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-rw-r--r--src/peds/CivilianPed.cpp19
-rw-r--r--src/peds/CivilianPed.h16
-rw-r--r--src/peds/CopPed.cpp14
-rw-r--r--src/peds/CopPed.h73
-rw-r--r--src/peds/DummyPed.h11
-rw-r--r--src/peds/EmergencyPed.cpp7
-rw-r--r--src/peds/EmergencyPed.h13
-rw-r--r--src/peds/Ped.cpp2949
-rw-r--r--src/peds/Ped.h577
-rw-r--r--src/peds/PedIK.cpp109
-rw-r--r--src/peds/PedIK.h40
-rw-r--r--src/peds/PedPlacement.cpp40
-rw-r--r--src/peds/PedPlacement.h8
-rw-r--r--src/peds/PedStats.cpp125
-rw-r--r--src/peds/PedStats.h79
-rw-r--r--src/peds/PedType.cpp243
-rw-r--r--src/peds/PedType.h90
-rw-r--r--src/peds/PlayerPed.cpp14
-rw-r--r--src/peds/PlayerPed.h48
19 files changed, 4475 insertions, 0 deletions
diff --git a/src/peds/CivilianPed.cpp b/src/peds/CivilianPed.cpp
new file mode 100644
index 00000000..a4881e71
--- /dev/null
+++ b/src/peds/CivilianPed.cpp
@@ -0,0 +1,19 @@
+#include "common.h"
+#include "patcher.h"
+#include "CivilianPed.h"
+
+WRAPPER void CCivilianPed::ProcessControl(void) { EAXJMP(0x4BFFE0); }
+
+CCivilianPed::CCivilianPed(int pedtype, int mi) : CPed(pedtype)
+{
+ CPed::SetModelIndex(mi);
+ for (int i = 0; i < 10; i++)
+ {
+ m_nearPeds[i] = nil;
+ }
+}
+
+STARTPATCHES
+ InjectHook(0x4BFF30, &CCivilianPed::ctor, PATCH_JUMP);
+ InjectHook(0x4BFFC0, &CCivilianPed::dtor, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file
diff --git a/src/peds/CivilianPed.h b/src/peds/CivilianPed.h
new file mode 100644
index 00000000..8d004ad7
--- /dev/null
+++ b/src/peds/CivilianPed.h
@@ -0,0 +1,16 @@
+#pragma once
+
+#include "Ped.h"
+
+class CCivilianPed : public CPed
+{
+public:
+ CCivilianPed(int, int);
+ virtual ~CCivilianPed(void) { }
+
+ virtual void ProcessControl(void);
+
+ CCivilianPed *ctor(int pedtype, int mi) { return ::new (this) CCivilianPed(pedtype, mi); };
+ void dtor(void) { this->CCivilianPed::~CCivilianPed(); }
+};
+static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error");
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
new file mode 100644
index 00000000..041185ee
--- /dev/null
+++ b/src/peds/CopPed.cpp
@@ -0,0 +1,14 @@
+#include "common.h"
+#include "patcher.h"
+#include "CopPed.h"
+
+CCopPed::~CCopPed()
+{
+ ClearPursuit();
+}
+
+WRAPPER void CCopPed::ClearPursuit(void) { EAXJMP(0x4C28C0); }
+
+STARTPATCHES
+ InjectHook(0x4C13E0, &CCopPed::dtor, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file
diff --git a/src/peds/CopPed.h b/src/peds/CopPed.h
new file mode 100644
index 00000000..b938dfc2
--- /dev/null
+++ b/src/peds/CopPed.h
@@ -0,0 +1,73 @@
+#pragma once
+#include "Ped.h"
+
+enum eCrimeType
+{
+ CRIME_NONE,
+ CRIME_POSSESSION_GUN,
+ CRIME_HIT_PED,
+ CRIME_HIT_COP,
+ CRIME_SHOOT_PED,
+ CRIME_SHOOT_COP,
+ CRIME_STEAL_CAR,
+ CRIME_RUN_REDLIGHT,
+ CRIME_RECKLESS_DRIVING,
+ CRIME_SPEEDING,
+ CRIME_RUNOVER_PED,
+ CRIME_RUNOVER_COP,
+ CRIME_SHOOT_HELI,
+ CRIME_PED_BURNED,
+ CRIME_COP_BURNED,
+ CRIME_VEHICLE_BURNED,
+ CRIME_DESTROYED_CESSNA,
+};
+
+enum eCopType
+{
+ COP_STREET = 0,
+ COP_FBI = 1,
+ COP_SWAT = 2,
+ COP_ARMY = 3,
+};
+
+class CCrime
+{
+public:
+ eCrimeType m_eCrimeType;
+ CEntity *m_pVictim;
+ int32 m_nCrimeTime;
+ CVector m_vecCrimePos;
+ int8 m_bReported;
+ int8 m_bMultiplier;
+ int8 pad_20[2];
+};
+
+class CCopPed : public CPed
+{
+public:
+ int16 m_wRoadblockNode;
+ int8 field_1342;
+ int8 field_1343;
+ float m_fDistanceToTarget;
+ int8 m_bIsInPursuit;
+ int8 m_bIsDisabledCop;
+ int8 field_1350;
+ int8 field_1351;
+ int8 m_bZoneDisabledButClose;
+ int8 m_bZoneDisabled;
+ int8 field_1354;
+ int8 field_1355;
+ int32 field_1356;
+ eCopType m_nCopType;
+ int8 field_1364;
+ int8 field_1365;
+ int8 field_1366;
+ int8 field_1367;
+
+ ~CCopPed();
+ void dtor(void) { this->CCopPed::~CCopPed(); }
+
+ void ClearPursuit(void);
+};
+
+static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
diff --git a/src/peds/DummyPed.h b/src/peds/DummyPed.h
new file mode 100644
index 00000000..af633dc4
--- /dev/null
+++ b/src/peds/DummyPed.h
@@ -0,0 +1,11 @@
+#pragma once
+
+#include "Dummy.h"
+
+// actually unused
+class CDummyPed : CDummy
+{
+ int32 pedType;
+ int32 unknown;
+};
+static_assert(sizeof(CDummyPed) == 0x70, "CDummyPed: error");
diff --git a/src/peds/EmergencyPed.cpp b/src/peds/EmergencyPed.cpp
new file mode 100644
index 00000000..7b847896
--- /dev/null
+++ b/src/peds/EmergencyPed.cpp
@@ -0,0 +1,7 @@
+#include "common.h"
+#include "patcher.h"
+#include "EmergencyPed.h"
+
+STARTPATCHES
+InjectHook(0x4C2EF0, &CEmergencyPed::dtor, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file
diff --git a/src/peds/EmergencyPed.h b/src/peds/EmergencyPed.h
new file mode 100644
index 00000000..fa07f3ee
--- /dev/null
+++ b/src/peds/EmergencyPed.h
@@ -0,0 +1,13 @@
+#pragma once
+
+#include "Ped.h"
+
+class CEmergencyPed : public CPed
+{
+public:
+ // 0x53C
+ uint8 stuff[24];
+
+ void dtor(void) { this->CEmergencyPed::~CEmergencyPed(); }
+};
+static_assert(sizeof(CEmergencyPed) == 0x554, "CEmergencyPed: error");
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
new file mode 100644
index 00000000..80ef53ee
--- /dev/null
+++ b/src/peds/Ped.cpp
@@ -0,0 +1,2949 @@
+#include "common.h"
+#include "patcher.h"
+#include "main.h"
+#include "Pools.h"
+#include "Particle.h"
+#include "Stats.h"
+#include "World.h"
+#include "DMAudio.h"
+#include "RpAnimBlend.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "General.h"
+#include "VisibilityPlugins.h"
+#include "AudioManager.h"
+#include "HandlingMgr.h"
+#include "Replay.h"
+#include "PedPlacement.h"
+#include "Shadows.h"
+#include "Weather.h"
+#include "ZoneCull.h"
+#include "Population.h"
+#include "Renderer.h"
+#include "Lights.h"
+#include "PointLights.h"
+#include "Pad.h"
+
+WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
+WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
+WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
+WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
+WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
+WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
+WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
+WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
+WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
+WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
+WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
+WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
+WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
+WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
+WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
+WRAPPER void CPed::SetDuck(uint32) { EAXJMP(0x4E4920); }
+WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); }
+
+bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
+bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
+bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
+
+uint16 &CPed::distanceMultToCountPedNear = *(uint16*)0x5F8C98;
+
+CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
+CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
+CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
+
+void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
+void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
+void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
+void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }
+
+CPed::~CPed(void)
+{
+ CWorld::Remove(this);
+ CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
+ if (bInVehicle && m_pMyVehicle){
+ uint8 door_flag = GetVehEnterExitFlag(m_vehEnterType);
+ if (m_pMyVehicle->pDriver == this)
+ m_pMyVehicle->pDriver = nil;
+ else {
+ for (int i = 0; i < m_pMyVehicle->m_nNumMaxPassengers; i++) {
+ if (m_pMyVehicle->pPassengers[i] == this)
+ m_pMyVehicle->pPassengers[i] = nil;
+ }
+ }
+ if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
+ m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
+ bInVehicle = false;
+ m_pMyVehicle = nil;
+ }else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK){
+ QuitEnteringCar();
+ }
+ if (m_pFire)
+ m_pFire->Extinguish();
+ CPopulation::UpdatePedCount(m_nPedType, true);
+ DMAudio.DestroyEntity(m_audioEntityId);
+}
+
+void
+CPed::FlagToDestroyWhenNextProcessed(void)
+{
+ bRemoveFromWorld = true;
+ if (!bInVehicle || !m_pMyVehicle)
+ return;
+ if (m_pMyVehicle->pDriver == this){
+ m_pMyVehicle->pDriver = nil;
+ if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED)
+ m_pMyVehicle->m_status = STATUS_ABANDONED;
+ }else{
+ m_pMyVehicle->RemovePassenger(this);
+ }
+ bInVehicle = false;
+ m_pMyVehicle = nil;
+ if (CharCreatedBy == MISSION_CHAR)
+ m_nPedState = PED_DEAD;
+ else
+ m_nPedState = PED_NONE;
+ m_pVehicleAnim = nil;
+}
+
+static char ObjectiveText[34][28] = {
+ "No Obj",
+ "Wait on Foot",
+ "Flee on Foot Till Safe",
+ "Guard Spot",
+ "Guard Area",
+ "Wait in Car",
+ "Wait in Car then Getout",
+ "Kill Char on Foot",
+ "Kill Char Any Means",
+ "Flee Char on Foot Till Safe",
+ "Flee Char on Foot Always",
+ "GoTo Char on Foot",
+ "Follow Char in Formation",
+ "Leave Car",
+ "Enter Car as Passenger",
+ "Enter Car as Driver",
+ "Follow Car in Car",
+ "Fire at Obj from Vehicle",
+ "Destroy Obj",
+ "Destroy Car",
+ "GoTo Area Any Means",
+ "GoTo Area on Foot",
+ "Run to Area",
+ "GoTo Area in Car",
+ "Follow Car on Foot Woffset",
+ "Guard Attack",
+ "Set Leader",
+ "Follow Route",
+ "Solicit",
+ "Take Taxi",
+ "Catch Train",
+ "Buy IceCream",
+ "Steal Any Car",
+ "Mug Char",
+};
+
+static char StateText[56][18] = {
+ "None", // 1
+ "Idle",
+ "Look Entity",
+ "Look Heading",
+ "Wander Range",
+ "Wander Path",
+ "Seek Pos",
+ "Seek Entity",
+ "Flee Pos",
+ "Flee Entity",
+ "Pursue",
+ "Follow Path",
+ "Sniper Mode",
+ "Rocket Mode",
+ "Dummy",
+ "Pause",
+ "Attack",
+ "Fight",
+ "Face Phone",
+ "Make Call",
+ "Chat",
+ "Mug",
+ "AimGun",
+ "AI Control",
+ "Seek Car",
+ "Seek InBoat",
+ "Follow Route",
+ "C.P.R.",
+ "Solicit",
+ "Buy IceCream",
+ "Investigate",
+ "Step away",
+ "STATES_NO_AI",
+ "On Fire",
+ "Jump",
+ "Fall",
+ "GetUp",
+ "Stagger",
+ "Dive away",
+ "STATES_NO_ST",
+ "Enter Train",
+ "Exit Train",
+ "Arrest Plyr",
+ "Driving",
+ "Passenger",
+ "Taxi Passngr",
+ "Open Door",
+ "Die",
+ "Dead",
+ "CarJack",
+ "Drag fm Car",
+ "Enter Car",
