.0f);
} else {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
}
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
} else {
weaponAnimAssoc->SetCurrentTime(animLoopStart);
weaponAnimAssoc->SetRun();
}
} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnimAssoc->SetCurrentTime(animLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt);
} else {
ClearAimFlag();
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
// Fun fact: removing this part leds to reloading flamethrower
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0f;
}
}
}
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
attackShouldContinue = false;
bIsAttacking = attackShouldContinue;
}
void
CPed::StartFightAttack(uint8 buttonPressure)
{
if (!IsPedInControl() || (m_attackTimer > CTimer::GetTimeInMilliseconds() && buttonPressure != 0))
return;
if (m_nPedState == PED_FIGHT) {
m_fightButtonPressure = buttonPressure;
return;
}
if (m_nPedState != PED_AIM_GUN)
SetStoredState();
if (m_nWaitState != WAITSTATE_FALSE) {
ClearWaitState();
RestoreHeadingRate();
}
CAnimBlendAssociation* animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
if (animAssoc) {
RestoreHeadingRate();
}
SetMoveState(PEDMOVE_NONE);
m_nStoredMoveState = PEDMOVE_NONE;
bool fightWithWeapon = false;
CAnimBlendAssociation *fightIdleAssoc;
CWeaponInfo* weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
if (GetFightIdleWithMeleeAnim(weaponInfo)) {
fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo), 1000.0f);
fightWithWeapon = true;
} else {
fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE, 1000.0f);
}
} else {
fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE, 1000.0f);
}
m_lastFightMove = FIGHTMOVE_IDLE;
m_curFightMove = IsPlayer() ? ChooseAttackPlayer(buttonPressure, fightWithWeapon) : ChooseAttackAI(buttonPressure, fightWithWeapon);
SetPedState(PED_FIGHT);
m_fightButtonPressure = 0;
if (m_curFightMove > FIGHTMOVE_NULL && m_curFightMove != FIGHTMOVE_IDLE) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
tFightMoves[m_curFightMove].animId, 8.0f);
if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1) {
switch (GetWeapon()->m_eWeaponType) {
case WEAPONTYPE_SCREWDRIVER:
case WEAPONTYPE_KNIFE:
animAssoc->speed = 1.05f;
break;
case WEAPONTYPE_GOLFCLUB:
case WEAPONTYPE_NIGHTSTICK:
case WEAPONTYPE_BASEBALLBAT:
case WEAPONTYPE_HAMMER:
case WEAPONTYPE_KATANA:
animAssoc->speed = 0.8f;
break;
case WEAPONTYPE_CLEAVER:
case WEAPONTYPE_MACHETE:
animAssoc->speed = 0.9f;
break;
}
} else {
animAssoc->speed = 0.8f;
}
if (IsPlayer())
animAssoc->SetCurrentTime(0.08f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
} else {
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
m_fightState = FIGHTSTATE_NO_MOVE;
m_takeAStepAfterAttack = false;
bIsAttacking = true;
if (IsPlayer())
nPlayerInComboMove = 0;
}
void
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
{
if (m_nPedState == PED_DEAD) {
if (CGame::nastyGame) {
if (hitLevel == HITLEVEL_GROUND) {
CAnimBlendAssociation *floorHitAssoc;
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) {
floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f);
} else {
floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f);
}
if (floorHitAssoc) {
floorHitAssoc->SetCurrentTime(0.0f);
floorHitAssoc->SetRun();
floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
}
}
if (CGame::nastyGame) {
CVector headPos = GetNodePosition(PED_HEAD);
for(int i = 0; i < 4; ++i) {
CVector bloodDir(0.0f, 0.0f, 0.1f);
CVector bloodPos = headPos - 0.2f * GetForward();
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
}
}
}
} else if (m_nPedState == PED_FALL) {
if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) {
CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL) ?
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f) :
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR, 8.0f);
if (floorHitAssoc) {
floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
} else if (IsPedInControl()) {
if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
|| (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
AnimationId shotAnim;
switch (direction) {
case 1:
shotAnim = ANIM_STD_HITBYGUN_LEFT;
break;
case 2:
shotAnim = ANIM_STD_HITBYGUN_BACK;
break;
case 3:
shotAnim = ANIM_STD_HITBYGUN_RIGHT;
break;
default:
shotAnim = ANIM_STD_HITBYGUN_FRONT;
break;
}
CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim);
if (!shotAssoc || shotAssoc->blendDelta < 0.0f)
shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f);
shotAssoc->SetCurrentTime(0.0f);
shotAssoc->SetRun();
shotAssoc->flags |= ASSOC_FADEOUTWHENDONE;
} else {
int time = CGeneral::GetRandomNumberInRange(1000, 3000);
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
}
} else {
bool fall = true;
AnimationId hitAnim;
switch (direction) {
case 1:
hitAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_STD_HIT_BACK;
} else {
hitAnim = ANIM_STD_HIGHIMPACT_BACK;
}
break;
case 3:
hitAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
if (hitLevel == HITLEVEL_LOW) {
hitAnim = ANIM_STD_KO_SHOT_STOMACH;
/* LCS: removed
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_STD_HIT_WALK;
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_STD_HIT_HEAD;
*/
} else {
hitAnim = ANIM_STD_KO_SHOT_FACE;
}
break;
}
if (fall) {
SetFall(500, hitAnim, false);
} else {
CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim);
if (!hitAssoc || hitAssoc->blendDelta < 0.0f)
hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f);
hitAssoc->SetCurrentTime(0.0f);
hitAssoc->SetRun();
hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
}
}
Say(SOUND_PED_DEFEND);
} else {
Say(SOUND_PED_DEFEND);
switch (hitLevel) {
case HITLEVEL_GROUND:
m_curFightMove = FIGHTMOVE_HITONFLOOR;
break;
case HITLEVEL_LOW:
if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
SetFall(1000, ANIM_STD_HIGHIMPACT_BACK, false);
Say(SOUND_PED_DEFEND);
return;
} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
SetFall(1000, ANIM_STD_KO_SHOT_STOMACH, false);
Say(SOUND_PED_DEFEND);
return;
}
m_curFightMove = FIGHTMOVE_HITFRONT; // LCS
break;
case HITLEVEL_HIGH:
switch (direction) {
case 1:
m_curFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
m_curFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
// LCS: removed
//if (unk <= 5)
// m_curFightMove = FIGHTMOVE_HITHEAD;
//else
// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
m_curFightMove = FIGHTMOVE_HITFRONT;
break;
}
break;
default:
switch (direction) {
case 1:
m_curFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
m_curFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
// LCS: removed
//if (unk <= 5)
// m_curFightMove = FIGHTMOVE_HITCHEST;
//else
// m_curFightMove = FIGHTMOVE_HITBIGSTEP;
m_curFightMove = FIGHTMOVE_HITFRONT;
break;
}
break;
}
if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
m_curFightMove = FIGHTMOVE_HITONFLOOR;
if (m_nPedState == PED_FIGHT) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
if (IsPlayer())
moveAssoc->speed = 1.2f;
m_takeAStepAfterAttack = 0;
m_fightButtonPressure = 0;
} else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->speed = 1.2f;
} else {
if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
SetStoredState();
if (m_nWaitState != WAITSTATE_FALSE) {
ClearWaitState();
RestoreHeadingRate();
}
SetPedState(PED_FIGHT);
m_fightButtonPressure = 0;
m_lastFightMove = FIGHTMOVE_IDLE;
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_STARTWALK);
if (walkStartAssoc) {
walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT;
walkStartAssoc->blendDelta = -1000.0f;
}
CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
if (!walkStopAssoc)
walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
if (walkStopAssoc) {
walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
walkStopAssoc->blendDelta = -1000.0f;
RestoreHeadingRate();
}
SetMoveState(PEDMOVE_NONE);
m_nStoredMoveState = PEDMOVE_NONE;
CAnimBlendAssociation *fightIdleAssoc;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
if (GetFightIdleWithMeleeAnim(weaponInfo)) {
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo));
} else {
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE);
}
} else {
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE);
}
fightIdleAssoc->blendAmount = 1.0f;
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_takeAStepAfterAttack = false;
bIsAttacking = true;
}
if (m_pedInObjective && m_pedInObjective->IsPlayer() && !IsPlayer())
((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
}
}
}
void
CPed::Fight(void)
{
CAnimBlendAssociation *currentAssoc, *animAssoc;
bool fightWithWeapon = false;
eWeaponType weapon = GetWeapon()->m_eWeaponType;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE) && weapon != WEAPONTYPE_UNARMED) {
fightWithWeapon = true;
tFightMoves[FIGHTMOVE_MELEE1].startFireTime = weaponInfo->m_fAnimFrameFire;
tFightMoves[FIGHTMOVE_MELEE1].endFireTime = weaponInfo->m_fAnimLoopEnd;
tFightMoves[FIGHTMOVE_MELEE2].startFireTime = weaponInfo->m_fAnim2FrameFire;
tFightMoves[FIGHTMOVE_MELEE2].endFireTime = weaponInfo->m_fAnim2LoopEnd;
tFightMoves[FIGHTMOVE_MELEE3].startFireTime = weaponInfo->m_fAnim2FrameFire;
tFightMoves[FIGHTMOVE_MELEE3].endFireTime = weaponInfo->m_fAnim2LoopEnd;
}
switch (m_curFightMove) {
case FIGHTMOVE_NULL:
return;
case FIGHTMOVE_IDLE2NORM:
m_curFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
// FIX: Uninitialized
currentAssoc = nil;
break;
case FIGHTMOVE_IDLE:
currentAssoc = nil;
break;
default:
currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
break;
}
if (m_curFightMove == FIGHTMOVE_SHUFFLE_F && !currentAssoc)
currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_SHUFFLE_B);
if (IsPlayer() && currentAssoc && weapon == WEAPONTYPE_KATANA) {
if (m_curFightMove == FIGHTMOVE_MELEE1 || m_curFightMove == FIGHTMOVE_MELEE2) {
static float streakDelay = 0.2f;
if (tFightMoves[m_curFightMove].startFireTime - streakDelay < currentAssoc->currentTime &&
streakDelay + tFightMoves[m_curFightMove].endFireTime > currentAssoc->currentTime) {
CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
}
}
}
if (!bIsAttacking && IsPlayer()) {
if (currentAssoc) {
currentAssoc->blendDelta = -1000.0f;
currentAssoc->flags |= ASSOC_DELETEFADEDOUT;
currentAssoc->flags &= ~ASSOC_RUNNING;
}
if (m_takeAStepAfterAttack)
EndFight(ENDFIGHT_WITH_A_STEP);
else
EndFight(ENDFIGHT_FAST);
} else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) {
float animTime = currentAssoc->currentTime;
FightMove &curMove = tFightMoves[m_curFightMove];
if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
if (animTime > curMove.startFireTime && animTime - currentAssoc->timeStep < curMove.startFireTime &&
(IsPlayer() || weapon != WEAPONTYPE_UNARMED)) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_MELEE_ATTACK_START, weapon << 8);
}
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
switch (m_curFightMove) {
// case FIGHTMOVE_KNEE:
// TransformToNode(touchingNodePos, PED_LOWERLEGR);
// break;
// case FIGHTMOVE_PUNCHHOOK:
// case FIGHTMOVE_PUNCHJAB:
// TransformToNode(touchingNodePos, PED_HANDL);
// break;
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
// case FIGHTMOVE_FWDLEFT:
// case FIGHTMOVE_BACKRIGHT:
case FIGHTMOVE_GROUNDKICK:
TransformToNode(touchingNodePos, PED_FOOTR);
break;
case FIGHTMOVE_FWDRIGHT:
TransformToNode(touchingNodePos, PED_HEAD);
break;
// case FIGHTMOVE_BACKKICK:
// case FIGHTMOVE_BACKFLIP:
// TransformToNode(touchingNodePos, PED_FOOTL);
// break;
// case FIGHTMOVE_BACKLEFT:
// TransformToNode(touchingNodePos, PED_UPPERARML);
// break;
default:
TransformToNode(touchingNodePos, PED_HANDR);
break;
}
FightStrike(touchingNodePos, fightWithWeapon);
m_fightButtonPressure = 0;
return;
}
if (curMove.hitLevel != HITLEVEL_NULL) {
if (animTime > curMove.endFireTime && weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE) {
if (IsPlayer())
currentAssoc->speed = 1.0f;
else
currentAssoc->speed = 0.8f;
}
if (IsPlayer() && !nPlayerInComboMove && !fightWithWeapon) {
if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
m_lastFightMove = m_curFightMove;
// Notice that it increases fight move index, because we're in combo!