+ "Steal Car",
+ "Exit Car",
+ "Hands Up",
+ "Arrested",
+};
+
+static char PersonalityTypeText[32][18] = {
+ "Player",
+ "Cop",
+ "Medic",
+ "Fireman",
+ "Gang 1",
+ "Gang 2",
+ "Gang 3",
+ "Gang 4",
+ "Gang 5",
+ "Gang 6",
+ "Gang 7",
+ "Street Guy",
+ "Suit Guy",
+ "Sensible Guy",
+ "Geek Guy",
+ "Old Guy",
+ "Tough Guy",
+ "Street Girl",
+ "Suit Girl",
+ "Sensible Girl",
+ "Geek Girl",
+ "Old Girl",
+ "Tough Girl",
+ "Tramp",
+ "Tourist",
+ "Prostitute",
+ "Criminal",
+ "Busker",
+ "Taxi Driver",
+ "Psycho",
+ "Steward",
+ "Sports Fan",
+};
+
+static char WaitStateText[21][16] = {
+ "No Wait",
+ "Traffic Lights",
+ "Pause CrossRoad",
+ "Look CrossRoad",
+ "Look Ped",
+ "Look Shop",
+ "Look Accident",
+ "FaceOff Gang",
+ "Double Back",
+ "Hit Wall",
+ "Turn 180deg",
+ "Surprised",
+ "Ped Stuck",
+ "Look About",
+ "Play Duck",
+ "Play Cower",
+ "Play Taxi",
+ "Play HandsUp",
+ "Play HandsCower",
+ "Play Chat",
+ "Finish Flee",
+};
+
+CPed::CPed(uint32 pedType) : m_pedIK(this)
+{
+ m_type = ENTITY_TYPE_PED;
+ bPedPhysics = true;
+ bUseCollisionRecords = true;
+
+ m_vecAnimMoveDelta.x = 0.0;
+ m_vecAnimMoveDelta.y = 0.0;
+ m_fHealth = 100.0f;
+ m_fArmour = 0.0f;
+ m_nPedType = pedType;
+ field_520 = 0;
+ m_talkTimer = 0;
+ m_talkTypeLast = 167;
+ m_talkType = 167;
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ CharCreatedBy = RANDOM_CHAR;
+ m_leader = nil;
+ m_pedInObjective = nil;
+ m_carInObjective = nil;
+ bInVehicle = 0;
+ m_pMyVehicle = nil;
+ m_pVehicleAnim = nil;
+ m_vecOffsetSeek.x = 0.0;
+ m_vecOffsetSeek.y = 0.0;
+ m_vecOffsetSeek.z = 0.0;
+ m_pedFormation = 0;
+ m_lastThreatTimer = 0;
+ m_nPedStateTimer = 0;
+ m_actionX = 0;
+ m_actionY = 0;
+ m_phoneTalkTimer = 0;
+ m_stateUnused = 0;
+ m_leaveCarTimer = 0;
+ m_getUpTimer = 0;
+ m_attackTimer = 0;
+ m_timerUnused = 0;
+ m_lookTimer = 0;
+ m_standardTimer = 0;
+ m_lastHitTime = 0;
+ m_hitRecoverTimer = 0;
+ field_4E8 = 0;
+ m_moved = CVector2D(0.0f, 0.0f);
+ m_fRotationCur = 0.0f;
+ m_headingRate = 15.0f;
+ m_fRotationDest = 0.0f;
+ m_vehEnterType = VEHICLE_ENTER_FRONT_LEFT;
+ m_walkAroundType = 0;
+ m_pCurrentPhysSurface = nil;
+ m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
+ m_pSeekTarget = nil;
+ m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
+ m_wepSkills = 0;
+ field_318 = 1.0f;
+ field_31C = 0;
+ m_phoneId = -1;
+ m_lastAccident = 0;
+ m_fleeFrom = nil;
+ m_fleeFromPosX = 0;
+ m_fleeFromPosY = 0;
+ m_fleeTimer = 0;
+ m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
+ m_seekExAngle = 0.0f;
+ m_nWaitState = WAITSTATE_FALSE;
+ m_nWaitTimer = 0;
+ m_pCollidingEntity = nil;
+ m_nPedState = PED_IDLE;
+ m_nLastPedState = PED_NONE;
+ m_nMoveState = PEDMOVE_STILL;
+ m_nStoredActionState = 0;
+ m_pFire = nil;
+ m_pPointGunAt = nil;
+ m_pLookTarget = nil;
+ m_fLookDirection = 0.0f;
+ m_pCurSurface = nil;
+ m_targetUnused = nil;
+ m_nPathNodes = 0;
+ m_nCurPathNode = 0;
+ m_nPathState = 0;
+ m_pNextPathNode = nil;
+ m_pLastPathNode = nil;
+ m_routeLastPoint = -1;
+ m_routePoints = 0;
+ m_routePos = 0;
+ m_routeType = 0;
+ m_bodyPartBleeding = -1;
+
+ m_fMass = 70.0f;
+ m_fTurnMass = 100.0f;
+ m_fAirResistance = 0.4f / m_fMass;
+ m_fElasticity = 0.05f;
+
+ bIsStanding = false;
+ m_ped_flagA2 = false;
+ m_ped_flagA4 = false;
+ bIsPointingGunAt = false;
+ bIsLooking = false;
+ m_ped_flagA20 = false;
+ bIsRestoringLook = false;
+ bIsAimingGun = false;
+
+ bIsRestoringGun = false;
+ bCanPointGunAtTarget = false;
+ bIsTalking = false;
+ bIsInTheAir = false;
+ bIsLanding = false;
+ m_ped_flagB20 = false;
+ m_ped_flagB40 = false;
+ m_ped_flagB80 = false;
+
+ m_ped_flagC1 = false;
+ bRespondsToThreats = true;
+ m_ped_flagC4 = true;
+ m_ped_flagC8 = false;
+ m_ped_flagC10 = false;
+ m_ped_flagC20 = false;
+ m_ped_flagC40 = false;
+ m_ped_flagC80 = false;
+
+ m_ped_flagD1 = false;
+ m_ped_flagD2 = false;
+ m_ped_flagD4 = false;
+ m_ped_flagD8 = false;
+ m_ped_flagD10 = false;
+ m_ped_flagD20 = false;
+ m_ped_flagD40 = false;
+ m_ped_flagD80 = false;
+
+ m_ped_flagE1 = false;
+ m_ped_flagE2 = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ bIsDucking = false;
+ m_ped_flagE20 = false;
+ bDoBloodyFootprints = false;
+ m_ped_flagE80 = false;
+
+ m_ped_flagF1 = false;
+ m_ped_flagF2 = false;
+ m_ped_flagF4 = false;
+ m_ped_flagF8 = false;
+ m_ped_flagF10 = false;
+ m_ped_flagF20 = false;
+ m_ped_flagF40 = false;
+ m_ped_flagF80 = false;
+
+ m_ped_flagG1 = false;
+ m_ped_flagG2 = true;
+ m_ped_flagG4 = false;
+ m_ped_flagG8 = false;
+ m_ped_flagG10 = false;
+ m_ped_flagG20 = false;
+ m_ped_flagG40 = false;
+ m_ped_flagG80 = false;
+
+ m_ped_flagH1 = false;
+ m_ped_flagH2 = false;
+ m_ped_flagH4 = false;
+ m_ped_flagH8 = false;
+ m_ped_flagH10 = false;
+ m_ped_flagH20 = false;
+ m_ped_flagH40 = false;
+ m_ped_flagH80 = false;
+
+ m_ped_flagI1 = false;
+ m_ped_flagI2 = false;
+ m_ped_flagI4 = false;
+ bRecordedForReplay = false;
+ m_ped_flagI10 = false;
+#ifdef KANGAROO_CHEAT
+ m_ped_flagI80 = false;
+#endif
+
+ if ((CGeneral::GetRandomNumber() & 3) == 0)
+ m_ped_flagD1 = true;
+
+ m_audioEntityId = DMAudio.CreateEntity(0, this);
+ DMAudio.SetEntityStatus(m_audioEntityId, 1);
+ m_fearFlags = CPedType::GetThreats(m_nPedType);
+ m_threatEntity = nil;
+ m_eventOrThread = CVector2D(0.0f, 0.0f);
+ m_pEventEntity = nil;
+ m_fAngleToEvent = 0.0f;
+ m_numNearPeds = 0;
+
+ for (int i = 0; i < 10; i++)
+ {
+ m_nearPeds[i] = nil;
+ if (i < 8) {
+ m_pPathNodesStates[i] = nil;
+ }
+ }
+ m_maxWeaponTypeAllowed = 0;
+ m_currentWeapon = 0;
+ m_storedWeapon = NO_STORED_WEAPON;
+
+ for(int i = 0; i < NUM_PED_WEAPONTYPES; i++)
+ {
+ CWeapon &weapon = GetWeapon(i);
+ weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
+ weapon.m_eWeaponState = WEAPONSTATE_READY;
+ weapon.m_nAmmoInClip = 0;
+ weapon.m_nAmmoTotal = 0;
+ weapon.m_nTimer = 0;
+ }
+
+ m_lastHitState = 0;
+ GiveWeapon(WEAPONTYPE_UNARMED, 0);
+ m_wepAccuracy = 60;
+ m_lastWepDam = -1;
+ m_collPoly.valid = false;
+ m_fCollisionSpeed = 0.0f;
+ m_wepModelID = -1;
+ CPopulation::UpdatePedCount(m_nPedType, false);
+}
+
+uint32
+CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
+{
+ CWeapon &weapon = GetWeapon(weaponType);
+
+ if (HasWeapon(weaponType)) {
+ if (weapon.m_nAmmoTotal + ammo > 99999)
+ weapon.m_nAmmoTotal = 99999;
+ else
+ weapon.m_nAmmoTotal += ammo;
+
+ weapon.Reload();
+ } else {
+ weapon.Initialise(weaponType, ammo);
+ // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
+ m_maxWeaponTypeAllowed++;
+ }
+ if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
+ weapon.m_eWeaponState = WEAPONSTATE_READY;
+
+ return weaponType;
+}
+
+static RwObject*
+RemoveAllModelCB(RwObject *object, void *data)
+{
+ RpAtomic *atomic = (RpAtomic*)object;
+ if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
+ RpClumpRemoveAtomic(atomic->clump, atomic);
+ RpAtomicDestroy(atomic);
+ }
+ return object;
+}
+
+static PedOnGroundState
+CheckForPedsOnGroundToAttack(CPlayerPed *player, 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 < player->m_numNearPeds; currentPedId++) {
+
+ currentPed = player->m_nearPeds[currentPedId];
+
+ CVector posDifference = currentPed->GetPosition() - player->GetPosition();
+ distance = posDifference.Magnitude();
+
+ if (distance < 2.0f) {
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ currentPed->GetPosition().x, currentPed->GetPosition().y,
+ player->GetPosition().x, player->GetPosition().y);
+
+ angleToFace = CGeneral::LimitRadianAngle(angleToFace);
+ player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
+
+ angleDiff = fabs(angleToFace - player->m_fRotationCur);
+
+ if (angleDiff > PI)
+ angleDiff = 2 * PI - angleDiff;
+
+ currentPedState = currentPed->m_nPedState;
+
+ if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
+ 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))) {
+
+ if (angleDiff < DEGTORAD(75.0f)) {
+ foundBelow = 1;
+ if (!pedBelow)
+ pedBelow = currentPed;
+ }
+ } else {
+ foundBelow = 1;
+ pedBelow = currentPed;
+ break;
+ }
+ }
+ }
+
+ 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_BELOW_PLAYER;
+ } else {
+ currentPed = nil;
+ stateToReturn = NO_PED;
+ }
+
+ if (pedOnGround)
+ * pedOnGround = currentPed;
+
+ return stateToReturn;
+}
+
+bool
+CPed::IsPlayer(void)
+{
+ return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
+ m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
+}
+
+bool
+CPed::UseGroundColModel(void)
+{
+ return m_nPedState == PED_FALL ||
+ m_nPedState == PED_DIVE_AWAY ||
+ m_nPedState == PED_DIE ||
+ m_nPedState == PED_DEAD;
+}
+
+bool
+CPed::CanSetPedState(void)
+{
+ return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
+ m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR;
+}
+
+bool
+CPed::IsPedInControl(void)
+{
+ return m_nPedState <= PED_STATES_NO_AI
+ && !bIsInTheAir && !bIsLanding
+ && m_fHealth > 0.0f;
+}
+
+bool
+CPed::CanStrafeOrMouseControl(void)
+{
+ return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
+ m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
+}
+
+void
+CPed::AddWeaponModel(int id)
+{
+ RpAtomic *atm;
+
+ if (id != -1) {
+ atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
+ RwFrameDestroy(RpAtomicGetFrame(atm));
+ RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
+ RpClumpAddAtomic((RpClump*)m_rwObject, atm);
+ m_wepModelID = id;
+ }
+}
+
+void
+CPed::AimGun(void)
+{
+ RwV3d pos;
+ CVector vector;
+
+ if (m_pSeekTarget) {
+ if (m_pSeekTarget->IsPed()) {
+ ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
+ vector.x = pos.x;
+ vector.y = pos.y;
+ vector.z = pos.z;
+ } else {
+ vector = *(m_pSeekTarget->GetPosition());
+ }
+ Say(SOUND_PED_ATTACK);
+
+ bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
+ if (m_pLookTarget != m_pSeekTarget) {
+ SetLookFlag(m_pSeekTarget, 1);
+ }
+
+ } else {
+ if (IsPlayer()) {
+ bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
+ } else {
+ bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
+ }
+ }
+}
+
+void
+CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
+{
+ CVector pos2 = CVector(
+ pos.x,
+ pos.y,
+ pos.z + 0.1f
+ );
+
+ if (!CPed::IsPlayer() || evenOnPlayer) {
+ ++CStats::HeadShots;
+
+ // BUG: This condition will always return true.