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
animAssoc->speed = 0.8f;
m_fightButtonPressure = 0;
nPlayerInComboMove = 1;
}
}
}
} else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && !fightWithWeapon) {
EndFight(ENDFIGHT_FAST);
} else if (m_fightButtonPressure != 0) {
if (!IsPlayer())
Say(SOUND_PED_ATTACK);
if (m_curFightMove != FIGHTMOVE_IDLE)
m_lastFightMove = m_curFightMove;
m_curFightMove = IsPlayer() ? ChooseAttackPlayer(m_fightButtonPressure, fightWithWeapon) : ChooseAttackAI(m_fightButtonPressure, fightWithWeapon);
if (m_curFightMove != FIGHTMOVE_IDLE) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
tFightMoves[m_curFightMove].animId, 8.0f);
if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
animAssoc->speed = 0.8f;
} else {
switch (GetWeapon()->m_eWeaponType) {
case WEAPONTYPE_SCREWDRIVER:
case WEAPONTYPE_KNIFE:
animAssoc->speed = 1.05f;
break;
case WEAPONTYPE_GOLFCLUB:
case WEAPONTYPE_NIGHTSTICK:
case WEAPONTYPE_BASEBALLBAT:
case WEAPONTYPE_HAMMER:
case WEAPONTYPE_KATANA:
animAssoc->speed = 0.8f;
break;
case WEAPONTYPE_CLEAVER:
case WEAPONTYPE_MACHETE:
animAssoc->speed = 0.9f;
break;
}
}
if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) {
animAssoc->SetRun();
if (!IsPlayer())
animAssoc->SetCurrentTime(0.0f);
}
if (IsPlayer())
animAssoc->SetCurrentTime(0.08f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightButtonPressure = 0;
}
m_fightState = FIGHTSTATE_NO_MOVE;
} else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F
#ifndef FIX_BUGS
&& CheckForPedsOnGroundToAttack(this, nil) == 4) {
#else
&& CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
#endif
m_lastFightMove = m_curFightMove;
m_curFightMove = FIGHTMOVE_SHUFFLE_F;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
if (animAssoc) {
animAssoc->SetCurrentTime(0.0f);
animAssoc->blendDelta = 4.0f;
animAssoc->SetRun();
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 32.0f);
}
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_fightButtonPressure = 0;
m_takeAStepAfterAttack = false;
} else if (m_takeAStepAfterAttack) {
EndFight(ENDFIGHT_FAST);
} else if (m_curFightMove == FIGHTMOVE_IDLE) {
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
EndFight(ENDFIGHT_NORMAL);
}
} else {
m_lastFightMove = m_curFightMove;
m_curFightMove = FIGHTMOVE_IDLE;
if (IsPlayer())
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
}
int32
CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
{
eWeaponType weapon = GetWeapon()->m_eWeaponType;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
if (!fightWithWeapon && weapon != WEAPONTYPE_UNARMED && weapon != WEAPONTYPE_BRASSKNUCKLE) {
return FIGHTMOVE_PUNCH;
}
if (!m_pedInObjective)
return FIGHTMOVE_IDLE;
if (buttonPressure == 0)
return FIGHTMOVE_IDLE;
uint16 pedFeatures = m_pedStats->m_flags;
bool punchOnly = !!(pedFeatures & STAT_PUNCH_ONLY);
bool canRoundhouse = !!(pedFeatures & STAT_CAN_ROUNDHOUSE);
bool canKneeHead = !!(pedFeatures & STAT_CAN_KNEE_HEAD);
bool canKick = !!(pedFeatures & STAT_CAN_KICK);
bool hasShoppingBags = !!(pedFeatures & STAT_SHOPPING_BAGS);
CVector distVec(m_pedInObjective->GetPosition() - GetPosition());
float dist = distVec.Magnitude();
m_fRotationDest = CGeneral::LimitRadianAngle(distVec.Heading());
m_fRotationCur = m_fRotationDest;
if (fightWithWeapon) {
if (m_pedInObjective->OnGroundOrGettingUp()) {
if (CGame::nastyGame && dist < 1.2f && !m_pedInObjective->IsPlayer()
&& (m_pedInObjective->m_nPedState == PED_DEAD || !m_pedInObjective->IsPedHeadAbovePos(-0.3f))) {
if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND))
return FIGHTMOVE_MELEE2;
if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD))
return FIGHTMOVE_MELEE3;
return FIGHTMOVE_GROUNDKICK;
} else {
return FIGHTMOVE_IDLE;
}
}
if (dist < 2.f) {
if (m_curFightMove == FIGHTMOVE_MELEE1) {
if (GetSecondFireAnim(weaponInfo))
return FIGHTMOVE_MELEE2;
}
if (m_curFightMove == FIGHTMOVE_MELEE2) {
if (GetFinishingAttackAnim(weaponInfo))
return FIGHTMOVE_MELEE3;
}
return FIGHTMOVE_MELEE1;
}
return FIGHTMOVE_SHUFFLE_F;
}
if (!hasShoppingBags) {
if (punchOnly) {
if (dist < 1.4f)
return FIGHTMOVE_PUNCH;
} else {
if (m_pedInObjective->OnGroundOrGettingUp()) {
if (CGame::nastyGame && dist < 1.2f && !m_pedInObjective->IsPlayer()
&& (m_pedInObjective->m_nPedState == PED_DEAD || !m_pedInObjective->IsPedHeadAbovePos(-0.3f))) {
return FIGHTMOVE_GROUNDKICK;
} else {
return FIGHTMOVE_IDLE;
}
}
// LCS: removed
//if (dist < 0.95f && canKneeHead)
// return FIGHTMOVE_KNEE;
if (dist < 1.4f)
return FIGHTMOVE_PUNCH;
if (dist < 2.f && canKick) {
int nextMove = FIGHTMOVE_LONGKICK;
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
nextMove = FIGHTMOVE_ROUNDHOUSE;
return nextMove;
}
}
return FIGHTMOVE_SHUFFLE_F;
}
if (dist < 2.f)
return FIGHTMOVE_ROUNDHOUSE;
else
return FIGHTMOVE_SHUFFLE_F;
}
int32
CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
{
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
const float maxAttackDist = 2.7f;
float weaponAttackDist = 2.0f;
CPed *victimPed = nil;
CPed *walkUpTo = nil;
CPed *groundAttackDeadPed = nil;
CPed *groundAttackAlivePed = nil;
if (fightWithWeapon)
weaponAttackDist = weaponInfo->m_fRange;
bool willWalkUp = false;
PedFightMoves choosenMove = FIGHTMOVE_IDLE;
int numPedsWeCanReach = 0;
if (m_takeAStepAfterAttack)
willWalkUp = true;
float groundAttackDeadAngle, groundAttackAliveAngle, walkAngle, victimAngle, distToVictim;
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
CVector distVec(nearPed->GetPosition() - GetPosition());
float dist = distVec.Magnitude();
if (dist < maxAttackDist) {
float nearPedAngle = CGeneral::LimitRadianAngle(distVec.Heading());
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(nearPedAngle - m_fRotationCur);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (!nearPed->OnGroundOrGettingUp() && nearPed->m_nWaitState != WAITSTATE_SUN_BATHE_IDLE) {
if (!willWalkUp || neededTurn <= DEGTORAD(45.0f)) {
if (neededTurn <= DEGTORAD(30.0f) || nearPed->m_pedInObjective == this
&& (nearPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || nearPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
if (dist < weaponAttackDist) {
if (!victimPed
|| nearPed->m_attackTimer < victimPed->m_attackTimer && nearPed->m_attackTimer > CTimer::GetTimeInMilliseconds() - 100) {
victimPed = nearPed;
victimAngle = nearPedAngle;
distToVictim = dist;
}
++numPedsWeCanReach;
} else {
if (neededTurn < DEGTORAD(30.0f)) {
walkUpTo = nearPed;
walkAngle = nearPedAngle;
}
}
}
}
} else if (CGame::nastyGame && dist < 1.2f && neededTurn < DEGTORAD(55.0f)) {
if (!nearPed->DyingOrDead() || groundAttackDeadPed) {
if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
groundAttackAlivePed = nearPed;
groundAttackAliveAngle = nearPedAngle;
}
} else {
groundAttackDeadPed = nearPed;
groundAttackDeadAngle = nearPedAngle;
}
++numPedsWeCanReach;
} else if (dist > 1.4f && dist < maxAttackDist && neededTurn < DEGTORAD(30.0f)) {
if (!walkUpTo) {
walkUpTo = nearPed;
walkAngle = nearPedAngle;
}
#ifdef FIX_BUGS
if(dist < 2.1f)
#endif
++numPedsWeCanReach;
}
}
}
if (victimPed) {
float adjustedAngleDiff = victimAngle - m_fRotationCur + DEGTORAD(30.0f);
if (adjustedAngleDiff < 0.0f)
adjustedAngleDiff += TWOPI;
int16 dir = Floor(adjustedAngleDiff / DEGTORAD(60.0f));
// Just focus on who we're fighting with, don't care peds on ground
if (numPedsWeCanReach < 2 || fightWithWeapon) {
float angleDiff = Abs(victimAngle - m_fRotationCur);
if (angleDiff > PI)
angleDiff = TWOPI - angleDiff;
if (angleDiff < DEGTORAD(60.0f))
dir = 0; // forward
}
int16 randVal = CGeneral::GetRandomNumber() & 3;
switch (dir) {
case 0: // forward
if (fightWithWeapon) {
// LCS: removed
//if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
// choosenMove = FIGHTMOVE_KNEE;
//} else
{
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CLEAVER) {
if (distToVictim < 0.85f * weaponInfo->m_fRange)
choosenMove = FIGHTMOVE_MELEE1;
else
choosenMove = FIGHTMOVE_SHUFFLE_F;
} else {
float weaponRange = weaponInfo->m_fRange;
if (distToVictim < 0.75f * weaponRange && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER) {
if (m_lastFightMove == FIGHTMOVE_MELEE1 && GetFinishingAttackAnim(weaponInfo)) {
choosenMove = FIGHTMOVE_MELEE2;
} else if (m_lastFightMove == FIGHTMOVE_MELEE2 && GetFinishingAttackAnim(weaponInfo)) {
choosenMove = FIGHTMOVE_MELEE3;
} else {
choosenMove = FIGHTMOVE_MELEE1;
}
} else if (distToVictim < weaponRange && GetFinishingAttackAnim(weaponInfo)) {
choosenMove = FIGHTMOVE_MELEE3;
} else {
choosenMove = FIGHTMOVE_SHUFFLE_F;
}
}
}
// LCS: removed
//} else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
// choosenMove = FIGHTMOVE_KNEE;
} else if (distToVictim < 1.4f) {
// LCS: removed
/*if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
choosenMove = FIGHTMOVE_PUNCH;
} else*/ if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
//if (randVal == 2)
choosenMove = FIGHTMOVE_PUNCH;
//else
// choosenMove = FIGHTMOVE_PUNCHJAB;
} else {
choosenMove = FIGHTMOVE_LONGKICK;
}
} else {
choosenMove = FIGHTMOVE_LONGKICK;
}
break;
/* LCS: removed
case 1:
choosenMove = FIGHTMOVE_FWDLEFT;
break;
case 2:
choosenMove = FIGHTMOVE_BACKLEFT;
break;
case 3:
choosenMove = FIGHTMOVE_BACKKICK;
break;
case 4:
choosenMove = FIGHTMOVE_BACKRIGHT;
break;
*/
default:
choosenMove = FIGHTMOVE_FWDRIGHT;
break;
}
// forward
if (dir == 0) {
m_fRotationDest = CGeneral::LimitRadianAngle(victimAngle);
} else {
m_fRotationDest = victimAngle - dir * DEGTORAD(60.0f);
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
}
m_fRotationCur = m_fRotationDest;
Say(SOUND_PED_ATTACK);
} else if (groundAttackAlivePed || groundAttackDeadPed) {
if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND)) {
choosenMove = FIGHTMOVE_MELEE2;
} else if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD)) {
choosenMove = FIGHTMOVE_MELEE3;
} else {
choosenMove = FIGHTMOVE_GROUNDKICK;
}
if (groundAttackAlivePed)
m_fRotationDest = groundAttackAliveAngle;
else
m_fRotationDest = groundAttackDeadAngle;
m_fRotationCur = m_fRotationDest;
m_lookTimer = 0;
if (groundAttackAlivePed)
SetLookFlag(groundAttackAlivePed, 1, 0);
else
SetLookFlag(groundAttackDeadPed, 1, 0);
SetLookTimer(1500u);
} else if (walkUpTo) {
choosenMove = FIGHTMOVE_SHUFFLE_F;
m_fRotationCur = m_fRotationDest = walkAngle;
m_lookTimer = 0;
SetLookFlag(walkUpTo, true);
SetLookTimer(1500);
} else if (fightWithWeapon) {
// No enemy, fight with space
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SCREWDRIVER) {
choosenMove = FIGHTMOVE_MELEE3;
} else {
if (m_lastFightMove == FIGHTMOVE_MELEE1 && GetFinishingAttackAnim(weaponInfo)) {
choosenMove = FIGHTMOVE_MELEE2;
} else if (m_lastFightMove == FIGHTMOVE_MELEE2 && GetFinishingAttackAnim(weaponInfo)) {
choosenMove = FIGHTMOVE_MELEE3;
} else {
choosenMove = FIGHTMOVE_MELEE1;
}
}
} else {
// Max number GetRandomNumberInRange returns is max-1
#ifdef FIX_BUGS
switch (CGeneral::GetRandomNumberInRange(0,4)) {
#else
switch (CGeneral::GetRandomNumberInRange(0,3)) {
#endif
// LCS: hack hack
// case 0:
// choosenMove = FIGHTMOVE_PUNCHJAB;
// break;
default:
case 1:
choosenMove = FIGHTMOVE_PUNCH;
break;
case 2:
choosenMove = FIGHTMOVE_LONGKICK;
break;
// case 3:
// choosenMove = FIGHTMOVE_KNEE;
// break;
// default:
// break;
}
}
return choosenMove;
}
void
CPed::EndFight(uint8 endType)
{
if (m_nPedState != PED_FIGHT)
return;
m_curFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if (animAssoc)
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
switch (endType) {
case ENDFIGHT_NORMAL:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_2IDLE, 8.0f);
break;
case ENDFIGHT_WITH_A_STEP:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 1.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_STARTWALK, 8.0f);
break;
case ENDFIGHT_FAST:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_2IDLE, 8.0f)->speed = 2.0f;
break;
default:
break;
}
m_nWaitTimer = 0;
}
void
CPed::PlayHitSound(CPed *hitTo)
{
#if 0 // LCS: temporarily removed
// That was very complicated to reverse for me...
// First index is our fight move ID (from 1 to 17, total 17), second is the one of we fight with (from 18 to 27, total 10).
enum {
S37 = SOUND_FIGHT_37,
S38 = SOUND_FIGHT_38,
S39 = SOUND_FIGHT_39,
S40 = SOUND_FIGHT_40,
S41 = SOUND_FIGHT_41,
S42 = SOUND_FIGHT_42,
S43 = SOUND_FIGHT_43,
S44 = SOUND_FIGHT_44,
S45 = SOUND_FIGHT_45,
S46 = SOUND_FIGHT_46,
S47 = SOUND_FIGHT_47,
S48 = SOUND_FIGHT_48,
NO_SND = SOUND_NO_SOUND
};
const uint16 hitSoundsByFightMoves[17][10] = {
{ S37, S46, S41, S41, S46, S46, S40, S41, S43, S40 },
{ NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND },
{ NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND, NO_SND },
{ S46, S46, S46, S46, S37, S47, S37, S38, S43, S38 },
{ S46, S46, S46, S46, S46, S46, S40, S41, S43, S46 },
{ S46, S46, S46, S46, S46, S46, S40, S41, S43, S40 },
{ S46, S46, S46, S46, S46, S46, S40, S41, S43, S40 },
{ S46, S46, S37, S46, S37, S47, S40, S47, S43, S37 },
{ S46, S46, S46, S46, S46, S46, S43, S44, S43, S43 },
{ S37, S46, S46, S46, S38, S47, S40, S38, S43, S46 },
{ S46, S37, S46, S37, S39, S46, S40, S39, S43, S37 },
{ S46, S37, S46, S46, S38, S47, S40, S38, S43, S46 },
{ S37, S37, S46, S46, S38, S47, S48, S38, S43, S37 },
{ S46, S46, S46, S46, S37, S46, S40, S38, S43, S46 },
{ S46, S46, S46, S37, S39, S46, S40, S39, S43, S46 },
{ S37, S46, S46, S46, S37, S46, S40, S37, S43, S46 },
{ S43, S43, S43, S43, S43, S43, S43, S43, S43, S43 }
};
eWeaponType weapon = GetWeapon()->m_eWeaponType;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
if (m_curFightMove == FIGHTMOVE_MELEE3) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
} else {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
}
return;
}
}
// This is why first dimension is between FightMove 1 and 17.
if (m_curFightMove <= FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT)
return;
uint16 soundId;
// And this is why second dimension is between 18 and 27.