+ if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
+ CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
+ }
+
+ m_ped_flagC20 = true;
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
+
+ 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);
+ }
+ }
+ }
+}
+
+void
+CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
+{
+ RwFrame *frame;
+ RwV3d pos;
+
+ frame = GetNodeFrame(nodeId);
+ if (frame) {
+ if (CGame::nastyGame) {
+ if (nodeId != PED_HEAD)
+ CPed::SpawnFlyingComponent(nodeId, unk);
+
+ RecurseFrameChildrenVisibilityCB(frame, nil);
+ pos.x = 0.0f;
+ pos.y = 0.0f;
+ pos.z = 0.0f;
+
+ for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
+ RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
+
+ if (CEntity::GetIsOnScreen()) {
+ CParticle::AddParticle(PARTICLE_TEST, pos,
+ CVector(0.0f, 0.0f, 0.0f),
+ nil, 0.2f, 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);
+ }
+ }
+ m_ped_flagC20 = true;
+ m_bodyPartBleeding = nodeId;
+ }
+ } else {
+ printf("Trying to remove ped component");
+ }
+}
+
+RwObject*
+CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
+{
+ if (data == nil)
+ RpAtomicSetFlags(object, 0);
+ return object;
+}
+
+RwFrame*
+CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
+{
+ RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
+ RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
+ return frame;
+}
+
+void
+CPed::SetLookFlag(CEntity *target, bool unknown)
+{
+ if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
+ bIsLooking = true;
+ bIsRestoringLook = false;
+ m_pLookTarget = target;
+ m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
+ m_fLookDirection = 999999.0f;
+ m_lookTimer = 0;
+ m_ped_flagA20 = unknown;
+ if (m_nPedState != PED_DRIVING) {
+ m_pedIK.m_flags &= ~CPedIK::FLAG_2;
+ }
+ }
+}
+
+void
+CPed::SetLookFlag(float direction, bool unknown)
+{
+ if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
+ bIsLooking = true;
+ bIsRestoringLook = false;
+ m_pLookTarget = nil;
+ m_fLookDirection = direction;
+ m_lookTimer = 0;
+ m_ped_flagA20 = unknown;
+ if (m_nPedState != PED_DRIVING) {
+ m_pedIK.m_flags &= ~CPedIK::FLAG_2;
+ }
+ }
+}
+
+void
+CPed::SetLookTimer(int time)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+bool
+CPed::OurPedCanSeeThisOne(CEntity *target)
+{
+ CColPoint colpoint;
+ CEntity *ent;
+
+ CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
+
+ // Check if target is behind ped
+ if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
+ return false;
+
+ // Check if target is too far away
+ if (dist.Magnitude() >= 40.0f)
+ return false;
+
+ // Check line of sight from head
+ CVector headPos = this->GetPosition();
+ headPos.z += 1.0f;
+ return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
+}
+
+void
+CPed::Avoid(void)
+{
+ CPed *nearestPed;
+
+ if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
+ return;
+
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
+
+ if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
+ nearestPed = m_nearPeds[0];
+
+ if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
+
+ // Check if this ped wants to avoid the nearest one
+ if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
+
+ // Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
+ // If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
+
+ // Game converts from radians to degress and back again here, doesn't make much sense
+ CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
+ forward.Normalise(); // this is kinda pointless
+
+ // Move forward 1.25 meters
+ CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
+
+ // Get distance to ped we want to avoid
+ CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
+
+ if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ + 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
+ % 1000 / 5;
+
+ m_fRotationDest += DEGTORAD(45.0f);
+ if (!bIsLooking) {
+ CPed::SetLookFlag(nearestPed, 0);
+ CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CPed::ClearAimFlag(void)
+{
+ if (bIsAimingGun) {
+ bIsAimingGun = false;
+ bIsRestoringGun = true;
+ m_pedIK.m_flags &= ~CPedIK:: FLAG_4;
+ }
+
+ if (CPed::IsPlayer())
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0;
+}
+
+void
+CPed::ClearLookFlag(void) {
+ if (bIsLooking) {
+ bIsLooking = false;
+ bIsRestoringLook = true;
+ m_ped_flagI1 = false;
+
+ m_pedIK.m_flags &= ~CPedIK::FLAG_2;
+ if (CPed::IsPlayer())
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ else
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
+
+ if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
+ CPed::RestorePreviousState();
+ CPed::ClearLookFlag();
+ }
+ }
+}
+
+bool
+CPed::IsPedHeadAbovePos(float zOffset)
+{
+ RwMatrix mat;
+
+ CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
+ return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z;
+}
+
+void
+CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
+{
+ CWeaponInfo *currentWeapon;
+ CAnimBlendAssociation *newAnim;
+ CPed *ped = (CPed*)arg;
+
+ if (attackAssoc) {
+ switch (attackAssoc->animId) {
+ case ANIM_WEAPON_START_THROW:
+ if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) {
+ attackAssoc->blendDelta = -1000.0f;
+ newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
+ } else {
+ attackAssoc->blendDelta = -1000.0f;
+ newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
+ }
+
+ newAnim->SetFinishCallback(FinishedAttackCB, ped);
+ return;
+
+ case ANIM_FIGHT_PPUNCH:
+ attackAssoc->blendDelta = -8.0f;
+ attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ped->ClearAttack();
+ return;
+
+ case ANIM_WEAPON_THROW:
+ case ANIM_WEAPON_THROWU:
+ if (ped->GetWeapon()->m_nAmmoTotal > 0) {
+ currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
+ ped->AddWeaponModel(currentWeapon->m_nModelId);
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (!ped->m_ped_flagA4)
+ ped->ClearAttack();
+}
+
+void
+CPed::Attack(void)
+{
+ CAnimBlendAssociation *weaponAnimAssoc;
+ int32 weaponAnim;
+ float animStart;
+ RwFrame *frame;
+ eWeaponType ourWeaponType;
+ float weaponAnimTime;
+ eWeaponFire ourWeaponFire;
+ float animLoopEnd;
+ CWeaponInfo *ourWeapon;
+ bool lastReloadWasInFuture;
+ AnimationId reloadAnim;
+ CAnimBlendAssociation *reloadAnimAssoc;
+ float delayBetweenAnimAndFire;
+ CVector firePos;
+
+ ourWeaponType = GetWeapon()->m_eWeaponType;
+ ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
+ ourWeaponFire = ourWeapon->m_eWeaponFire;
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
+ lastReloadWasInFuture = m_ped_flagA4;
+ reloadAnimAssoc = nil;
+ reloadAnim = NUM_ANIMS;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
+ weaponAnim = ourWeapon->m_AnimToPlay;
+
+ if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
+ reloadAnim = ANIM_HGUN_RELOAD;
+ else if (weaponAnim == ANIM_WEAPON_AK_BODY)
+ reloadAnim = ANIM_AK_RELOAD;
+
+ if (reloadAnim != NUM_ANIMS)
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
+
+ if (bIsDucking)
+ return;
+
+ if (reloadAnimAssoc) {
+ if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
+ ClearAttack();
+
+ return;
+ }
+
+ // BUG: We currently don't know any situation this cond. could be true.
+ if (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ lastReloadWasInFuture = true;
+
+ if (!weaponAnimAssoc) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_Anim2ToPlay);
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+
+ // Long throw granade, molotov
+ if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU);
+ delayBetweenAnimAndFire = 0.2f;
+ }
+ }
+ if (weaponAnimAssoc) {
+ animStart = ourWeapon->m_fAnimLoopStart;
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
+ if (ourWeapon->m_bCanAimWithArm)
+ m_pedIK.m_flags |= CPedIK::FLAG_4;
+ else
+ m_pedIK.m_flags &= ~CPedIK::FLAG_4;
+ }
+
+ if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
+ if (weaponAnimAssoc->speed < 1.0f)
+ weaponAnimAssoc->speed = 1.0f;
+
+ } else {
+ firePos = ourWeapon->m_vecFireOffset;
+ if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
+ if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
+ firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
+
+ firePos = GetMatrix() * firePos;
+ } else if (ourWeaponType != WEAPONTYPE_UNARMED) {
+ if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
+ frame = GetNodeFrame(PED_FOOTR);
+ else
+ frame = GetNodeFrame(PED_HANDR);
+
+ for (; frame; frame = RwFrameGetParent(frame))
+ RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
+ } else {
+ firePos = GetMatrix() * firePos;
+ }
+
+ GetWeapon()->Fire(this, &firePos);
+
+ if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
+ RemoveWeaponModel(ourWeapon->m_nModelId);
+ }
+ if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
+ SelectGunIfArmed();
+ }
+
+ if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
+ // If reloading just began, start the animation
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
+ ClearLookFlag();
+ ClearAimFlag();
+ m_ped_flagA4 = false;
+ bIsPointingGunAt = false;
+ m_lastHitTime = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ } else {
+ if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
+ } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
+ }
+
+ weaponAnimAssoc->speed = 0.5f;
+
+ // BUG: We currently don't know any situation this cond. could be true.
+ if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
+ weaponAnimAssoc->callbackType = 0;
+ }
+ }
+
+ lastReloadWasInFuture = false;
+ }
+
+ if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ firePos = ourWeapon->m_vecFireOffset;
+
+ if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
+ for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
+ RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
+
+ 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);
+ }
+ }
+ animLoopEnd = ourWeapon->m_fAnimLoopEnd;
+ if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
+ animLoopEnd = 3.4f/6.0f;
+
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+
+ // Anim loop end, either start the loop again or finish the attack
+ if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
+
+ if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
+ && (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+
+ weaponAnim = weaponAnimAssoc->animId;
+ if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
+ if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
+ weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
+ } else {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ }
+ } else {
+ if (weaponAnim == ourWeapon->m_Anim2ToPlay)
+ weaponAnimAssoc->SetCurrentTime(0.1f);
+ else
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ }
+ } else {
+ ClearAimFlag();
+
+ // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
+ if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
+ switch (ourWeaponType) {
+ case WEAPONTYPE_UZI:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
+ break;
+ case WEAPONTYPE_AK47:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
+ break;
+ case WEAPONTYPE_M16:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Fun fact: removing this part leds to reloading flamethrower
+ if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
+ weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ weaponAnimAssoc->blendDelta = -4.0f;
+ }
+ }
+ }
+ if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
+ lastReloadWasInFuture = false;
+
+ m_ped_flagA4 = lastReloadWasInFuture;
+ return;
+ }
+
+ if (lastReloadWasInFuture) {
+ if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
+ if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
+ }
+
+ weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
+ weaponAnimAssoc->flags |= ASSOC_RUNNING;
+
+ if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
+ weaponAnimAssoc->SetCurrentTime(0.0f);
+
+ if (CPed::IsPlayer()) {
+ ((CPlayerPed*)this)->field_1376 = 0.0f;
+ ((CPlayerPed*)this)->field_1380 = false;
+ }
+ }
+ }
+ else
+ CPed::FinishedAttackCB(nil, this);
+}
+
+void
+CPed::RemoveWeaponModel(int modelId)
+{
+ // modelId is not used!! This function just removes the current weapon.
+ RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
+ m_wepModelID = -1;
+}
+
+void
+CPed::SetCurrentWeapon(uint32 weaponType)
+{
+ CWeaponInfo *weaponInfo;
+ if (HasWeapon(weaponType)) {
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ RemoveWeaponModel(weaponInfo->m_nModelId);
+
+ m_currentWeapon = weaponType;
+
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ AddWeaponModel(weaponInfo->m_nModelId);
+ }
+}
+
+// Only used while deciding which gun ped should switch to, if no ammo left.
+bool
+CPed::SelectGunIfArmed(void)
+{
+ for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
+ if (GetWeapon(i).m_nAmmoTotal > 0) {
+ eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
+ if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
+ SetCurrentWeapon(i);
+ return true;
+ }
+ }
+ }
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+ return false;
+}
+
+void
+CPed::Duck(void)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
+ ClearDuck();
+}
+
+void
+CPed::ClearDuck(void)
+{
+ CAnimBlendAssociation *animAssoc;
+
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_DOWN);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_LOW);
+
+ if (animAssoc) {
+
+ if (bCrouchWhenShooting) {
+
+ if (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RBLOCK_CSHOOT);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
+ }
+ }
+ }
+ } else
+ bIsDucking = false;
+}
+
+void
+CPed::ClearPointGunAt(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ CWeaponInfo *weaponInfo;
+
+ ClearLookFlag();
+ ClearAimFlag();
+ bIsPointingGunAt = false;
+ if (m_nPedState == PED_AIM_GUN) {
+ RestorePreviousState();
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_AnimToPlay);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_Anim2ToPlay);
+ }
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0;
+ }
+ }
+}
+
+void
+CPed::BeingDraggedFromCar(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ AnimationId enterAnim;
+ bool dontRunAnim = false;
+ PedLineUpPhase lineUpType;
+
+ if (!m_pVehicleAnim) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SIT);
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_LSIT);
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITP);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITPLO);
+ }
+ }
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
+ if (m_ped_flagF10) {
+ enterAnim = ANIM_CAR_QJACKED;
+ } else if (m_pMyVehicle->bLowVehicle) {
+ enterAnim = ANIM_CAR_LJACKED_LHS;
+ } else {
+ enterAnim = ANIM_CAR_JACKED_LHS;
+ }
+ } else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
+ if (m_pMyVehicle->bLowVehicle)
+ enterAnim = ANIM_CAR_LJACKED_RHS;
+ else
+ enterAnim = ANIM_CAR_JACKED_RHS;
+ } else
+ dontRunAnim = true;
+
+
+ if (!dontRunAnim)
+ m_pVehicleAnim = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, enterAnim);
+
+ m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
+ lineUpType = LINE_UP_TO_CAR_START;
+ } else if (m_pVehicleAnim->currentTime <= 1.4f) {
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ lineUpType = LINE_UP_TO_CAR_START;
+ } else {
+ lineUpType = LINE_UP_TO_CAR_2;
+ }
+
+ LineUpPedWithCar(lineUpType);
+}
+
+void
+CPed::RestartNonPartialAnims(void)
+{
+ CAnimBlendAssociation *assoc;
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (!assoc->IsPartial())
+ assoc->flags |= ASSOC_RUNNING;
+ }
+}
+
+void
+CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
+{
+ CAnimBlendAssociation *quickJackedAssoc;
+ CVehicle *vehicle;
+ CPed *ped = (CPed*)arg;
+ eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType;
+
+ quickJackedAssoc = RpAnimBlendClumpGetAssociation((RpClump*) ped->m_rwObject, ANIM_CAR_QJACKED);
+ if (ped->m_nPedState != PED_ARRESTED) {
+ ped->m_nLastPedState = PED_NONE;
+ if (dragAssoc)
+ dragAssoc->blendDelta = -1000.0;
+ }
+ ped->RestartNonPartialAnims();
+ ped->m_pVehicleAnim = nil;
+ ped->m_pSeekTarget = nil;
+ vehicle = ped->m_pMyVehicle;
+
+ vehicle->m_nGettingOutFlags &= ~GetVehEnterExitFlag(ped->m_vehEnterType);
+
+ if (vehicle->pDriver == ped) {
+ vehicle->RemoveDriver();
+ if (vehicle->m_nDoorLock == CARLOCK_COP_CAR)
+ vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
+
+ if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
+ vehicle->ChangeLawEnforcerState(false);
+ } else {
+ for (int i = 0; i < vehicle->m_nNumMaxPassengers; i++) {
+ if (vehicle->pPassengers[i] == ped) {
+ vehicle->pPassengers[i] = nil;
+ vehicle->m_nNumPassengers--;
+ }
+ }
+ }
+
+ ped->bInVehicle = false;
+ if (ped->IsPlayer())
+ AudioManager.PlayerJustLeftCar();
+
+ if (quickJackedAssoc) {
+ dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
+ } else {
+ dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
+ if (ped->CanSetPedState())
+ CAnimManager::BlendAnimation((RpClump*) ped->m_rwObject, ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
+ }
+
+ // Only uzi can be used on cars, so previous weapon was stored
+ if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) {
+ if (ped->m_storedWeapon != NO_STORED_WEAPON) {
+ ped->SetCurrentWeapon(ped->m_storedWeapon);
+ ped->m_storedWeapon = NO_STORED_WEAPON;
+ }
+ } else {
+ ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
+ }
+ ped->m_nStoredActionState = 0;
+ ped->m_ped_flagI4 = false;
+}
+
+void
+CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult)
+{
+ CVehicleModelInfo *vehModel;
+ CVector vehDoorPos;
+ CVector vehDoorOffset;
+ float seatOffset;
+
+ vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
+ if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
+ seatOffset = 0.0f;
+ vehDoorOffset = offsetToOpenVanDoor;
+ } else {
+ seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult;
+ if (veh->bLowVehicle) {
+ vehDoorOffset = offsetToOpenLowCarDoor;
+ } else {
+ vehDoorOffset = offsetToOpenRegularCarDoor;
+ }
+ }
+
+ switch (enterType) {
+ case VEHICLE_ENTER_FRONT_RIGHT:
+ if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ else
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
+
+ case VEHICLE_ENTER_REAR_RIGHT:
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
+
+ case VEHICLE_ENTER_FRONT_LEFT:
+ if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ else
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
+
+ case VEHICLE_ENTER_REAR_LEFT:
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
+
+ default:
+ if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ else
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+
+ vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
+ }
+ *output = vehDoorPos - vehDoorOffset;
+}
+
+// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
+void
+CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
+{
+ CVector localPos;
+ CVector vehDoorPos;
+
+ GetLocalPositionToOpenCarDoor(&localPos, veh, enterType, 1.0f);
+ vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
+
+/*
+ // Not used.
+ CVector localVehDoorOffset;
+
+ if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
+ localVehDoorOffset = offsetToOpenVanDoor;
+ } else {
+ if (veh->bIsLow) {
+ localVehDoorOffset = offsetToOpenLowCarDoor;
+ } else {
+ localVehDoorOffset = offsetToOpenRegularCarDoor;
+ }
+ }
+
+ vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
+*/
+ *output = vehDoorPos;
+}
+
+void
+CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset)
+{
+ CVector doorPos;
+ CMatrix vehMat(veh->GetMatrix());
+
+ GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
+ doorPos = Multiply3x3(vehMat, *output);
+
+ *output = *veh->GetPosition() + doorPos;
+}
+
+void
+CPed::LineUpPedWithCar(PedLineUpPhase phase)
+{
+ bool vehIsUpsideDown = false;
+ int vehAnim;
+ float seatPosMult = 0.0f;
+ float currentZ;
+ float adjustedTimeStep;
+
+ if (CReplay::IsPlayingBack())
+ return;
+
+ if (!m_ped_flagC8 && phase != LINE_UP_TO_CAR_2) {
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SIT)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_LSIT)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITP)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITPLO)) {
+ SetPedPositionInCar();
+ return;
+ }
+ m_ped_flagC8 = 1;
+ }
+ if (phase == LINE_UP_TO_CAR_START) {
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ CVehicle *veh = m_pMyVehicle;
+
+ // Not quite right, IsUpsideDown func. checks for <= -0.9f.
+ // Since that function is also used in this file, doesn't this variable indicate upsidedownness?!
+ if (veh->GetUp().z <= -0.8f)
+ vehIsUpsideDown = true;
+
+ if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
+ if (vehIsUpsideDown) {
+ m_fRotationDest = -PI + veh->GetForward().Heading();
+ } else if (veh->bIsBus) {
+ m_fRotationDest = 0.5 * PI + veh->GetForward().Heading();
+ } else {
+ m_fRotationDest = veh->GetForward().Heading();
+ }
+ } else if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
+ if (vehIsUpsideDown) {
+ m_fRotationDest = veh->GetForward().Heading();
+ } else if (veh->bIsBus) {
+ m_fRotationDest = -0.5 * PI + veh->GetForward().Heading();
+ } else {
+ m_fRotationDest = veh->GetForward().Heading();
+ }
+ }
+
+ if (!bInVehicle)
+ seatPosMult = 1.0f;
+
+ if (m_pVehicleAnim) {
+ vehAnim = m_pVehicleAnim->animId;
+
+ switch (vehAnim) {
+ case ANIM_CAR_JACKED_RHS:
+ case ANIM_CAR_LJACKED_RHS:
+ case ANIM_CAR_JACKED_LHS:
+ case ANIM_CAR_LJACKED_LHS:
+ case ANIM_CAR_QJACKED:
+ case ANIM_CAR_GETOUT_LHS:
+ case ANIM_CAR_GETOUT_LOW_LHS:
+ case ANIM_CAR_GETOUT_RHS:
+ case ANIM_CAR_GETOUT_LOW_RHS:
+ case ANIM_CAR_CRAWLOUT_RHS:
+ case ANIM_CAR_CRAWLOUT_RHS2:
+ case ANIM_VAN_GETIN_L:
+ case ANIM_VAN_GETOUT_L:
+ case ANIM_VAN_GETIN:
+ case ANIM_VAN_GETOUT:
+ seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
+ break;
+ case ANIM_CAR_QJACK:
+ case ANIM_CAR_GETIN_LHS:
+ case ANIM_CAR_GETIN_LOW_LHS:
+ case ANIM_CAR_GETIN_RHS:
+ case ANIM_CAR_GETIN_LOW_RHS:
+ case ANIM_DRIVE_BOAT:
+ seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
+ break;
+ case ANIM_CAR_CLOSEDOOR_LHS:
+ case ANIM_CAR_CLOSEDOOR_LOW_LHS:
+ case ANIM_CAR_CLOSEDOOR_RHS:
+ case ANIM_CAR_CLOSEDOOR_LOW_RHS:
+ case ANIM_CAR_SHUFFLE_RHS:
+ case ANIM_CAR_LSHUFFLE_RHS:
+ seatPosMult = 0.0f;
+ break;
+ case ANIM_CAR_CLOSE_LHS:
+ case ANIM_CAR_CLOSE_RHS:
+ case ANIM_COACH_OPEN_L:
+ case ANIM_COACH_OPEN_R:
+ case ANIM_COACH_IN_L:
+ case ANIM_COACH_IN_R:
+ case ANIM_COACH_OUT_L:
+ seatPosMult = 1.0f;
+ break;
+ default:
+ break;
+ }
+ }
+
+ CVector neededPos;
+
+ if (phase == LINE_UP_TO_CAR_2) {
+ neededPos = *GetPosition();
+ } else {
+ GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
+ }
+
+ CVector autoZPos = neededPos;
+
+ if (veh->bIsInWater) {
+ if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown())
+ autoZPos.z += 1.0f;
+ } else {
+ CPedPlacement::FindZCoorForPed(&autoZPos);
+ }
+
+ if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
+ neededPos.z = GetPosition().z;
+
+ // Getting out
+ if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
+ float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
+
+ // If we're not in ground at next step, apply animation
+ if (neededPos.z + pedZSpeedOnExit >= autoZPos.z) {
+ m_vecMoveSpeed.z = pedZSpeedOnExit;
+ ApplyMoveSpeed();
+ // Removing below line breaks the animation
+ neededPos.z = GetPosition().z;
+ } else {
+ neededPos.z = autoZPos.z;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+
+ if (autoZPos.z > neededPos.z) {
+ currentZ = GetPosition().z;
+ if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
+ neededPos.z = autoZPos.z;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
+ adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
+ }
+ } else {
+ // We may need to raise up the ped
+ if (phase == LINE_UP_TO_CAR_START) {
+ currentZ = GetPosition().z;
+
+ if (neededPos.z > currentZ) {
+
+ if (m_pVehicleAnim &&
+ (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
+ || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
+ adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
+ } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
+ neededPos.z = max(currentZ, autoZPos.z);
+ }
+ }
+ }
+ }
+
+ bool stillGettingInOut = false;
+ if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
+ stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
+
+ if (!stillGettingInOut) {
+ m_fRotationCur = m_fRotationDest;
+ } else {
+ float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
+ float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
+
+ m_vecOffsetSeek.z = 0.0;
+ if (timeUntilStateChange <= 0.0f) {
+ m_vecOffsetSeek.x = 0.0;
+ m_vecOffsetSeek.y = 0.0;
+ } else {
+ neededPos -= timeUntilStateChange * m_vecOffsetSeek;
+ }
+
+ if (limitedAngle > PI + m_fRotationCur) {
+ limitedAngle -= 2 * PI;
+ } else if (limitedAngle < m_fRotationCur - PI) {
+ limitedAngle += 2 * PI;
+ }
+ m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
+ }
+
+ if (seatPosMult > 0.2f || vehIsUpsideDown) {
+ GetPosition() = neededPos;
+
+ GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
+
+ // It will be all 0 after rotate.
+ GetPosition() = neededPos;
+ } else {
+ CVector output;
+ CMatrix vehDoorMat(veh->GetMatrix());
+
+ GetLocalPositionToOpenCarDoor(&output, veh, m_vehEnterType, 0.0f);
+ *vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
+ GetMatrix() = vehDoorMat;
+ }
+
+}
+
+static void
+particleProduceFootDust(CPed *ped, CVector *pos, float size, int times)
+{
+ switch (ped->m_nLastCollType)
+ {
+ case 1: // somewhere hard
+ case 3: // soft dirt
+ case 5: // pavement
+ case 18:// sand
+ for (int i = 0; i < times; ++i) {
+ CVector adjustedPos = *pos;
+ adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+static void
+particleProduceFootSplash(CPed *ped, CVector *pos, float size, int times)
+{
+ for (int i = 0; i < times; i++) {
+ CVector adjustedPos = *pos;
+ adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+ adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
+
+ CVector direction = ped->GetForward() * -0.05f;
+ CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumberInRange(0, 1), 200);
+ }
+}
+
+void
+CPed::PlayFootSteps(void)
+{
+ if (bDoBloodyFootprints) {
+ if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) {
+ m_bloodyFootprintCount--;
+
+ if (m_bloodyFootprintCount == 0)
+ bDoBloodyFootprints = false;
+ }
+ }
+
+ if (!bIsStanding)
+ return;
+
+ CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject);
+ CAnimBlendAssociation *walkRunAssoc = nil;
+ float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
+
+ for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (assoc->flags & ASSOC_FLAG80) {
+ walkRunAssoc = assoc;
+ walkRunAssocBlend += assoc->blendAmount;
+ } else if ((assoc->flags & ASSOC_FLAG200) == 0) {
+ idleAssocBlend += assoc->blendAmount;
+ }
+ }
+
+ if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
+ float stepStart = 1 / 15.0f;
+ float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
+ float currentTime = walkRunAssoc->currentTime;
+ int stepPart = 0;
+
+ if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
+ stepPart = 1;
+ else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
+ stepPart = 2;
+
+ if (stepPart != 0) {
+ DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
+ CVector footPos(0.0f, 0.0f, 0.0f);
+
+ for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
+ RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
+
+ CVector forward = GetForward();
+
+ footPos.z -= 0.1f;
+ footPos += 0.2f * forward;
+
+ if (bDoBloodyFootprints) {
+ CVector2D top(forward * 0.26f);
+ CVector2D right(GetRight() * 0.14f);
+
+ CShadows::AddPermanentShadow(1, gpBloodPoolTex, &footPos,
+ top.x, top.y,
+ right.x, right.y,
+ 255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
+
+ if (m_bloodyFootprintCount <= 20) {
+ m_bloodyFootprintCount = 0;
+ bDoBloodyFootprints = false;
+ } else {
+ m_bloodyFootprintCount -= 20;
+ }
+ }
+ if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
+ if(IsPlayer())
+ particleProduceFootDust(this, &footPos, 0.0f, 4);
+ } else if(stepPart == 2) {
+ particleProduceFootSplash(this, &footPos, 0.15f, 4);
+ }
+ }
+ }
+
+ if (m_nLastCollType == 19) { // Water
+ float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
+ if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
+ float particleSize = pedSpeed * 2.0f;
+
+ if (particleSize < 0.25f)
+ particleSize = 0.25f;
+
+ if (particleSize > 0.75f)
+ particleSize = 0.75f;
+
+ CVector particlePos = GetPosition() + GetForward() * 0.3f;
+ particlePos.z -= 1.2f;
+
+ CVector particleDir = m_vecMoveSpeed * 0.75f;
+
+ particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
+ CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);
+
+ particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
+ CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
+ }
+ }
+}
+
+bool
+CPed::IsPointerValid(void)
+{
+ int8 pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8;
+ if (pedIndex < 0 || pedIndex >= NUMPEDS)
+ return false;
+
+ if (m_entryInfoList.first || FindPlayerPed() == this)
+ return true;
+
+ return false;
+}
+
+// Some kind of binary sort
+void
+CPed::SortPeds(CPed **list, int min, int max)
+{
+ if (min >= max)
+ return;
+
+ CVector leftDiff, rightDiff;
+ CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition();
+ float middleDist = middleDiff.Magnitude();
+
+ int left = max;
+ int right;
+ for(right = min; right <= left; ){
+ // Those 1.0s are to make sure loop always run for first time.