if (hitTo->m_curFightMove > FIGHTMOVE_GROUNDKICK && hitTo->m_curFightMove < FIGHTMOVE_IDLE2NORM) {
soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT];
} else {
if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
} else {
soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
}
}
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
#endif
}
bool
CPed::FightStrike(CVector &touchedNodePos, bool fightWithWeapon)
{
CColModel *hisCol;
CVector attackDistance;
float maxDistanceToBeat;
CPed *nearPed;
CVector extendedTouchPoint;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
float radius = tFightMoves[m_curFightMove].strikeRadius;
if (fightWithWeapon)
radius = weaponInfo->m_fRadius;
if (m_fightState == FIGHTSTATE_JUST_ATTACKED)
return false;
if (this == FindPlayerPed() && fightWithWeapon && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
CGlass::BreakGlassPhysically(touchedNodePos, radius);
for (int i = 0; i < m_numNearPeds; i++) {
int8 pedFound = 0;
nearPed = m_nearPeds[i];
if (!fightWithWeapon && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE)
maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f;
else
maxDistanceToBeat = nearPed->GetBoundRadius() + radius;
if ((nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) && (m_pedInObjective != FindPlayerPed() || nearPed == FindPlayerPed())) {
CVector nearPedCentre;
// Have to animate a skinned clump because the initial col model is useless
hisCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(nearPed->GetModelIndex()))->AnimatePedColModelSkinnedWorld(nearPed->GetClump());
nearPed->GetBoundCentre(nearPedCentre);
CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
// He can beat us
if (sq(maxDistanceToBeat) > potentialAttackDistance.MagnitudeSqr()) {
for (int j = 0; j < hisCol->numSpheres; j++) {
attackDistance = hisCol->spheres[j].center;
attackDistance -= touchedNodePos;
CColSphere *hisPieces = hisCol->spheres;
maxDistanceToBeat = hisPieces[j].radius + radius;
// We can beat him too
if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
FightHitPed(nearPed, touchedNodePos, attackDistance, hisPieces[j].piece);
pedFound = 1;
break;
}
}
}
if (!pedFound && !fightWithWeapon) {
extendedTouchPoint = touchedNodePos - GetPosition();
if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) {
if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward();
} else {
extendedTouchPoint.x *= tFightMoves[m_curFightMove].extendReachMultiplier;
extendedTouchPoint.y *= tFightMoves[m_curFightMove].extendReachMultiplier;
}
pedFound = -1;
extendedTouchPoint += GetPosition();
}
}
if (pedFound == -1) {
CVector nearPedCentre = nearPed->GetBoundCentre();
if (sq(maxDistanceToBeat) > (nearPedCentre - extendedTouchPoint).MagnitudeSqr()) {
for (int j = 0; j < hisCol->numSpheres; j++) {
attackDistance = hisCol->spheres[j].center;
attackDistance -= extendedTouchPoint;
CColSphere* hisPieces = hisCol->spheres;
float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius;
// We can beat him too
if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) {
FightHitPed(nearPed, extendedTouchPoint, attackDistance, hisPieces[j].piece);
break;
}
}
}
}
}
}
if (m_fightState == FIGHTSTATE_NO_MOVE)
m_fightState = FIGHTSTATE_1;
m_vecHitLastPos = touchedNodePos;
return false;
}
void
CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
{
if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP)
return;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
bool fightingWithWeapon = false;
int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
fightingWithWeapon = true;
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
damageMult = weaponInfo->m_nDamage;
if (m_curFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER)
damageMult *= 5;
}
}
if (IsPlayer()) {
if (((CPlayerPed*)this)->m_bAdrenalineActive)
damageMult = 20;
} else if (!fightingWithWeapon) {
damageMult *= m_pedStats->m_attackStrength;
}
float oldVictimHealth = victim->m_fHealth;
CVector bloodPos = 0.5f * dir + touchPoint;
CVector2D diff(GetPosition() - victim->GetPosition());
int direction = victim->GetLocalDirection(diff);
bool brassKnucklePunch = false;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
// LCS: removed
if (/*m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
m_curFightMove == FIGHTMOVE_STDPUNCH ||*/ m_curFightMove == FIGHTMOVE_PUNCH) {
brassKnucklePunch = true;
damageMult *= 1.5f;
}
}
victim->ReactToAttack(this);
// Mostly unused. if > 5, ANIM_HIT_BIGSTEP will be run, that's it.
int unk2;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
!victim->IsPlayer() && !fightingWithWeapon)
unk2 = 101;
else
unk2 = damageMult;
victim->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2);
PlayHitSound(victim);
m_fightState = FIGHTSTATE_JUST_ATTACKED;
RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f;
if (!victim->DyingOrDead()) {
if(fightingWithWeapon)
victim->InflictDamage(this, GetWeapon()->m_eWeaponType, damageMult, (ePedPieceTypes)piece, direction);
else
victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction);
}
if (CGame::nastyGame && weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1
&& victim->GetIsOnScreen()) {
static float particleRightLen = 0.05f;
static float particleUpLen = 0.05f;
// Just for particles. We will restore it below.
dir /= (20.0f * dir.Magnitude());
if (m_curFightMove == FIGHTMOVE_MELEE1) {
float rightMult = -particleRightLen;
dir += particleUpLen * GetUp() + rightMult * GetRight();
} else if (m_curFightMove == FIGHTMOVE_MELEE2) {
float upMult = 2.0f * particleUpLen;
dir += particleRightLen * GetRight() + upMult * GetUp();
}
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
if (IsPlayer()) {
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
}
if (!(CGeneral::GetRandomNumber() & 3)) {
CParticle::AddParticle(PARTICLE_TEST, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
}
} else if (CGame::nastyGame && (tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM || fightingWithWeapon)
&& victim->GetIsOnScreen()) {
// Just for particles. We will restore it below.
dir /= (10.0f * dir.Magnitude());
for (int i = 0; i < 4; i++) {
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
}
}
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (!fightingWithWeapon) {
if (!victim->OnGround()) {
float curVictimHealth = victim->m_fHealth;
if (curVictimHealth > 0.0f
&& (curVictimHealth < 30.0f && oldVictimHealth > 30.0f
|| weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer()
|| victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN || brassKnucklePunch)) {
victim->SetFall(0, (AnimationId)(direction + ANIM_STD_HIGHIMPACT_FRONT), 0);
if (victim->m_nPedState == PED_FALL)
victim->bIsStanding = false;
}
}
}
if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) {
dir = victim->GetPosition() - GetPosition();
dir.Normalise();
dir.z = 1.0f;
victim->bIsStanding = false;
float moveMult;
if (fightingWithWeapon) {
moveMult = Min(damageMult * 0.02f, 1.0f);
} else if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
moveMult = Min(damageMult * 0.6f, 4.0f);
} else {
if (victim->m_nPedState != PED_DIE || damageMult >= 20) {
moveMult = damageMult;
} else {
moveMult = Min(damageMult * 2.0f, 14.0f);
}
}
victim->ApplyMoveForce(moveMult * 0.6 * dir);
}
if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE
&& weaponType != WEAPONTYPE_KATANA && weaponType != WEAPONTYPE_CHAINSAW) {
if (victim->m_nPedType == PEDTYPE_COP)
CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
else
CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victim, this, 2000);
} else {
if (victim->m_nPedType == PEDTYPE_COP)
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
else
CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victim, this, 2000);
}
}
void
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) {
ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
animAssoc->blendDelta = -1000.0f;
}
}
void
CPed::LoadFightData(void)
{
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier;
int damage, flags;
char line[256], moveName[32], animName[32], hitLevel;
int moveId = 0;
CAnimBlendAssociation *animAssoc;
size_t bp, buflen;
int lp, linelen;
buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r");
for (bp = 0; bp < buflen; ) {
// read file line by line
for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
line[linelen++] = work_buff[bp];
}
bp++;
line[linelen] = '\0';
// skip white space
for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++);
if (line[lp] == '\0' ||
line[lp] == '#')
continue;
sscanf(
&line[lp],
"%s %f %f %f %f %f %c %s %d %d",
moveName,
&startFireTime,
&endFireTime,
&comboFollowOnTime,
&strikeRadius,
&extendReachMultiplier,
&hitLevel,
animName,
&damage,
&flags);
if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
return;
tFightMoves[moveId].startFireTime = startFireTime / 30.0f;
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
tFightMoves[moveId].strikeRadius = strikeRadius;
tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier;
tFightMoves[moveId].damage = damage;
tFightMoves[moveId].flags = flags;
switch (hitLevel) {
case 'G':
tFightMoves[moveId].hitLevel = HITLEVEL_GROUND;
break;
case 'H':
tFightMoves[moveId].hitLevel = HITLEVEL_HIGH;
break;
case 'L':
tFightMoves[moveId].hitLevel = HITLEVEL_LOW;
break;
case 'M':
tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM;
break;
case 'N':
tFightMoves[moveId].hitLevel = HITLEVEL_NULL;
break;
default:
break;
}
if (strcmp(animName, "default") != 0) {
if (strcmp(animName, "null") != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
} else {
tFightMoves[moveId].animId = ANIM_STD_WALK;
}
}
moveId++;
}
}
void
CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
{
if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR)
return;
SetStoredState();
bFindNewNodeAfterStateRestore = false;
SetPedState(PED_INVESTIGATE);
m_chatTimer = CTimer::GetTimeInMilliseconds() + time;
m_eventType = event;
m_eventOrThreat = pos;
m_distanceToCountSeekDone = distanceToCountDone;
m_fAngleToEvent = angle;
if (m_eventType >= EVENT_ICECREAM)
m_lookTimer = 0;
else
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HANDSCOWER, 4.0f);
}
void
CPed::InvestigateEvent(void)
{
CAnimBlendAssociation *animAssoc;
AnimationId animToPlay;
AssocGroupId animGroup;
if (m_nWaitState == WAITSTATE_TURN180)
return;
if (CTimer::GetTimeInMilliseconds() > m_chatTimer) {
if (m_chatTimer) {
if (m_eventType < EVENT_UNK)
SetWaitState(WAITSTATE_TURN180, nil);
m_chatTimer = 0;
} else {
ClearInvestigateEvent();
}
return;
}
CVector2D vecDist = m_eventOrThreat - GetPosition();
float distSqr = vecDist.MagnitudeSqr();
if (sq(m_distanceToCountSeekDone) >= distSqr) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f);
SetMoveState(PEDMOVE_STILL);
switch (m_eventType) {
case EVENT_DEAD_PED:
case EVENT_HIT_AND_RUN:
case EVENT_HIT_AND_RUN_COP:
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROADCROSS);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (m_pEventEntity)
SetLookFlag(m_pEventEntity, true);
SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
} else if (CGeneral::GetRandomNumber() & 3) {
ClearLookFlag();
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROADCROSS, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
Say(SOUND_PED_CHAT_EVENT);
} else {
ClearInvestigateEvent();
}
}
break;
case EVENT_FIRE:
case EVENT_EXPLOSION:
if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_CAM);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
if (animAssoc && animAssoc->animId == ANIM_STD_IDLE_CAM) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
} else if (CGeneral::GetRandomNumber() & 3) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_CAM, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000));
if (!CGame::germanGame)
Say(SOUND_PED_CHAT_EVENT);
} else {
m_chatTimer = 0;
}
} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_HBHB);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
if (animAssoc && animAssoc->animId == ANIM_STD_IDLE) {
if (CGeneral::GetRandomNumber() & 1)
animToPlay = ANIM_STD_IDLE_HBHB;
else
animToPlay = ANIM_STD_XPRESS_SCRATCH;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
} else if (animAssoc && animAssoc->animId == ANIM_STD_IDLE_HBHB) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (CGeneral::GetRandomNumber() & 1) {
animToPlay = ANIM_STD_IDLE;
animGroup = m_animGroup;
} else {
animToPlay = ANIM_STD_XPRESS_SCRATCH;
animGroup = ASSOCGRP_STD;
}
CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
} else {
if (CGeneral::GetRandomNumber() & 1) {
animToPlay = ANIM_STD_IDLE;
animGroup = m_animGroup;
} else {
animToPlay = ANIM_STD_IDLE_HBHB;
animGroup = ASSOCGRP_STD;
}
CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
}
if (!CGame::germanGame)
Say(SOUND_PED_CHAT_EVENT);
}
break;
case EVENT_ICECREAM:
case EVENT_SHOPSTALL:
m_fRotationDest = m_fAngleToEvent;
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
if (m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROADCROSS);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (m_eventType == EVENT_ICECREAM)
animToPlay = ANIM_STD_CHAT;
else
animToPlay = ANIM_STD_XPRESS_SCRATCH;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
} else {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
ClearInvestigateEvent();
} else {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
ClearInvestigateEvent();
}
}
} else {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROADCROSS, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
}
}
break;
default:
return;
}
} else {
m_vecSeekPos.x = m_eventOrThreat.x;
m_vecSeekPos.y = m_eventOrThreat.y;
m_vecSeekPos.z = GetPosition().z;
Seek();
if (m_eventType < EVENT_ICECREAM) {
if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) {
SetMoveState(PEDMOVE_RUN);
return;
}
}
if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) {
SetMoveState(PEDMOVE_WALK);
return;
}
if (distSqr > sq(1.2f)) {
SetMoveState(PEDMOVE_WALK);
return;
}
bool willStandStill = false;
for (int i = 0; i < m_numNearPeds; i++) {
if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) {
SetMoveState(PEDMOVE_STILL);
willStandStill = true;
break;
}
}
if (!willStandStill)
SetMoveState(PEDMOVE_WALK);
}
}
void
CPed::ClearInvestigateEvent(void)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROADCROSS);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_HBHB);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (m_eventType > EVENT_EXPLOSION)
m_chatTimer = CTimer::GetTimeInMilliseconds() + 15000;
bGonnaInvestigateEvent = false;
m_pEventEntity = nil;
ClearLookFlag();
RestorePreviousState();
if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
SetMoveState(PEDMOVE_WALK);
}
bool
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
{
CPlayerPed *player = FindPlayerPed();
float dieDelta = 4.0f;
float dieSpeed = 0.0f;
AnimationId dieAnim = ANIM_STD_KO_FRONT;
bool headShot = false;
bool willLinger = false;
int random;
if (damagedBy == FindPlayerPed() && damagedBy != this && damage > 3.0f)
++CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel;
if (player == this) {
if (!player->m_bCanBeDamaged)
return false;
if (damagedBy && damagedBy->IsPed() && ((CPed*)damagedBy)->m_nPedType == PEDTYPE_GANG7)
return false;
if ((method == WEAPONTYPE_FLAMETHROWER || method == WEAPONTYPE_MOLOTOV) && CWorld::Players[CWorld::PlayerInFocus].m_bFireproof)
return false;
player->AnnoyPlayerPed(false);
}
if (DyingOrDead())
return false;
if (method == WEAPONTYPE_DROWNING && !bDrownsInWater)
return false;
if (!bUsesCollision && (!bInVehicle || m_nPedState != PED_DRIVING) && method != WEAPONTYPE_DROWNING)
return false;
if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
return false;
float healthImpact;
if (IsPlayer())
healthImpact = damage * 0.33f;
else
healthImpact = damage * m_pedStats->m_defendWeakness;
if (!IsPlayer() &&
(method == WEAPONTYPE_SCREWDRIVER || method == WEAPONTYPE_KNIFE || (method >= WEAPONTYPE_CLEAVER && method <= WEAPONTYPE_CHAINSAW)))
m_bleedCounter = 200;
bool detectDieAnim = true;
if (m_nPedState == PED_GETUP) {
if (!IsPedHeadAbovePos(-0.3f)) {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
else
dieAnim = ANIM_STD_HIT_FLOOR;
dieDelta *= 2.0f;
dieSpeed = 0.5f;
detectDieAnim = false;
}
} else if (m_nPedState == PED_FALL) {
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
if (!fallAssoc || fallAssoc->IsRunning()) {
if (fallAssoc && fallAssoc->blendDelta >= 0.0f)
dieAnim = ANIM_STD_NUM;
else
dieAnim = ANIM_STD_KO_FRONT;
} else {
if (fallAssoc->flags & ASSOC_FRONTAL)
dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
else
dieAnim = ANIM_STD_HIT_FLOOR;
dieDelta *= 2.0f;
dieSpeed = 0.5f;
}
detectDieAnim = false;
}
if (detectDieAnim) {
switch (method) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BRASSKNUCKLE:
if (bMeleeProof)
return false;
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = ANIM_STD_NUM;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
else
dieAnim = ANIM_STD_HIT_FLOOR;
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else {
switch (direction) {
case 0:
dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
break;
case 1:
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
dieAnim = ANIM_STD_HIGHIMPACT_BACK;
break;
case 3:
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
break;
}
}
break;
case WEAPONTYPE_SCREWDRIVER:
case WEAPONTYPE_GOLFCLUB:
case WEAPONTYPE_NIGHTSTICK:
case WEAPONTYPE_KNIFE:
case WEAPONTYPE_BASEBALLBAT:
case WEAPONTYPE_HAMMER:
case WEAPONTYPE_CLEAVER:
case WEAPONTYPE_MACHETE:
case WEAPONTYPE_KATANA:
case WEAPONTYPE_CHAINSAW:
if (bMeleeProof)
return false;
if (method != WEAPONTYPE_KATANA ||
damagedBy != FindPlayerPed()
|| FindPlayerPed()->m_nPedState != PED_FIGHT
|| FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE1 && FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE2
|| CGeneral::GetRandomNumber() & 3) {
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = ANIM_STD_NUM;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
else
dieAnim = ANIM_STD_HIT_FLOOR;
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE2) {
if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE3) {
switch (direction) {
case 0:
dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
break;
case 1:
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
dieAnim = ANIM_STD_HIGHIMPACT_BACK;
break;
case 3:
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
break;
}
} else {
dieAnim = ANIM_STD_KO_SHOT_STOMACH;
}
} else {
dieAnim = ANIM_STD_KO_SHOT_FACE;
}
} else {
dieAnim = ANIM_STD_KO_SHOT_FACE;
RemoveBodyPart(PED_HEAD, direction);
headShot = true;
willLinger = true;
}
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_STUBBY_SHOTGUN:
case WEAPONTYPE_SPAS12_SHOTGUN:
case WEAPONTYPE_TEC9:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SILENCED_INGRAM:
case WEAPONTYPE_MP5:
case WEAPONTYPE_M4:
case WEAPONTYPE_RUGER:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_LASERSCOPE:
case WEAPONTYPE_M60:
case WEAPONTYPE_MINIGUN:
case WEAPONTYPE_UZI_DRIVEBY:
if (bBulletProof)
return false;
bool dontRemoveLimb;
if (IsPlayer() || bNoCriticalHits)
dontRemoveLimb = true;
else if (method != WEAPONTYPE_M4 && method != WEAPONTYPE_RUGER && method != WEAPONTYPE_SNIPERRIFLE &&
method != WEAPONTYPE_LASERSCOPE) {
if (method == WEAPONTYPE_SHOTGUN)
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
else
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
} else
dontRemoveLimb = false;
if (dontRemoveLimb) {
if (method == WEAPONTYPE_SHOTGUN) {
switch (direction) {
case 0:
dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
break;
case 1:
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
dieAnim = ANIM_STD_HIGHIMPACT_BACK;
break;
case 3:
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
break;
}
} else
dieAnim = ANIM_STD_KO_FRONT;
willLinger = false;
} else {
switch (pedPiece) {
case PEDPIECE_TORSO:
willLinger = false;
dieAnim = ANIM_STD_KO_FRONT;
break;
case PEDPIECE_MID:
willLinger = false;
dieAnim = ANIM_STD_KO_SHOT_STOMACH;
break;
case PEDPIECE_LEFTARM:
dieAnim = ANIM_STD_KO_SHOT_ARM_L;
RemoveBodyPart(PED_UPPERARML, direction);
willLinger = true;
break;
case PEDPIECE_RIGHTARM:
dieAnim = ANIM_STD_KO_SHOT_ARM_R;
RemoveBodyPart(PED_UPPERARMR, direction);
willLinger = true;
break;
case PEDPIECE_LEFTLEG:
dieAnim = ANIM_STD_KO_SHOT_LEG_L;
RemoveBodyPart(PED_UPPERLEGL, direction);
willLinger = true;
break;
case PEDPIECE_RIGHTLEG:
dieAnim = ANIM_STD_KO_SHOT_LEG_R;
RemoveBodyPart(PED_UPPERLEGR, direction);
willLinger = true;
break;
case PEDPIECE_HEAD:
dieAnim = ANIM_STD_KO_SHOT_FACE;
RemoveBodyPart(PED_HEAD, direction);
headShot = true;
willLinger = true;
break;
default:
break;
}
}
break;
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_EXPLOSION:
if (bExplosionProof)
return false;
if (CGame::nastyGame && !IsPlayer() && !bInVehicle &&
1.0f + healthImpact > m_fArmour + m_fHealth) {
random = CGeneral::GetRandomNumber();
if (random & 1)
RemoveBodyPart(PED_UPPERARML, direction);
if (random & 2)
RemoveBodyPart(PED_UPPERLEGR, direction);
if (random & 4)
RemoveBodyPart(PED_HEAD, direction);
if (random & 8)
RemoveBodyPart(PED_UPPERARMR, direction);
if (random & 0x10)
RemoveBodyPart(PED_UPPERLEGL, direction);
if (bBodyPartJustCameOff)
willLinger = true;
}
// fall through
case WEAPONTYPE_MOLOTOV:
if (bExplosionProof)
return false;
switch (direction) {
case 0:
dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
break;
case 1:
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
dieAnim = ANIM_STD_HIGHIMPACT_BACK;
break;
case 3:
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
break;
}
break;
case WEAPONTYPE_FLAMETHROWER:
if (bFireProof)
return false;
dieAnim = ANIM_STD_KO_FRONT;
break;
case WEAPONTYPE_RAMMEDBYCAR:
case WEAPONTYPE_RUNOVERBYCAR:
if (bCollisionProof)
return false;
random = CGeneral::GetRandomNumber() & 3;
switch (random) {
case 0:
if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
&& (pedPiece != PEDPIECE_MID || random != 1)) {
if (pedPiece == PEDPIECE_RIGHTARM && random > 1