+ for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
+ rightDiff = GetPosition() - list[right]->GetPosition();
+ rightDist = rightDiff.Magnitude();
+ }
+ right--;
+
+ for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) {
+ leftDiff = GetPosition() - list[left]->GetPosition();
+ leftDist = leftDiff.Magnitude();
+ }
+ left++;
+
+ if (right <= left) {
+ CPed *ped = list[right];
+ list[right] = list[left];
+ list[left] = ped;
+ right++;
+ left--;
+ }
+ }
+ SortPeds(list, min, left);
+ SortPeds(list, right, max);
+}
+
+void
+CPed::BuildPedLists(void)
+{
+ static CPed *unsortedNearPeds[10];
+ uint16 nextNearPedSlot = 0;
+
+ if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) {
+
+ for(int i = 0; i < 10; ) {
+ if (m_nearPeds[i]) {
+ if (m_nearPeds[i]->IsPointerValid()) {
+ float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
+ if (distSqr < 900.0f) {
+ i++;
+ continue;
+ }
+ }
+
+ // If we arrive here, the ped we're checking isn't "near", so we should remove it.
+ for (int j = i; j < 9; j++) {
+ m_nearPeds[j] = m_nearPeds[j + 1];
+ m_nearPeds[j + 1] = nil;
+ }
+ // Above loop won't work when it's 9, so we need to empty slot 9.
+ m_nearPeds[9] = nil;
+ m_numNearPeds--;
+ } else
+ i++;
+ }
+ } else {
+ CVector centre = CEntity::GetBoundCentre();
+ CRect rect(
+ (centre.x - 20.0f) * 0.025f + 50.0f,
+ (centre.y - 20.0f) * 0.025f + 50.0f,
+ (centre.x + 20.0f) * 0.025f + 50.0f,
+ (centre.y + 20.0f) * 0.025f + 50.0f);
+
+ for(int y = rect.top; y <= rect.bottom; y++) {
+ for(int x = rect.left; x <= rect.right; x++) {
+ for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
+ CPed *ped = (CPed*)pedPtrNode->item;
+ if (ped != this && !ped->bInVehicle) {
+ float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
+ if (distanceMultToCountPedNear * 30.0f > dist)
+ {
+ unsortedNearPeds[nextNearPedSlot] = ped;
+ nextNearPedSlot++;
+ }
+ }
+ }
+ }
+ }
+ unsortedNearPeds[nextNearPedSlot] = nil;
+ SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1);
+ for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) {
+ CPed *ped = unsortedNearPeds[m_numNearPeds];
+ if (!ped)
+ break;
+
+ m_nearPeds[m_numNearPeds] = ped;
+ }
+ for (int pedToClear = m_numNearPeds; pedToClear < 10; pedToClear++)
+ m_nearPeds[pedToClear] = nil;
+ }
+}
+
+void
+CPed::SetPedStats(ePedStats pedStat)
+{
+ m_pedStats = CPedStats::ms_apPedStats[pedStat];
+}
+
+void
+CPed::SetModelIndex(uint32 mi)
+{
+ CEntity::SetModelIndex(mi);
+ RpAnimBlendClumpInit((RpClump*) m_rwObject);
+ RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames);
+ CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
+ SetPedStats((ePedStats) modelInfo->m_pedStatType);
+ m_headingRate = m_pedStats->m_headingChangeRate;
+ m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
+ CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
+
+ // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
+ (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
+}
+
+void
+CPed::RemoveLighting(bool reset)
+{
+ CRenderer::RemoveVehiclePedLights(this, reset);
+}
+
+bool
+CPed::SetupLighting(void)
+{
+ ActivateDirectional();
+ SetAmbientColoursForPedsCarsAndObjects();
+ if (bRenderScorched) {
+ WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
+ } else {
+ // Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
+ float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
+ if (!bHasBlip && lightMult != 1.0f) {
+ SetAmbientAndDirectionalColours(lightMult);
+ return true;
+ }
+ }
+ return false;
+}
+
+void
+CPed::Teleport(CVector pos)
+{
+ CWorld::Remove(this);
+ GetPosition() = pos;
+ bIsStanding = false;
+ m_nPedStateTimer = 0;
+ m_actionX = 0.0f;
+ m_actionY = 0.0f;
+ m_pDamageEntity = nil;
+ CWorld::Add(this);
+}
+
+void
+CPed::CalculateNewOrientation(void)
+{
+ if (CReplay::IsPlayingBack() || !IsPedInControl())
+ return;
+
+ CVector pos = *GetPosition();
+
+ GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
+
+ // Because SetRotate makes pos. all 0
+ GetPosition() = pos;
+}
+
+float
+CPed::WorkOutHeadingForMovingFirstPerson(float offset)
+{
+ if (!IsPlayer())
+ return 0.0f;
+
+ CPad *pad0 = CPad::GetPad(0);
+ float leftRight = pad0->GetPedWalkLeftRight();
+ float upDown = pad0->GetPedWalkUpDown();
+ float &angle = ((CPlayerPed*)this)->m_fWalkAngle;
+
+ if (upDown != 0.0f) {
+ angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
+ } else {
+ if (leftRight < 0.0f)
+ angle = 0.5 * PI;
+ else if (leftRight > 0.0f)
+ angle = -0.5 * PI;
+ }
+
+ return CGeneral::LimitRadianAngle(offset + angle);
+}
+
+void
+CPed::CalculateNewVelocity(void)
+{
+ if (IsPedInControl()) {
+ float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);
+
+ if (m_fRotationCur - PI > limitedRotDest) {
+ limitedRotDest += 2 * PI;
+ } else if(PI + m_fRotationCur < limitedRotDest) {
+ limitedRotDest -= 2 * PI;
+ }
+
+ if (IsPlayer() && m_nPedState == PED_ATTACK)
+ headAmount /= 4.0f;
+
+ float neededTurn = limitedRotDest - m_fRotationCur;
+ if (neededTurn <= headAmount) {
+ if (neededTurn > (-headAmount))
+ m_fRotationCur += neededTurn;
+ else
+ m_fRotationCur -= headAmount;
+ } else {
+ m_fRotationCur += headAmount;
+ }
+ }
+
+ CVector2D forward(sin(m_fRotationCur), cos(m_fRotationCur));
+
+ m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * cos(m_fRotationCur)) + -sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
+ m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * sin(m_fRotationCur));
+
+ if (CTimer::GetTimeStep() >= 0.01f) {
+ m_moved = m_moved * (1 / CTimer::GetTimeStep());
+ } else {
+ m_moved = m_moved * (1 / 100.0f);
+ }
+
+ if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
+ || FindPlayerPed() != this || !CanStrafeOrMouseControl())
+ return;
+
+ float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
+ float pedSpeed = m_moved.Magnitude();
+ float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);
+
+ if (localWalkAngle < -0.5 * PI) {
+ localWalkAngle += PI;
+ } else if (localWalkAngle > 0.5 * PI) {
+ localWalkAngle -= PI;
+ }
+
+ // Interestingly this part is responsible for diagonal walking.
+ if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
+ TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
+ m_moved = CVector2D(-sin(walkAngle), cos(walkAngle)) * pedSpeed;
+ }
+
+ CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE);
+ CAnimBlendAssociation* fightAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_FIGHT_IDLE);
+
+ if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
+ LimbOrientation newUpperLegs;
+ newUpperLegs.phi = localWalkAngle;
+
+ if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
+ newUpperLegs.phi += PI;
+ } else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
+ newUpperLegs.phi -= PI;
+ }
+
+ if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
+ newUpperLegs.theta = 0.0f;
+ m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
+ m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
+ }
+ }
+}
+
+bool
+CPed::CanBeDeleted(void)
+{
+ if (this->bInVehicle)
+ return false;
+
+ switch (CharCreatedBy) {
+ case RANDOM_CHAR:
+ return true;
+ case MISSION_CHAR:
+ return false;
+ default:
+ return true;
+ }
+}
+
+bool
+CPed::CanPedDriveOff(void)
+{
+ if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
+ return false;
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *ped = m_nearPeds[i];
+ if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) {
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
+ return false;
+ }
+ }
+ return true;
+}
+
+// I couldn't find where it is used.
+bool
+CPed::CanPedJumpThis(int32 unused)
+{
+ CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
+ CVector pos = GetPosition();
+ // wat?
+ CVector forwardPos(
+ forward.x + pos.x,
+ forward.y + pos.y,
+ pos.z);
+ return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
+}
+
+bool
+CPed::CanPedReturnToState(void)
+{
+ return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
+ m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
+}
+
+bool
+CPed::CanSeeEntity(CEntity *entity, float threshold)
+{
+ float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
+ entity->GetPosition().x,
+ entity->GetPosition().x,
+ GetPosition().x,
+ GetPosition().y);
+
+ if (neededAngle < 0.0f)
+ neededAngle += 2 * PI;
+ else if (neededAngle > 2 * PI)
+ neededAngle -= 2 * PI;
+
+ float ourAngle = m_fRotationCur;
+ if (ourAngle < 0.0f)
+ ourAngle += 2 * PI;
+ else if (ourAngle > 2 * PI)
+ ourAngle -= 2 * PI;
+
+ float neededTurn = fabs(neededAngle - ourAngle);
+
+ return neededTurn < threshold || 2 * PI - threshold < neededTurn;
+}
+
+bool
+CPed::IsTemporaryObjective(eObjective objective)
+{
+ return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
+ objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
+}
+
+void
+CPed::SetMoveState(eMoveState state)
+{
+ m_nMoveState = state;
+}
+
+void
+CPed::SetObjectiveTimer(int time)
+{
+ if (time == 0) {
+ m_objectiveTimer = 0;
+ } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+void
+CPed::ForceStoredObjective(eObjective objective)
+{
+ if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
+ m_prevObjective = m_objective;
+ return;
+ }
+
+ switch (m_objective)
+ {
+ case OBJECTIVE_FLEE_TILL_SAFE:
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ return;
+ default:
+ m_prevObjective = m_objective;
+ }
+}
+
+void
+CPed::SetStoredObjective(void)
+{
+ if (m_objective == m_prevObjective)
+ return;
+
+ switch (m_objective)
+ {
+ case OBJECTIVE_FLEE_TILL_SAFE:
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
+ case OBJECTIVE_LEAVE_VEHICLE:
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ return;
+ default:
+ m_prevObjective = m_objective;
+ }
+}
+
+void
+CPed::RestorePreviousObjective(void)
+{
+ if (m_objective == OBJECTIVE_NONE)
+ return;
+
+ if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ m_pedInObjective = nil;
+
+ if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
+ m_objective = OBJECTIVE_NONE;
+ if (m_pMyVehicle)
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+
+ } else {
+ m_objective = m_prevObjective;
+ m_prevObjective = OBJECTIVE_NONE;
+ }
+ m_ped_flagD40 = false;
+}
+
+void
+CPed::SetLeader(CEntity *leader)
+{
+ m_leader = (CPed*)leader;
+
+ if(m_leader)
+ m_leader->RegisterReference((CEntity **)&m_leader);
+}
+
+void
+CPed::SetObjective(eObjective newObj, void *entity)
+{
+ if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
+ return;
+
+ if (m_prevObjective == newObj) {
+ // Why?