|| pedPiece == PEDPIECE_MID && random == 2)
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
else
dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
} else
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 1:
if (m_nPedState == PED_DIVE_AWAY)
dieAnim = ANIM_STD_SPINFORWARD_LEFT;
else
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
&& (pedPiece != PEDPIECE_MID || random != 1)) {
if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1)
&& (pedPiece != PEDPIECE_MID || random != 2)) {
dieAnim = ANIM_STD_HIGHIMPACT_BACK;
} else {
dieAnim = ANIM_STD_SPINFORWARD_RIGHT;
}
} else
dieAnim = ANIM_STD_SPINFORWARD_LEFT;
break;
case 3:
if (m_nPedState == PED_DIVE_AWAY)
dieAnim = ANIM_STD_SPINFORWARD_RIGHT;
else
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
break;
}
if (damagedBy && pedPiece != PEDPIECE_TORSO) {
CVehicle *vehicle = (CVehicle*)damagedBy;
if (method == WEAPONTYPE_RAMMEDBYCAR) {
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
dieDelta = 8.0f * vehSpeed + 4.0f;
} else {
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
dieDelta = 12.0f * vehSpeed + 4.0f;
dieSpeed = 16.0f * vehSpeed + 1.0f;
}
}
break;
case WEAPONTYPE_DROWNING:
dieAnim = ANIM_STD_DROWN;
break;
case WEAPONTYPE_FALL:
if (bCollisionProof)
return false;
switch (direction) {
case 0:
dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
break;
case 1:
dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
break;
case 2:
dieAnim = ANIM_STD_HIGHIMPACT_BACK;
break;
case 3:
dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
break;
default:
break;
}
break;
default:
break;
}
}
if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
if (player == this)
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds();
if (healthImpact < m_fArmour) {
m_fArmour = m_fArmour - healthImpact;
healthImpact = 0.0f;
} else {
healthImpact = healthImpact - m_fArmour;
m_fArmour = 0.0f;
}
}
if (healthImpact != 0.0f) {
if (player == this)
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();
m_lastWepDam = method;
m_lastDamEntity = damagedBy;
}
if (method == WEAPONTYPE_FALL) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROLLOUT_LHS)) {
if (m_fHealth >= 1.0 && m_fHealth - healthImpact < 5.0f) {
m_fHealth = Min(m_fHealth, 5.0f);
return false;
}
}
}
if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
m_fHealth -= healthImpact;
return false;
}
if (bInVehicle) {
if (method != WEAPONTYPE_DROWNING) {
if (m_pMyVehicle) {
CVehicle* pVehicle = m_pMyVehicle;
bool bDone = false;
if (m_pMyVehicle->IsBike()) {
m_fHealth = 0.0f;
((CBike*)m_pMyVehicle)->KnockOffRider(method, direction, this, false);
bDone = true;
} else {
if (m_pMyVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_CAR) {
if (m_pMyVehicle->pDriver == this) {
if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
}
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT;
m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
}
}
if (m_pMyVehicle->CanPedExitCar(true)) {
SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
} else {
m_fHealth = 0.0f;
if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
SetRadioStation();
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
}
SetDie(dieAnim, dieDelta, dieSpeed);
if (damagedBy == FindPlayerPed() && damagedBy != this) {
CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 10;
CWorld::Players[CWorld::PlayerInFocus].m_fMediaAttention += 5.f;
}
}
}
for (int i = 0; i < ARRAY_SIZE(pVehicle->pPassengers); i++) {
CPed* passenger = pVehicle->pPassengers[i];
if (passenger && passenger != this && damagedBy)
passenger->ReactToAttack(damagedBy);
}
CPed *driverOfVeh = pVehicle->pDriver;
if (driverOfVeh && driverOfVeh != this && damagedBy)
driverOfVeh->ReactToAttack(damagedBy);
if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) {
CDarkel::RegisterKillByPlayer(this, method, headShot);
m_threatEntity = FindPlayerPed();
} else {
CDarkel::RegisterKillNotByPlayer(this, method);
}
if (bDone)
return true;
}
m_fHealth = 1.0f;
return false;
}
m_fHealth = 0.0f;
if (player == this)
m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
SetDie(ANIM_STD_NUM, 4.0f, 0.0f);
return true;
} else {
m_fHealth = 0.0f;
SetDie(dieAnim, dieDelta, dieSpeed);
if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
CDarkel::RegisterKillByPlayer(this, method, headShot);
CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 10;
CWorld::Players[CWorld::PlayerInFocus].m_fMediaAttention += 5.f;
m_threatEntity = player;
} else {
CDarkel::RegisterKillNotByPlayer(this, method);
}
if (method == WEAPONTYPE_DROWNING) {
bIsInTheAir = false;
if (FindPlayerPed() == this)
CStats::TimesDrowned++;
}
return true;
}
}
static RwObject*
SetPedAtomicVisibilityCB(RwObject* object, void* data)
{
if (data == nil)
RpAtomicSetFlags((RpAtomic*)object, 0);
return object;
}
static RwFrame*
RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
{
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
return frame;
}
static RwObject*
CloneAtomicToFrameCB(RwObject *frame, void *data)
{
RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame);
RpAtomicSetFrame(newAtomic, (RwFrame*)data);
RpClumpAddAtomic(flyingClumpTemp, newAtomic);
CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil);
return frame;
}
static RwFrame*
RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data)
{
RwFrame *newFrame = RwFrameCreate();
RwFrameAddChild((RwFrame*)data, newFrame);
RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE);
RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame);
RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame);
return newFrame;
}
void
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
{
RwFrame *frame;
CVector pos;
frame = m_pFrames[nodeId]->frame;
if (frame) {
if (CGame::nastyGame) {
if (CEntity::GetIsOnScreen()) {
m_pedIK.GetComponentPosition(pos, nodeId);
CParticle::AddParticle(PARTICLE_TEST, pos,
CVector(0.0f, 0.0f, 0.0f),
nil, 0.1f, 0, 0, 0, 0);
for (int i = 0; i < 16; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
pos,
CVector(0.0f, 0.0f, 0.03f),
nil, 0.0f, 0, 0, 0, 0);
}
}
bBodyPartJustCameOff = true;
m_bodyPartBleeding = nodeId;
}
} else {
printf("Trying to remove ped component");
}
}
CObject*
CPed::SpawnFlyingComponent(int pedNode, int8 direction)
{
// VC doesn't have detachable limbs :shrug:
return nil;
}
// III leftover and unused
void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
{
CVector pos2 = CVector(
pos.x,
pos.y,
pos.z + 0.1f
);
if (!IsPlayer() || evenOnPlayer) {
++CStats::HeadsPopped;
// BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
// if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
SetDie();
// }
bBodyPartJustCameOff = true;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
RemoveBodyPart(PED_HEAD, 0);
CParticle::AddParticle(PARTICLE_TEST, pos2,
CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);
if (CEntity::GetIsOnScreen()) {
for(int i=0; i < 32; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
pos2, CVector(0.0f, 0.0f, 0.03f),
nil, 0.0f, 0, 0, 0, 0);
}
for (int i = 0; i < 16; i++) {
CParticle::AddParticle(PARTICLE_DEBRIS2,
pos2,
CVector(0.0f, 0.0f, 0.01f),
nil, 0.0f, 0, 0, 0, 0);
}
}
}
}
bool
CPed::IsPedHeadAbovePos(float zOffset)
{
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
}
bool
CPed::PlacePedOnDryLand(void)
{
float waterLevel = 0.0f;
CEntity *foundEnt = nil;
CColPoint foundCol;
float foundColZ;
CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);
CVector potentialGround = GetPosition();
potentialGround.z = waterLevel;
if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
return false;
CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition();
potentialGroundDist.z = 0.0f;
potentialGroundDist.Normalise();
CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
posToCheck.z = 3.0f + waterLevel;
if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
foundColZ = foundCol.point.z;
if (foundColZ >= waterLevel) {
posToCheck.z = 0.8f + foundColZ;
SetPosition(posToCheck);
bIsStanding = true;
bWasStanding = true;
return true;
}
}
posToCheck = 5.0f * potentialGroundDist + GetPosition();
posToCheck.z = 3.0f + waterLevel;
if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil))
return false;
foundColZ = foundCol.point.z;
if (foundColZ < waterLevel)
return false;
posToCheck.z = 0.8f + foundColZ;
SetPosition(posToCheck);
bIsStanding = true;
bWasStanding = true;
return true;
}
void
CPed::CollideWithPed(CPed *collideWith)
{
CAnimBlendAssociation *animAssoc;
AnimationId animToPlay;
bool weAreMissionChar = CharCreatedBy == MISSION_CHAR;
bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR;
CVector posDiff = collideWith->GetPosition() - GetPosition();
int waitTime = 0;
if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
SetGetUp();
return;
}
if (collideWith->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
collideWith->SetGetUp();
return;
}
bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
|| m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_pedInObjective == collideWith
|| collideWith->m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && collideWith->m_pedInObjective == this
)) {
if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {
if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) {
if (collideWith->m_nMoveState != PEDMOVE_STILL
&& (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
if (seekPosDist <= heAndSeekPosDist) {
waitTime = 1000;
collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
} else {
waitTime = 500;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
}
} else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
SetDirectionToWalkAroundObject(collideWith);
}
} else {
if (FindPlayerPed() != m_pedInObjective
|| m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|| collideWith == m_pedInObjective) {
if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
SetDirectionToWalkAroundObject(collideWith);
if (!weAreMissionChar)
Say(SOUND_PED_CHAT);
} else {
SetEvasiveStep(collideWith, 2);
}
} else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
&& collideWith->m_pedInObjective == m_pedInObjective) {
int colliderIndexAtPlayersKillList = -1;
int ourIndexAtPlayersKillList = -1;
for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pMeleeList); i++) {
CPed *pedInKillList = ((CPlayerPed*)m_pedInObjective)->m_pMeleeList[i];
if (pedInKillList == this) {
ourIndexAtPlayersKillList = i;
} else if (pedInKillList == collideWith) {
colliderIndexAtPlayersKillList = i;
}
}
bool weAreCloserToTargetThenCollider = false;
if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
weAreCloserToTargetThenCollider = true;
if (ourIndexAtPlayersKillList > 0 && !weAreCloserToTargetThenCollider) {
if (colliderIndexAtPlayersKillList > 0) {
int time = 300;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
} else if (collideWith->m_pedInObjective == FindPlayerPed()) {
((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
int time = 500;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
}
} else if (!weAreCloserToTargetThenCollider) {