+ if (m_prevObjective != OBJECTIVE_NONE)
+ return;
+ }
+
+ if (entity == this)
+ return;
+
+ SetObjectiveTimer(0);
+ if (m_objective == newObj) {
+ switch (newObj) {
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
+ case OBJECTIVE_GOTO_AREA_ANY_MEANS:
+ case OBJECTIVE_FIGHT_CHAR:
+ if (m_pedInObjective == entity)
+ return;
+
+ break;
+ case OBJECTIVE_LEAVE_VEHICLE:
+ case OBJECTIVE_FLEE_CAR:
+ return;
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_DESTROY_CAR:
+ case OBJECTIVE_SOLICIT:
+ case OBJECTIVE_BUY_ICE_CREAM:
+ if (m_carInObjective == entity)
+ return;
+
+ break;
+ case OBJECTIVE_SET_LEADER:
+ if (m_leader == entity)
+ return;
+
+ break;
+ default:
+ break;
+ }
+ } else {
+ if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle)
+ return;
+ }
+
+ m_ped_flagD40 = false;
+ if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) {
+ if (m_objective != newObj) {
+ if (IsTemporaryObjective(newObj))
+ ForceStoredObjective(newObj);
+ else
+ SetStoredObjective();
+ }
+ m_objective = newObj;
+ } else {
+ m_prevObjective = newObj;
+ }
+
+ switch (newObj) {
+ case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
+
+ // In this special case, entity parameter isn't CEntity, but int.
+ SetObjectiveTimer((int)entity);
+ return;
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ case OBJECTIVE_MUG_CHAR:
+ m_pLastPathNode = nil;
+ m_ped_flagD20 = false;
+ m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ m_pLookTarget = (CEntity*)entity;
+ m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
+ return;
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_FIGHT_CHAR:
+ m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ return;
+ case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ m_pedFormation = 1;
+ return;
+ case OBJECTIVE_LEAVE_VEHICLE:
+ case OBJECTIVE_FLEE_CAR:
+ m_carInObjective = (CVehicle*)entity;
+ m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
+ if (!m_carInObjective->bIsBus || m_leaveCarTimer)
+ return;
+ break;
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ if (m_nMoveState == PEDMOVE_STILL)
+ SetMoveState(PEDMOVE_RUN);
+
+ if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
+ RestorePreviousObjective();
+ return;
+ }
+ // fall through
+ case OBJECTIVE_DESTROY_CAR:
+ case OBJECTIVE_SOLICIT:
+ case OBJECTIVE_BUY_ICE_CREAM:
+ m_carInObjective = (CVehicle*)entity;
+ m_carInObjective->RegisterReference((CEntity**)&m_carInObjective);
+ m_pSeekTarget = m_carInObjective;
+ m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
+ m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
+ if (newObj == OBJECTIVE_SOLICIT) {
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
+ (m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls)) {
+ SetObjectiveTimer(14000);
+ } else {
+ m_objectiveTimer = 0;
+ }
+ return;
+ case OBJECTIVE_SET_LEADER:
+ SetLeader((CEntity*)entity);
+ RestorePreviousObjective();
+ return;
+ default:
+ return;
+ }
+ for (int i=0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
+ if (m_carInObjective->pPassengers[i] == this) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
+ return;
+ }
+ }
+}
+
+void
+CPed::SetIdle(void)
+{
+ if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
+ m_nPedState = PED_IDLE;
+ SetMoveState(PEDMOVE_STILL);
+ }
+ if (m_nWaitState == WAITSTATE_FALSE) {
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
+ }
+}
+
+void
+CPed::SetObjective(eObjective newObj)
+{
+ if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
+ return;
+
+ if (newObj == OBJECTIVE_NONE) {
+ if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ && IsPedInControl()) {
+
+ m_ped_flagG8 = true;
+ return;
+ }
+ // Unused code from assembly...
+ /*
+ else if(m_objective == OBJECTIVE_FLEE_CAR) {
+
+ } else {
+
+ }
+ */
+ m_objective = newObj;
+ m_prevObjective = OBJECTIVE_NONE;
+ } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
+ SetObjectiveTimer(0);
+
+ if (m_objective == newObj)
+ return;
+
+ if (IsTemporaryObjective(m_objective)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj)
+ SetStoredObjective();
+
+ m_objective = newObj;
+ }
+ m_ped_flagD40 = false;
+
+ switch (newObj) {
+ case OBJECTIVE_NONE:
+ m_prevObjective = OBJECTIVE_NONE;
+ break;
+ case OBJECTIVE_HAIL_TAXI:
+ m_nWaitTimer = 0;
+ SetIdle();
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode
+// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call...
+void
+CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType)
+{
+ if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
+ return;
+
+ if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE)
+ return;
+
+ SetObjectiveTimer(0);
+
+ if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType)
+ return;
+
+ m_ped_flagD40 = false;
+ if (IsTemporaryObjective(m_objective)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj)
+ SetStoredObjective();
+
+ m_objective = newObj;
+ }
+
+ if (newObj == OBJECTIVE_FOLLOW_ROUTE) {
+ SetFollowRoute(routePoint, routeType);
+ }
+}
+
+void
+CPed::ClearChat(void)
+{
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ bIsTalking = false;
+ ClearLookFlag();
+ RestorePreviousState();
+}
+
+bool
+CPed::IsGangMember(void)
+{
+ return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
+}
+
+void
+CPed::InformMyGangOfAttack(CEntity *attacker)
+{
+ CPed *attackerPed;
+
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)
+ return;
+
+ if (attacker->IsPed()) {
+ attackerPed = (CPed*)attacker;
+ } else {
+ if (!attacker->IsVehicle())
+ return;
+
+ attackerPed = ((CVehicle*)attacker)->pDriver;
+ if (!attackerPed)
+ return;
+ }
+
+ if (attackerPed->m_nPedType == PEDTYPE_COP)
+ return;
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed && nearPed != this) {
+ CPed *leader = nearPed->m_leader;
+ if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper)
+ {
+ nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed);
+ nearPed->SetObjectiveTimer(30000);
+ }
+ }
+ }
+}
+
+void
+CPed::QuitEnteringCar(void)
+{
+ CAnimBlendAssociation *animAssoc = m_pVehicleAnim;
+ CVehicle *veh = m_pMyVehicle;
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ RestartNonPartialAnims();
+
+ if (!RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE))
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
+
+ if (veh) {
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
+ veh->m_veh_flagC10 = false;
+
+ if (veh->m_nNumGettingIn != 0)
+ veh->m_nNumGettingIn--;
+
+ veh->m_nGettingInFlags = GetVehEnterExitFlag(m_vehEnterType);
+ }
+
+ bUsesCollision = true;
+
+ if (IsPlayer() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
+ if (IsPlayer() && m_storedWeapon != NO_STORED_WEAPON) {
+ SetCurrentWeapon(m_storedWeapon);
+ m_storedWeapon = NO_STORED_WEAPON;
+ }
+ } else {
+ CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ AddWeaponModel(curWeapon->m_nModelId);
+ }
+ if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) {
+ animAssoc = m_pVehicleAnim;
+ if (animAssoc) {
+ animAssoc->blendDelta = -4.0;
+ animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ animAssoc = m_pVehicleAnim;
+ animAssoc->flags &= ~ASSOC_RUNNING;
+ }
+ } else
+ SetIdle();
+
+ m_pVehicleAnim = nil;
+
+ if (veh) {
+ if (veh->m_autoPilot.m_nCruiseSpeed == 0)
+ veh->m_autoPilot.m_nCruiseSpeed = 17;
+ }
+}
+
+void
+CPed::ReactToAttack(CEntity *attacker)
+{
+ if (IsPlayer() && attacker->IsPed()) {
+ InformMyGangOfAttack(attacker);
+ SetLookFlag(attacker, 1);
+ SetLookTimer(700);
+ return;
+ }
+
+ if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) {
+ CPed *ourLeader = m_leader;
+ if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader)
+ && attacker->IsPed()) {
+
+ CPed *attackerPed = (CPed*)attacker;
+ if (bNotAllowedToDuck) {
+ if (!attackerPed->GetWeapon()->IsTypeMelee()) {
+ field_4E8 = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ } else if (bCrouchWhenShooting || m_ped_flagE1) {
+ SetDuck(CGeneral::GetRandomNumberInRange(1000,3000));
+ return;
+ }
+
+ if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) {
+ if (m_pedStats != attackerPed->m_pedStats) {
+ if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
+ RegisterThreatWithGangPeds(attackerPed);
+ }
+ if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker);
+ SetMoveState(PEDMOVE_RUN);
+ } else {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker);
+ SetObjectiveTimer(20000);
+ }
+ }
+ } else {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed);
+ SetMoveState(PEDMOVE_RUN);
+ if (attackerPed->GetWeapon()->IsTypeMelee())
+ Say(SOUND_PED_FLEE_RUN);
+ }
+ }
+ }
+}
+
+bool
+CPed::TurnBody(void)
+{
+ float lookDir;
+ bool doneSmoothly = true;
+
+ if (m_pLookTarget) {
+ CVector &lookPos = m_pLookTarget->GetPosition();
+
+ lookDir = CGeneral::GetRadianAngleBetweenPoints(
+ lookPos.x,
+ lookPos.y,
+ GetPosition().x,
+ GetPosition().y);
+ } else
+ lookDir = m_fLookDirection;
+
+ float limitedLookDir = CGeneral::LimitRadianAngle(lookDir);
+ float currentRot = m_fRotationCur;
+
+ if (currentRot - PI > limitedLookDir)
+ limitedLookDir += 2 * PI;
+ else if (PI + currentRot < limitedLookDir)
+ limitedLookDir -= 2 * PI;
+
+ float neededTurn = currentRot - limitedLookDir;
+ m_fRotationDest = limitedLookDir;
+
+ if (fabs(neededTurn) > 0.05f) {
+ doneSmoothly = false;
+ currentRot -= neededTurn * 0.2f;
+ }
+
+ m_fRotationCur = currentRot;
+ m_fLookDirection = limitedLookDir;
+ return doneSmoothly;
+}
+
+void
+CPed::Chat(void)
+{
+ if (bIsLooking && TurnBody())
+ ClearLookFlag();
+
+ if (!m_pLookTarget || !m_pLookTarget->IsPed()) {
+ ClearChat();
+ return;
+ }
+
+ CPed *partner = (CPed*) m_pLookTarget;
+
+ if (partner->m_nPedState != PED_CHAT) {
+ ClearChat();
+ if (partner->m_pedInObjective) {
+ if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
+ partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)
+ ReactToAttack(partner->m_pedInObjective);
+ }
+ return;
+ }
+ if (bIsTalking) {
+ if (CGeneral::GetRandomNumber() < 512) {
+ CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_CHAT);
+ if (chatAssoc) {
+ chatAssoc->blendDelta = -4.0f;
+ chatAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ }
+ bIsTalking = false;
+ } else
+ Say(SOUND_PED_CHAT);
+
+ } else if (!RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject, ASSOC_FLAG100)) {
+
+ if (CGeneral::GetRandomNumber() < 20) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
+ }
+ if (!bIsTalking) {
+ CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f);
+ float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
+ chatAssoc->SetCurrentTime(chatTime);
+
+ bIsTalking = true;
+ Say(SOUND_PED_CHAT);
+ }
+ }
+ if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
+ ClearChat();
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ }
+}
+
+WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
+WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
+WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
+WRAPPER void CPed::FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D3950); }
+WRAPPER void CPed::FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6520); }
+WRAPPER void CPed::FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7490); }
+WRAPPER void CPed::FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A80); }
+WRAPPER void CPed::PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEC80); }
+WRAPPER void CPed::PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE500); }
+WRAPPER void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEAF0); }
+WRAPPER void CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF1B0); }
+WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CF220); }
+WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); }
+WRAPPER void CPed::PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE130); }
+WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); }
+WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); }
+WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); }
+WRAPPER void CPed::FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E9830); }
+WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E4B90); }
+WRAPPER void CPed::FinishJumpCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A50); }
+WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); }
+WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4C6580); }
+WRAPPER void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6550); }
+
+STARTPATCHES
+ InjectHook(0x4C41C0, &CPed::ctor, PATCH_JUMP);
+ InjectHook(0x4C50D0, &CPed::dtor, PATCH_JUMP);
+ InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
+ InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
+ InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
+ InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
+ InjectHook(0x4C6460, (void (CPed::*)(CEntity*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
+ InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
+ InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
+ InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
+ InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
+ InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP);
+ InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP);
+ InjectHook(0x4EB670, &CPed::IsPedHeadAbovePos, PATCH_JUMP);
+ InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
+ InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
+ InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
+ InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
+ InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
+ InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
+ InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
+ InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
+ InjectHook(0x4E07D0, &CPed::BeingDraggedFromCar, PATCH_JUMP);
+ InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP);
+ InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP);
+ InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
+ InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
+ InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
+ InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP);
+ InjectHook(0x4C52A0, &CPed::SetModelIndex_, PATCH_JUMP);
+ InjectHook(0x4D6570, &CPed::FlagToDestroyWhenNextProcessed_, PATCH_JUMP);
+ InjectHook(0x4A7D30, &CPed::SetupLighting_, PATCH_JUMP);
+ InjectHook(0x4A7DC0, &CPed::RemoveLighting_, PATCH_JUMP);
+ InjectHook(0x4D3E70, &CPed::Teleport_, PATCH_JUMP);
+ InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP);
+ InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP);
+ InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP);
+ InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP);
+ InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP);
+ InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP);
+ InjectHook(0x4D82C0, (void (CPed::*)(eObjective)) &CPed::SetObjective, PATCH_JUMP);
+ InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP);
+ InjectHook(0x4D89A0, (void (CPed::*)(eObjective, int16, int16)) &CPed::SetObjective, PATCH_JUMP);
+ InjectHook(0x4DDEC0, &CPed::ReactToAttack, PATCH_JUMP);
+ InjectHook(0x4D0600, &CPed::SetIdle, PATCH_JUMP);
+ InjectHook(0x4E0E00, &CPed::QuitEnteringCar, PATCH_JUMP);
+ InjectHook(0x4E4AD0, &CPed::InformMyGangOfAttack, PATCH_JUMP);
+ InjectHook(0x4D3C80, &CPed::ClearChat, PATCH_JUMP);
+ InjectHook(0x4D1390, &CPed::TurnBody, PATCH_JUMP);
+ InjectHook(0x4D3AC0, &CPed::Chat, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
new file mode 100644
index 00000000..95731e15
--- /dev/null
+++ b/src/peds/Ped.h
@@ -0,0 +1,577 @@
+#pragma once
+
+#include "Physical.h"
+#include "Weapon.h"
+#include "PedStats.h"
+#include "PedType.h"
+#include "PedIK.h"
+#include "AnimManager.h"
+#include "AnimBlendClumpData.h"
+#include "AnimBlendAssociation.h"
+#include "WeaponInfo.h"
+#include "Fire.h"
+
+struct CPathNode;
+
+enum eWaitState : uint32 {
+ WAITSTATE_FALSE,
+ WAITSTATE_TRAFFIC_LIGHTS,
+ WAITSTATE_CROSS_ROAD,
+ WAITSTATE_CROSS_ROAD_LOOK,
+ WAITSTATE_LOOK_PED,
+ WAITSTATE_LOOK_SHOP,
+ WAITSTATE_LOOK_ACCIDENT,
+ WAITSTATE_FACEOFF_GANG,
+ WAITSTATE_DOUBLEBACK,
+ WAITSTATE_HITWALL,
+ WAITSTATE_TURN180,
+ WAITSTATE_SURPRISE,
+ WAITSTATE_STUCK,
+ WAITSTATE_LOOK_ABOUT,
+ WAITSTATE_PLAYANIM_DUCK,
+ WAITSTATE_PLAYANIM_COWER,
+ WAITSTATE_PLAYANIM_TAXI,
+ WAITSTATE_PLAYANIM_HANDSUP,
+ WAITSTATE_PLAYANIM_HANDSCOWER,
+ WAITSTATE_PLAYANIM_CHAT,
+ WAITSTATE_FINISH_FLEE
+};
+
+enum eObjective : uint32 {
+ OBJECTIVE_NONE,
+ OBJECTIVE_IDLE,
+ OBJECTIVE_FLEE_TILL_SAFE,
+ OBJECTIVE_GUARD_SPOT,
+ OBJECTIVE_GUARD_AREA,
+ OBJECTIVE_WAIT_IN_CAR,
+ OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
+ OBJECTIVE_KILL_CHAR_ON_FOOT,
+ OBJECTIVE_KILL_CHAR_ANY_MEANS,
+ OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
+ OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
+ OBJECTIVE_GOTO_CHAR_ON_FOOT,
+ OBJECTIVE_FOLLOW_PED_IN_FORMATION,
+ OBJECTIVE_LEAVE_VEHICLE,
+ OBJECTIVE_ENTER_CAR_AS_PASSENGER,
+ OBJECTIVE_ENTER_CAR_AS_DRIVER,
+ OBJECTIVE_FOLLOW_CAR_IN_CAR,
+ OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
+ OBJECTIVE_DESTROY_OBJ,
+ OBJECTIVE_DESTROY_CAR,
+ OBJECTIVE_GOTO_AREA_ANY_MEANS,
+ OBJECTIVE_GOTO_AREA_ON_FOOT,
+ OBJECTIVE_RUN_TO_AREA,
+ OBJECTIVE_23,
+ OBJECTIVE_24,
+ OBJECTIVE_FIGHT_CHAR,
+ OBJECTIVE_SET_LEADER,
+ OBJECTIVE_FOLLOW_ROUTE,
+ OBJECTIVE_SOLICIT,
+ OBJECTIVE_HAIL_TAXI,
+ OBJECTIVE_CATCH_TRAIN,
+ OBJECTIVE_BUY_ICE_CREAM,
+ OBJECTIVE_STEAL_ANY_CAR,
+ OBJECTIVE_MUG_CHAR,
+ OBJECTIVE_FLEE_CAR,
+ OBJECTIVE_35
+};
+
+enum eVehEnter : uint16 {
+ VEHICLE_ENTER_FRONT_RIGHT = 11,
+ VEHICLE_ENTER_REAR_RIGHT = 12,
+ VEHICLE_ENTER_FRONT_LEFT = 15,
+ VEHICLE_ENTER_REAR_LEFT = 16,
+};
+
+enum {
+ RANDOM_CHAR = 1,
+ MISSION_CHAR,
+};
+
+enum PedLineUpPhase {
+ LINE_UP_TO_CAR_START,
+ LINE_UP_TO_CAR_END,
+ LINE_UP_TO_CAR_2
+};
+
+enum PedOnGroundState {
+ NO_PED,
+ PED_BELOW_PLAYER,
+ PED_ON_THE_FLOOR,
+ PED_DEAD_ON_THE_FLOOR
+};
+
+enum PedState
+{
+ PED_NONE,
+ PED_IDLE,
+ PED_LOOK_ENTITY,
+ PED_LOOK_HEADING,
+ PED_WANDER_RANGE,
+ PED_WANDER_PATH,
+ PED_SEEK_POS,
+ PED_SEEK_ENTITY,
+ PED_FLEE_POS,
+ PED_FLEE_ENTITY,
+ PED_PURSUE,
+ PED_FOLLOW_PATH,
+ PED_SNIPER_MODE,
+ PED_ROCKET_ODE,
+ PED_DUMMY,
+ PED_PAUSE,
+ PED_ATTACK,
+ PED_FIGHT,
+ PED_FACE_PHONE,
+ PED_MAKE_CALL,
+ PED_CHAT,
+ PED_MUG,
+ PED_AIM_GUN,
+ PED_AI_CONTROL,
+ PED_SEEK_CAR,
+ PED_SEEK_IN_BOAT,
+ PED_FOLLOW_ROUTE,
+ PED_CPR,
+ PED_SOLICIT,
+ PED_BUY_ICECREAM,
+ PED_INVESTIGATE,
+ PED_STEP_AWAY,
+ PED_ON_FIRE,
+
+ PED_UNKNOWN, // HANG_OUT in Fire_Head's idb
+
+ PED_STATES_NO_AI,
+ PED_JUMP,
+ PED_FALL,
+ PED_GETUP,
+ PED_STAGGER,
+ PED_DIVE_AWAY,
+
+ PED_STATES_NO_ST,
+ PED_ENTER_TRAIN,
+ PED_EXIT_TRAIN,
+ PED_ARREST_PLAYER,
+ PED_DRIVING,
+ PED_PASSENGER,
+ PED_TAXI_PASSENGER,
+ PED_OPEN_DOOR,
+ PED_DIE,
+ PED_DEAD,
+ PED_CARJACK,
+ PED_DRAG_FROM_CAR,
+ PED_ENTER_CAR,
+ PED_STEAL_CAR,
+ PED_EXIT_CAR,
+ PED_HANDS_UP,
+ PED_ARRESTED,
+};
+
+enum eMoveState {
+ PEDMOVE_NONE,
+ PEDMOVE_STILL,
+ PEDMOVE_WALK,
+ PEDMOVE_RUN,
+ PEDMOVE_SPRINT,
+};
+
+class CVehicle;
+
+class CPed : public CPhysical
+{
+public:
+ // 0x128
+ CStoredCollPoly m_collPoly;
+ float m_fCollisionSpeed;
+
+ // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
+ uint8 bIsStanding : 1;
+ uint8 m_ped_flagA2 : 1;
+ uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ uint8 bIsPointingGunAt : 1;
+ uint8 bIsLooking : 1;
+ uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
+ uint8 bIsRestoringLook : 1;
+ uint8 bIsAimingGun : 1;
+
+ uint8 bIsRestoringGun : 1;
+ uint8 bCanPointGunAtTarget : 1;
+ uint8 bIsTalking : 1;
+ uint8 bIsInTheAir : 1;
+ uint8 bIsLanding : 1;
+ uint8 m_ped_flagB20 : 1;
+ uint8 m_ped_flagB40 : 1;
+ uint8 m_ped_flagB80 : 1;
+
+ uint8 m_ped_flagC1 : 1;
+ uint8 bRespondsToThreats : 1;
+ uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar?
+ uint8 m_ped_flagC8 : 1;
+ uint8 m_ped_flagC10 : 1;
+ uint8 m_ped_flagC20 : 1; // just left some body part?
+ uint8 m_ped_flagC40 : 1;
+ uint8 m_ped_flagC80 : 1;
+
+ uint8 m_ped_flagD1 : 1;
+ uint8 m_ped_flagD2 : 1;
+ uint8 m_ped_flagD4 : 1;
+ uint8 m_ped_flagD8 : 1;
+ uint8 m_ped_flagD10 : 1;
+ uint8 m_ped_flagD20 : 1;
+ uint8 m_ped_flagD40 : 1; // reset when objective changes
+ uint8 m_ped_flagD80 : 1;
+
+ uint8 m_ped_flagE1 : 1;
+ uint8 m_ped_flagE2 : 1;
+ uint8 bNotAllowedToDuck : 1;
+ uint8 bCrouchWhenShooting : 1;
+ uint8 bIsDucking : 1; // set if you don't want ped to attack
+ uint8 m_ped_flagE20 : 1;
+ uint8 bDoBloodyFootprints : 1;
+ uint8 m_ped_flagE80 : 1;
+
+ uint8 m_ped_flagF1 : 1;
+ uint8 m_ped_flagF2 : 1;
+ uint8 m_ped_flagF4 : 1;
+ uint8 m_ped_flagF8 : 1;
+ uint8 m_ped_flagF10 : 1;
+ uint8 m_ped_flagF20 : 1;
+ uint8 m_ped_flagF40 : 1;
+ uint8 m_ped_flagF80 : 1;
+
+ uint8 m_ped_flagG1 : 1;
+ uint8 m_ped_flagG2 : 1;
+ uint8 m_ped_flagG4 : 1;
+ uint8 m_ped_flagG8 : 1;
+ uint8 m_ped_flagG10 : 1;
+ uint8 m_ped_flagG20 : 1;
+ uint8 m_ped_flagG40 : 1;
+ uint8 m_ped_flagG80 : 1;
+
+ uint8 m_ped_flagH1 : 1;
+ uint8 m_ped_flagH2 : 1;
+ uint8 m_ped_flagH4 : 1;
+ uint8 m_ped_flagH8 : 1;
+ uint8 m_ped_flagH10 : 1;
+ uint8 m_ped_flagH20 : 1;
+ uint8 m_ped_flagH40 : 1;
+ uint8 m_ped_flagH80 : 1;
+
+ uint8 m_ped_flagI1 : 1;
+ uint8 m_ped_flagI2 : 1;
+ uint8 m_ped_flagI4 : 1;
+ uint8 bRecordedForReplay : 1;
+ uint8 m_ped_flagI10 : 1;
+ uint8 m_ped_flagI20 : 1;
+ uint8 m_ped_flagI40 : 1;
+ uint8 m_ped_flagI80 : 1;
+
+ uint8 stuff10[3];
+ uint8 CharCreatedBy;
+ uint8 field_161;
+ uint8 pad_162[2];
+ eObjective m_objective;
+ eObjective m_prevObjective;
+ CPed *m_pedInObjective;
+ CVehicle *m_carInObjective;
+ uint32 field_174;
+ uint32 field_178;
+ uint32 field_17C;
+ CPed *m_leader;
+ uint32 m_pedFormation;
+ uint32 m_fearFlags;
+ CEntity *m_threatEntity;
+ CVector2D m_eventOrThread;
+ uint32 m_eventType;
+ CEntity* m_pEventEntity;
+ float m_fAngleToEvent;
+ AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
+ AssocGroupId m_animGroup;
+ CAnimBlendAssociation *m_pVehicleAnim;
+ CVector2D m_vecAnimMoveDelta;
+ CVector m_vecOffsetSeek;
+ CPedIK m_pedIK;
+ float m_actionX;
+ float m_actionY;
+ uint32 m_nPedStateTimer;
+ PedState m_nPedState;
+ PedState m_nLastPedState;
+ eMoveState m_nMoveState;
+ int32 m_nStoredActionState;
+ int32 m_nPrevActionState;
+ eWaitState m_nWaitState;
+ uint32 m_nWaitTimer;
+ void *m_pPathNodesStates[8];
+ CVector2D m_stPathNodeStates[10];
+ uint16 m_nPathNodes;
+ uint8 m_nCurPathNode;
+ int8 m_nPathState;
+private:
+ int8 _pad2B5[3];
+public:
+ CPathNode *m_pNextPathNode;
+ CPathNode *m_pLastPathNode;
+ float m_fHealth;
+ float m_fArmour;
+ int16 m_routeLastPoint;
+ uint16 m_routePoints;
+ int16 m_routePos;
+ int16 m_routeType;
+ int16 m_routeCurDir;
+ uint16 field_2D2;
+ CVector2D m_moved;
+ float m_fRotationCur;
+ float m_fRotationDest;
+ float m_headingRate;
+ eVehEnter m_vehEnterType;
+ uint16 m_walkAroundType;
+ CEntity *m_pCurrentPhysSurface;
+ CVector m_vecOffsetFromPhysSurface;
+ CEntity *m_pCurSurface;
+ CVector m_vecSeekVehicle;
+ CEntity *m_pSeekTarget;
+ CVehicle *m_pMyVehicle;
+ bool bInVehicle;
+ uint8 pad_315[3];
+ uint32 field_318;
+ uint8 field_31C;
+ uint8 field_31D;
+ int16 m_phoneId;
+ uint32 m_lookingForPhone;
+ uint32 m_phoneTalkTimer;
+ void *m_lastAccident;
+ int32 m_nPedType;
+ CPedStats *m_pedStats;
+ float m_fleeFromPosX;
+ float m_fleeFromPosY;
+ CEntity *m_fleeFrom;
+ uint32 m_fleeTimer;
+ uint32 field_344;
+ uint32 m_lastThreatTimer;
+ CEntity *m_pCollidingEntity;
+ uint8 m_stateUnused;
+ uint8 pad_351[3];
+ uint32 m_timerUnused;
+ CEntity *m_targetUnused;
+ CWeapon m_weapons[NUM_PED_WEAPONTYPES];
+ eWeaponType m_storedWeapon;
+ uint8 m_currentWeapon; // eWeaponType
+ uint8 m_maxWeaponTypeAllowed; // eWeaponType
+ uint8 m_wepSkills;
+ uint8 m_wepAccuracy;
+ CEntity *m_pPointGunAt;
+ CVector m_vecHitLastPos;
+ uint32 m_lastHitState;
+ uint8 m_fightFlags1;
+ uint8 m_fightFlags2;
+ uint8 pad_4B2[2];
+ CFire* m_pFire;
+ CEntity *m_pLookTarget;
+ float m_fLookDirection;
+ int32 m_wepModelID;
+ uint32 m_leaveCarTimer;