int time = 300;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
}
} else {
SetDirectionToWalkAroundObject(collideWith);
}
}
} else {
if (m_pedStats->m_temper <= m_pedStats->m_fear
|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED
|| weAreMissionChar
|| collideWith->m_nPedType == PEDTYPE_CIVFEMALE
|| collideWith->m_nPedType == m_nPedType
|| collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
SetDirectionToWalkAroundObject(collideWith);
Say(SOUND_PED_CHAT);
} else {
TurnBody();
SetAttack(collideWith);
m_fRotationCur = 0.3f + m_fRotationCur;
m_fRotationDest = m_fRotationCur;
}
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
}
}
} else {
if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (heLooksToUs) {
SetEvasiveStep(collideWith, 1);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
} else if (weDontLookToHim && IsPedInControl()) {
if (m_pedStats != collideWith->m_pedStats) {
if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper || collideWith->IsPlayer()
|| CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) {
if (collideWith->IsPlayer()) {
// He's on our right side
if (DotProduct(posDiff,GetRight()) <= 0.0f)
m_fRotationCur -= m_headingRate;
else
m_fRotationCur += m_headingRate;
} else {
// He's on our right side
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f)
collideWith->m_fRotationCur -= collideWith->m_headingRate;
else
collideWith->m_fRotationCur += collideWith->m_headingRate;
}
} else {
SetLookFlag(collideWith, false);
TurnBody();
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PARTIAL_PUNCH, 8.0f);
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
if (!heIsMissionChar) {
CVector2D posDiff2D(posDiff);
int direction = collideWith->GetLocalDirection(posDiff2D);
collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5);
}
}
}
}
}
} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar ||
m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness) {
// He looks us and we're not at his right side
if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
CVector moveForce = GetRight();
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
animToPlay = ANIM_STD_HIT_LEFT;
else
animToPlay = ANIM_STD_HITBYGUN_LEFT;
} else if (heLooksToUs) {
CVector moveForce = GetRight() * -1.0f;
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
animToPlay = ANIM_STD_HIT_RIGHT;
else
animToPlay = ANIM_STD_HITBYGUN_RIGHT;
} else {
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
animToPlay = ANIM_STD_HIT_BACK;
else
animToPlay = ANIM_STD_HITBYGUN_BACK;
}
if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) {
animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f);
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
if (m_nPedState == PED_ATTACK)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
}
} else {
// We're at his right side
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) {
CVector moveForce = GetRight() * -1.0f;
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (heLooksToUs)
animToPlay = ANIM_STD_HIGHIMPACT_RIGHT;
else
animToPlay = ANIM_STD_SPINFORWARD_RIGHT;
} else {
CVector moveForce = GetRight();
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (heLooksToUs)
animToPlay = ANIM_STD_HIGHIMPACT_LEFT;
else
animToPlay = ANIM_STD_SPINFORWARD_LEFT;
}
if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
collideWith->SetFall(3000, animToPlay, 0);
}
} else {
if (!IsPedInControl())
return;
if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL)
return;
if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) {
if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){
SetEvasiveStep(collideWith, 2);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
} else if (collideWith->m_nMoveState > PEDMOVE_WALK) {
waitTime = 2000;
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime);
}
}
} else if (heLooksToUs
&& collideWith->m_nPedState != PED_STEP_AWAY
&& m_nPedState != PED_STEP_AWAY
&& CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
SetEvasiveStep(collideWith, 1);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
}
if (IsPlayer()) {
SetLookFlag(collideWith, true);
SetLookTimer(800);
}
} else {
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
SetFindPathAndFlee(collideWith, 5000, !isRunning);
}
}
void
CPed::KillPedWithCar(CVehicle *car, float impulse)
{
CVehicleModelInfo *vehModel;
CColModel *vehColModel;
uint8 damageDir;
PedNode nodeToDamage;
eWeaponType killMethod;
if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
if (!m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
m_pCollidingEntity = car;
return;
}
if (m_nPedState == PED_DEAD)
return;
if (m_pCurSurface) {
if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->IsBoat()|| IsPlayer()))
return;
}
CVector distVec = GetPosition() - car->GetPosition();
if ((impulse > 12.0f || car->GetModelIndex() == MI_TRAIN) && !IsPlayer()) {
nodeToDamage = PED_TORSO;
killMethod = WEAPONTYPE_RAMMEDBYCAR;
uint8 randVal = CGeneral::GetRandomNumber() & 3;
if (car == FindPlayerVehicle()) {
float carSpeed = car->m_vecMoveSpeed.Magnitude();
uint8 shakeFreq;
if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) {
shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f;
} else {
shakeFreq = 250.0f;
}
CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
}
bIsStanding = false;
damageDir = GetLocalDirection(-m_vecMoveSpeed);
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
vehColModel = vehModel->GetColModel();
float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
if (car->GetModelIndex() == MI_TRAIN) {
killMethod = WEAPONTYPE_RUNOVERBYCAR;
nodeToDamage = PED_HEAD;
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
m_vecMoveSpeed.z = 0.0f;
if (damageDir == 1 || damageDir == 3)
damageDir = 2;
if (CGame::nastyGame)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
// Car doesn't look to us
} else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){
if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) {
// We're at the right of the car
if (carRightAndDistDotProd <= 0.0f)
nodeToDamage = PED_UPPERARML;
else
nodeToDamage = PED_UPPERARMR;
if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) {
killMethod = WEAPONTYPE_RUNOVERBYCAR;
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
m_vecMoveSpeed.z = 0.0f;
if (damageDir == 1 || damageDir == 3)
damageDir = 2;
if (CGame::nastyGame)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
}
} else {
float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward());
// carFrontAndDistDotProd <= 0.0 car looks to us
if ((carFrontAndDistDotProd <= 0.1 || randVal <= 1) && randVal != 0) {
killMethod = WEAPONTYPE_RUNOVERBYCAR;
nodeToDamage = PED_HEAD;
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
m_vecMoveSpeed.z = 0.0f;
if (damageDir == 1 || damageDir == 3)
damageDir = 2;
if (CGame::nastyGame)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
} else {
nodeToDamage = PED_MID;
float vehColMaxY = vehColModel->boundingBox.max.y;
float vehColMinY = vehColModel->boundingBox.min.y;
float vehColMaxZ = vehColModel->boundingBox.max.z;
float carFrontZ = car->GetForward().z;
float carHighestZ, carLength;
if (carFrontZ < -0.2f) {
// Highest point of car's back
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z;
carLength = vehColMaxY - vehColMinY;
} else if (carFrontZ > 0.1f) {
// Highest point of car's front
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
float highestZDist = carHighestZ - GetPosition().z;
if (highestZDist > 0.0f) {
GetMatrix().GetPosition().z += 0.5f * highestZDist;
carHighestZ += highestZDist * 0.25f;
}
carLength = vehColMaxY;
} else {
// Highest point of car's front
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
carLength = vehColMaxY;
}
float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude());
// TODO: What are we doing down here?
float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ;
// After this point distVec isn't really distVec.
distVec = car->m_vecMoveSpeed;
distVec.Normalise();
distVec *= 0.2 * unknown;
if (damageDir != 1 && damageDir != 3)
distVec.z += unknown;
else
distVec.z += 1.5f * unknown;
m_vecMoveSpeed = distVec;
damageDir += 2;
if (damageDir > 3)
damageDir = damageDir - 4;
if (car->IsCar()) {
CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision();
if (bonnet) {
if (CGeneral::GetRandomNumber() & 1) {
bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f));
} else {
bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f));
}
CVector forceDir = car->GetUp() * 10.0f;
bonnet->ApplyTurnForce(forceDir, car->GetForward());
}
}
}
}
}
if (car->pDriver) {
CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000);
}
ePedPieceTypes pieceToDamage;
switch (nodeToDamage) {
case PED_HEAD:
pieceToDamage = PEDPIECE_HEAD;
break;
case PED_UPPERARML:
pieceToDamage = PEDPIECE_LEFTARM;
break;
case PED_UPPERARMR:
pieceToDamage = PEDPIECE_RIGHTARM;
break;
default:
pieceToDamage = PEDPIECE_MID;
break;
}
InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
if (DyingOrDead()
&& bIsPedDieAnimPlaying && !m_pCollidingEntity) {
m_pCollidingEntity = car;
}
if (nodeToDamage == PED_MID)
bKnockedUpIntoAir = true;
else
bKnockedUpIntoAir = false;
distVec.Normalise();
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
car->ApplyMoveForce(distVec * -100.0f);
Say(SOUND_PED_DEFEND);
} else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f
|| impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) {
bIsStanding = false;
uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed);
float damage;
if (IsPlayer() && car->GetModelIndex() == MI_TRAIN)
damage = 150.0f;
else
damage = 30.0f;
InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
SetFall(1000, (AnimationId)(fallDirection + ANIM_STD_HIGHIMPACT_FRONT), true);
if (OnGround() && !m_pCollidingEntity &&
(!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
}
bKnockedUpIntoAir = false;
if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) {
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
}
m_vecMoveSpeed.z = 0.0f;
distVec.Normalise();
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
car->ApplyMoveForce(distVec * -60.0f);
Say(SOUND_PED_DEFEND);
}
if (IsGangMember()) {
CPed *driver = car->pDriver;
if (driver && driver->IsPlayer()
#ifdef FIX_BUGS
&& (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
#endif
) {
RegisterThreatWithGangPeds(driver);
}
}
}
void
CPed::DriveVehicle(void)
{
if (bOffscreen)
return;
CVehicle *veh = m_pMyVehicle;
if (veh->IsBike()) {
CBike *bike = (CBike*)veh;
float blendDelta = 1.0f;
float targetUDLean = 0.0f;
CAnimBlendAssociation *leftAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_LEFT);
CAnimBlendAssociation *rightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_RIGHT);
CAnimBlendAssociation *stillAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_READY);
CAnimBlendAssociation *fwdAssoc, *backAssoc;
if (IsPlayer()) {
fwdAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_LEANF);
backAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_LEANB);
}
CAnimBlendAssociation *walkbackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_WALKBACK);
CAnimBlendAssociation *drivebyAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_DRIVEBY_LHS);
if (!drivebyAssoc)
drivebyAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_DRIVEBY_RHS);
if (!drivebyAssoc)
drivebyAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_DRIVEBY_FORWARD);
float velocityFwdDotProd = DotProduct(bike->m_vecMoveSpeed, bike->GetForward());
if (m_vecTurnSpeed.MagnitudeSqr() > 0.09f) {
bike->KnockOffRider(WEAPONTYPE_FALL, 2, this, false);
if (bike->pPassengers[0])
bike->KnockOffRider(WEAPONTYPE_FALL, 2, bike->pPassengers[0], false);
return;
}
if (!drivebyAssoc && Abs(velocityFwdDotProd) < 0.02f) {
if (!stillAssoc || stillAssoc->blendAmount < 1.0 && stillAssoc->blendDelta <= 0.0) {
stillAssoc = CAnimManager::BlendAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_READY, 2.0f);
}
} else {
if (velocityFwdDotProd >= 0.0f) {
if (stillAssoc && stillAssoc->blendDelta >= 0.0f)
stillAssoc->blendDelta = -4.0f;
if (walkbackAssoc && walkbackAssoc->blendDelta >= 0.0f)
walkbackAssoc->blendDelta = -4.0f;
} else {
float maxReverseSpeed = bike->pHandling->Transmission.fMaxReverseVelocity;
if (3.5f * maxReverseSpeed > velocityFwdDotProd && (bike->m_nWheelsOnGround || bike->GetUp().z < -0.5f)) {
bike->KnockOffRider(WEAPONTYPE_FALL, 2, this, false);
if (bike->pPassengers[0])
bike->KnockOffRider(WEAPONTYPE_FALL, 2, bike->pPassengers[0], false);
return;
}
if (bike->m_fGasPedal >= 0.0 || velocityFwdDotProd <= maxReverseSpeed * 1.5) {
if (IsPlayer() && velocityFwdDotProd < maxReverseSpeed * 1.5)
targetUDLean = -1.0f;
if (stillAssoc && stillAssoc->blendDelta >= 0.0f)
stillAssoc->blendDelta = -4.0f;
if (walkbackAssoc && walkbackAssoc->blendDelta >= 0.0f) {
walkbackAssoc->blendDelta = -4.0f;
}
} else if (!walkbackAssoc || walkbackAssoc->blendAmount < 1.0f && walkbackAssoc->blendDelta <= 0.0f) {
walkbackAssoc = CAnimManager::BlendAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_WALKBACK, 4.0f);
}
}
}
if (stillAssoc)
blendDelta -= Min(1.0f, CTimer::GetTimeStepNonClipped() * 0.02f * stillAssoc->blendDelta + stillAssoc->blendAmount);
if (drivebyAssoc)
blendDelta -= Min(blendDelta, CTimer::GetTimeStepNonClipped() * 0.02f * drivebyAssoc->blendDelta + drivebyAssoc->blendAmount);
if (walkbackAssoc)
blendDelta -= Min(blendDelta, CTimer::GetTimeStepNonClipped() * 0.02f * walkbackAssoc->blendDelta + walkbackAssoc->blendAmount);
float targetLRLean, timeBlend, neededAngForWheelie, stoppieAng;
// Smooth the lean amount
if (targetUDLean == -1.0f) {
targetLRLean = 0.0f;
timeBlend = Pow(0.86f, CTimer::GetTimeStep());
} else {
targetLRLean = clamp(bike->m_fLeanLRAngle / bike->pBikeHandling->fFullAnimLean, -1.0f, 1.0f);
timeBlend = Pow(0.86f, CTimer::GetTimeStep());
}
bike->m_fPedLeanAmountLR = bike->m_fPedLeanAmountLR * timeBlend + (1.0 - timeBlend) * targetLRLean;
if (!IsPlayer()) {
targetUDLean = 0.0f;
} else if (targetUDLean > -1.0f) {
targetUDLean = bike->m_fLeanInput;
bike->bWheelieCam = false;
neededAngForWheelie = 1.0f;
if (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f || bike->GetForward().z <= 0.0f ||
(0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3])) {
if (0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3] &&
(bike->GetForward().z < 0.0f && (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f))) {
stoppieAng = bike->pBikeHandling->fStoppieAng;
if (stoppieAng - bike->GetForward().z > 0.6f * stoppieAng)
bike->bWheelieCam = true;
}
} else {
float wheelieAng = bike->pBikeHandling->fWheelieAng;
neededAngForWheelie = wheelieAng - bike->GetForward().z;
if (neededAngForWheelie < wheelieAng / 2.f)
bike->bWheelieCam = true;
}
if (neededAngForWheelie >= 0.15f) {
if (bike->m_fBrakePedal <= 0.5f || velocityFwdDotProd <= 0.01f) {
if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fMaxCruiseVelocity > velocityFwdDotProd) {
targetUDLean = Min(0.1f, targetUDLean);
}
} else {
targetUDLean = Max(0.1f, targetUDLean);
}
} else {
targetUDLean = Max(0.25f, targetUDLean);
}
float targetLRLeanABS = Abs(targetLRLean);
if (targetLRLeanABS > 0.3f) {
// Yes, UD
targetUDLean *= Max(0.0f, 1.0f - (targetLRLeanABS - 0.3f) * 50.f / 13.f);
}
}
if (IsPlayer()) {
float timeBlend = Pow(0.89f, CTimer::GetTimeStep());
bike->m_fPedLeanAmountUD = (timeBlend * bike->m_fPedLeanAmountUD) + ((1.0f - timeBlend) * targetUDLean);
} else {
bike->m_fPedLeanAmountUD = 0.0f;
}
float fwdBackLeanAmount, leftRightLeanAmount;
if (Abs(bike->m_fPedLeanAmountLR) <= 0.56f && IsPlayer()) {
if (Abs(bike->m_fPedLeanAmountUD) <= 0.56f) {
CVector2D smoothedLean(bike->m_fPedLeanAmountLR, bike->m_fPedLeanAmountUD);
float smoothLeanMag = smoothedLean.Magnitude();
if (smoothLeanMag <= 0.01f) {
fwdBackLeanAmount = Abs(smoothedLean.y);
leftRightLeanAmount = Abs(smoothedLean.x);
} else {
fwdBackLeanAmount = Abs(smoothedLean.y / smoothLeanMag);
leftRightLeanAmount = Abs(smoothedLean.x / smoothLeanMag);
}
} else {
fwdBackLeanAmount = 1.0f;
leftRightLeanAmount = 0.0f;
}
} else {
fwdBackLeanAmount = 0.0f;
leftRightLeanAmount = 1.0f;
}
float fwdBackBlend = fwdBackLeanAmount * blendDelta;
float leftRightBlend = leftRightLeanAmount * blendDelta;
if (IsPlayer()) {
if (!fwdAssoc)
fwdAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_LEANF);
if (!backAssoc)
backAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_LEANB);
if (bike->m_fPedLeanAmountUD < 0.0f) {
backAssoc->blendAmount = fwdBackBlend;
backAssoc->SetCurrentTime(-(bike->m_fPedLeanAmountUD * backAssoc->hierarchy->totalLength));
backAssoc->flags &= ~ASSOC_RUNNING;
fwdAssoc->blendAmount = 0.0f;
} else {
fwdAssoc->blendAmount = fwdBackBlend;
fwdAssoc->SetCurrentTime(bike->m_fPedLeanAmountUD* fwdAssoc->hierarchy->totalLength);
fwdAssoc->flags &= ~ASSOC_RUNNING;
backAssoc->blendAmount = 0.0f;
}
}
if (!leftAssoc)
leftAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_LEFT);
if (!rightAssoc)
rightAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_RIGHT);
if (bike->m_fPedLeanAmountLR < 0.0f) {
leftAssoc->blendAmount = leftRightBlend;
leftAssoc->SetCurrentTime(-(bike->m_fPedLeanAmountLR * leftAssoc->hierarchy->totalLength));
leftAssoc->flags &= ~ASSOC_RUNNING;
rightAssoc->blendAmount = 0.0f;
} else {
rightAssoc->blendAmount = leftRightBlend;
rightAssoc->SetCurrentTime(bike->m_fPedLeanAmountLR* rightAssoc->hierarchy->totalLength);
rightAssoc->flags &= ~ASSOC_RUNNING;
leftAssoc->blendAmount = 0.0f;
}
if (velocityFwdDotProd > 0.3f) {
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
RtQuatRotate(&m_pFrames[PED_HEAD]->hanimFrame->q, &Xaxis, CGeneral::GetRandomNumberInRange(-6.0f * velocityFwdDotProd, 6.0f * velocityFwdDotProd), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_HEAD]->hanimFrame->q, &Yaxis, CGeneral::GetRandomNumberInRange(-6.0f * velocityFwdDotProd, 6.0f * velocityFwdDotProd), rwCOMBINEPOSTCONCAT);
bDontAcceptIKLookAts = true;
}
return;
}
if (!IsPlayer())
return;
float steerAngle = m_pMyVehicle->m_fSteerAngle;
CAnimBlendAssociation* lDriveAssoc;
CAnimBlendAssociation* rDriveAssoc;
CAnimBlendAssociation* lbAssoc;
CAnimBlendAssociation* sitAssoc;
if (m_pMyVehicle->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT)) {
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE);
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
return;
}
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE_LEFT);
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE_RIGHT);
lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_LOOKBEHIND);
} else if (m_pMyVehicle->bLowVehicle) {
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_LO);
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
return;
}
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_LEFT_LO);
lbAssoc = nil;
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_RIGHT_LO);
} else {
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT);
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
return;
}
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_LEFT);
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_RIGHT);
lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_LOOKBEHIND);
}
if (lbAssoc &&
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON
&& TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_LEFT) {
lbAssoc->blendDelta = -1000.0f;
}
CAnimBlendAssociation* driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_LEFT);
if (!driveByAssoc)
driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_RIGHT);
if (!driveByAssoc)
driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_LEFT_LO);
if (!driveByAssoc)
driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_RIGHT_LO);
if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc ||
m_pMyVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI || m_pMyVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE) {
if (steerAngle == 0.0f || driveByAssoc) {
if (lDriveAssoc)
lDriveAssoc->blendAmount = 0.0f;
if (rDriveAssoc)
rDriveAssoc->blendAmount = 0.0f;
} else if (steerAngle <= 0.0f) {
if (lDriveAssoc)
lDriveAssoc->blendAmount = 0.0f;
if (rDriveAssoc)
rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
else if (m_pMyVehicle->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT))
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE_RIGHT);
else if (m_pMyVehicle->bLowVehicle)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_RIGHT_LO);
else
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_RIGHT);
} else {
if (rDriveAssoc)
rDriveAssoc->blendAmount = 0.0f;
if (lDriveAssoc)
lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
else if (m_pMyVehicle->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT))
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE_LEFT);
else if (m_pMyVehicle->bLowVehicle)
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_LEFT_LO);
else
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_LEFT);
}
if (lbAssoc)
lbAssoc->blendDelta = -4.0f;
} else {
if ((TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON
|| TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking != LOOKING_LEFT)
&& (!lbAssoc || lbAssoc->blendAmount < 1.0f && lbAssoc->blendDelta <= 0.0f)) {
if (m_pMyVehicle->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT))
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_LOOKBEHIND, 4.0f);
else
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_LOOKBEHIND, 4.0f);
}
}
}
void
CPed::RemoveWeaponAnims(int unused, float animDelta)
{
CAnimBlendAssociation *weaponAssoc;
//CWeaponInfo::GetWeaponInfo(unused);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_1);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_3RD);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATTACK_EXTRA1);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if (weaponAssoc) {
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (weaponAssoc->flags & ASSOC_PARTIAL)
weaponAssoc->blendDelta = animDelta;
else
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, -animDelta);
}
}