+ uint32 m_getUpTimer;
+ uint32 m_lookTimer;
+ uint32 m_standardTimer;
+ uint32 m_attackTimer;
+ uint32 m_lastHitTime;
+ uint32 m_hitRecoverTimer;
+ uint32 m_objectiveTimer;
+ uint32 m_duckTimer;
+ uint32 field_4E8;
+ int32 m_bloodyFootprintCount;
+ uint8 stuff9[2];
+ int8 m_bodyPartBleeding; // PedNode
+ uint8 m_field_4F3;
+ CPed *m_nearPeds[10];
+ uint16 m_numNearPeds;
+ int8 m_lastWepDam;
+ uint8 pad_51F;
+ uint8 field_520;
+ uint8 pad_521[3];
+ uint32 m_talkTimer;
+ uint16 m_talkTypeLast;
+ uint16 m_talkType;
+ CVector m_vecSeekPosEx;
+ float m_seekExAngle;
+
+ static void *operator new(size_t);
+ static void *operator new(size_t, int);
+ static void operator delete(void*, size_t);
+ static void operator delete(void*, int);
+
+ CPed(uint32 pedType);
+ virtual ~CPed(void);
+
+ virtual void SetModelIndex(uint32 mi);
+ virtual void ProcessControl(void);
+ virtual void Teleport(CVector);
+ virtual void PreRender(void);
+ virtual void Render(void);
+ virtual bool SetupLighting(void);
+ virtual void RemoveLighting(bool);
+ virtual void FlagToDestroyWhenNextProcessed(void);
+ virtual int32 ProcessEntityCollision(CEntity*, CColPoint*);
+ virtual void SetMoveAnim(void);
+
+ CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
+ void dtor(void) { this->CPed::~CPed(); }
+
+ void AddWeaponModel(int id);
+ void AimGun(void);
+ void KillPedWithCar(CVehicle *veh, float impulse);
+ void Say(uint16 audio);
+ void SetLookFlag(CEntity *target, bool unknown);
+ void SetLookFlag(float direction, bool unknown);
+ void SetLookTimer(int time);
+ void SetDie(AnimationId anim, float arg1, float arg2);
+ void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
+ void RemoveBodyPart(PedNode nodeId, int8 unknown);
+ void SpawnFlyingComponent(int, int8 unknown);
+ bool OurPedCanSeeThisOne(CEntity *target);
+ void Avoid(void);
+ void Attack(void);
+ void ClearAimFlag(void);
+ void ClearLookFlag(void);
+ void RestorePreviousState(void);
+ void ClearAttack(void);
+ bool IsPedHeadAbovePos(float zOffset);
+ void RemoveWeaponModel(int modelId);
+ void SetCurrentWeapon(uint32 weaponType);
+ void Duck(void);
+ void ClearDuck(void);
+ void ClearPointGunAt(void);
+ void BeingDraggedFromCar(void);
+ void RestartNonPartialAnims(void);
+ void LineUpPedWithCar(PedLineUpPhase phase);
+ void SetPedPositionInCar(void);
+ void PlayFootSteps(void);
+ void QuitEnteringCar(void);
+ void BuildPedLists(void);
+ uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
+ void CalculateNewOrientation(void);
+ float WorkOutHeadingForMovingFirstPerson(float);
+ void CalculateNewVelocity(void);
+ bool CanPedJumpThis(int32);
+ bool CanSeeEntity(CEntity*, float);
+ void RestorePreviousObjective(void);
+ void SetIdle(void);
+ void SetObjective(eObjective, void*);
+ void SetObjective(eObjective);
+ void SetObjective(eObjective, int16, int16);
+ void ClearChat(void);
+ void InformMyGangOfAttack(CEntity*);
+ void SetFollowRoute(int16, int16);
+ void ReactToAttack(CEntity*);
+ void SetDuck(uint32);
+ void RegisterThreatWithGangPeds(CEntity*);
+ bool TurnBody(void);
+ void Chat(void);
+
+ // Static methods
+ static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
+ static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
+ static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
+
+ // Callbacks
+ static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
+ static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
+ static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg);
+ static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedLandCB(CAnimBlendAssociation *assoc, void *arg);
+ static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
+
+ // functions that I see unnecessary to hook
+ bool IsPlayer(void);
+ bool UseGroundColModel(void);
+ bool CanSetPedState(void);
+ bool IsPedInControl(void);
+ bool CanPedDriveOff(void);
+ bool CanBeDeleted(void);
+ bool CanStrafeOrMouseControl(void);
+ bool CanPedReturnToState(void);
+ void SetMoveState(eMoveState);
+ bool IsTemporaryObjective(eObjective objective);
+ void SetObjectiveTimer(int);
+ bool SelectGunIfArmed(void);
+ bool IsPointerValid(void);
+ void SortPeds(CPed**, int, int);
+ void ForceStoredObjective(eObjective);
+ void SetStoredObjective(void);
+ void SetLeader(CEntity* leader);
+ void SetPedStats(ePedStats);
+ bool IsGangMember(void);
+
+ bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
+ CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
+ CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
+ RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
+ static uint8 GetVehEnterExitFlag(eVehEnter vehEnter) {
+ switch (vehEnter) {
+ case VEHICLE_ENTER_FRONT_RIGHT:
+ return 4;
+ case VEHICLE_ENTER_REAR_RIGHT:
+ return 8;
+ case VEHICLE_ENTER_FRONT_LEFT:
+ return 1;
+ case VEHICLE_ENTER_REAR_LEFT:
+ return 2;
+ default:
+ return 0;
+ }
+ }
+ PedState GetPedState(void) { return m_nPedState; }
+ void SetPedState(PedState state) { m_nPedState = state; }
+
+ // to make patching virtual functions possible
+ void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
+ void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
+ bool SetupLighting_(void) { return CPed::SetupLighting(); }
+ void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
+ void Teleport_(CVector pos) { CPed::Teleport(pos); }
+
+ // set by 0482:set_threat_reaction_range_multiplier opcode
+ static uint16 &distanceMultToCountPedNear;
+
+ static CVector &offsetToOpenRegularCarDoor;
+ static CVector &offsetToOpenLowCarDoor;
+ static CVector &offsetToOpenVanDoor;
+ static bool &bNastyLimbsCheat;
+ static bool &bPedCheat2;
+ static bool &bPedCheat3;
+};
+
+void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
+
+static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
+static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
+static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
+static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
+static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
+static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
+static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
+static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
+static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
+static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
+static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
+static_assert(sizeof(CPed) == 0x53C, "CPed: error");
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp
new file mode 100644
index 00000000..b9baf49c
--- /dev/null
+++ b/src/peds/PedIK.cpp
@@ -0,0 +1,109 @@
+#include "common.h"
+#include "patcher.h"
+#include "PedIK.h"
+#include "Ped.h"
+
+WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
+WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
+WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
+WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
+
+CPedIK::CPedIK(CPed *ped)
+{
+ m_ped = ped;
+ m_flags = 0;
+ m_headOrient.phi = 0.0f;
+ m_headOrient.theta = 0.0f;
+ m_torsoOrient.phi = 0.0f;
+ m_torsoOrient.theta = 0.0f;
+ m_upperArmOrient.phi = 0.0f;
+ m_upperArmOrient.theta = 0.0f;
+ m_lowerArmOrient.phi = 0.0f;
+ m_lowerArmOrient.theta = 0.0f;
+}
+
+void
+CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
+{
+ RwFrame *f = animBlend->frame;
+ RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
+
+ RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
+ RwV3d rightVector;
+ RwV3d pos = RwFrameGetMatrix(f)->pos;
+
+ // rotation == 0 -> looking in y direction
+ // left? vector
+ float c = cos(m_ped->m_fRotationCur);
+ float s = sin(m_ped->m_fRotationCur);
+ rightVector.x = -(c*mat->right.x + s*mat->right.y);
+ rightVector.y = -(c*mat->up.x + s*mat->up.y);
+ rightVector.z = -(c*mat->at.x + s*mat->at.y);
+
+ if(changeRoll){
+ // Used when aiming only involves over the legs.(canAimWithArm)
+ // Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
+ // Not noticeable in normal conditions...
+
+ RwV3d forwardVector;
+ CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
+ inversedForward.Normalise();
+ float dotProduct = DotProduct(mat->at, inversedForward);
+ if(dotProduct > 1.0f) dotProduct = 1.0f;
+ if(dotProduct < -1.0f) dotProduct = -1.0f;
+ float alpha = acos(dotProduct);
+
+ if(mat->at.z < 0.0f)
+ alpha = -alpha;
+
+ forwardVector.x = s * mat->right.x - c * mat->right.y;
+ forwardVector.y = s * mat->up.x - c * mat->up.y;
+ forwardVector.z = s * mat->at.x - c * mat->at.y;
+
+ float curYaw, curPitch;
+ CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
+ RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
+ RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
+ RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
+ }else{
+ // pitch
+ RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
+ // yaw
+ RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
+ }
+ RwFrameGetMatrix(f)->pos = pos;
+ RwMatrixDestroy(mat);
+}
+
+void
+CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
+{
+ RwFrame *f;
+ RwMatrix *mat;
+
+ f = m_ped->GetNodeFrame(node);
+ mat = RwFrameGetMatrix(f);
+ *pos = mat->pos;
+
+ for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
+ RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
+}
+
+RwMatrix*
+CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
+{
+ RwFrame *i;
+
+ *destination = *RwFrameGetMatrix(source);
+
+ for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i))
+ RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT);
+
+ return destination;
+}
+
+STARTPATCHES
+ InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
+ InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
+ InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file
diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h
new file mode 100644
index 00000000..e17d52eb
--- /dev/null
+++ b/src/peds/PedIK.h
@@ -0,0 +1,40 @@
+#pragma once
+#include "common.h"
+#include "PedModelInfo.h"
+#include "AnimBlendClumpData.h"
+
+struct LimbOrientation
+{
+ float phi;
+ float theta;
+};
+
+class CPed;
+
+class CPedIK
+{
+public:
+ // TODO
+ enum {
+ FLAG_1 = 1,
+ FLAG_2 = 2, // related to looking somewhere
+ FLAG_4 = 4, // aims with arm
+ };
+
+ CPed *m_ped;
+ LimbOrientation m_headOrient;
+ LimbOrientation m_torsoOrient;
+ LimbOrientation m_upperArmOrient;
+ LimbOrientation m_lowerArmOrient;
+ int32 m_flags;
+
+ CPedIK(CPed *ped);
+ bool PointGunInDirection(float phi, float theta);
+ bool PointGunAtPosition(CVector *position);
+ void GetComponentPosition(RwV3d *pos, PedNode node);
+ static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
+ void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
+ void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
+ void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
+};
+static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
diff --git a/src/peds/PedPlacement.cpp b/src/peds/PedPlacement.cpp
new file mode 100644
index 00000000..e9a3f7d9
--- /dev/null
+++ b/src/peds/PedPlacement.cpp
@@ -0,0 +1,40 @@
+#include "common.h"
+#include "patcher.h"
+#include "PedPlacement.h"
+#include "World.h"
+
+void
+CPedPlacement::FindZCoorForPed(CVector* pos)
+{
+ float zForPed;
+ float startZ = pos->z - 100.0f;
+ float foundColZ = -100.0f;
+ float foundColZ2 = -100.0f;
+ CColPoint foundCol;
+ CEntity* foundEnt;
+
+ CVector vec(
+ pos->x,
+ pos->y,
+ pos->z + 1.0f
+ );
+
+ if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, false, false, true, false, nil))
+ foundColZ = foundCol.point.z;
+
+ // Adjust coords and do a second test
+ vec.x += 0.1f;
+ vec.y += 0.1f;
+
+ if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, false, false, true, false, nil))
+ foundColZ2 = foundCol.point.z;
+
+ zForPed = max(foundColZ, foundColZ2);
+
+ if (zForPed > -99.0f)
+ pos->z = 1.04f + zForPed;
+}
+
+STARTPATCHES
+ InjectHook(0x4EE340, &CPedPlacement::FindZCoorForPed, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/peds/PedPlacement.h b/src/peds/PedPlacement.h
new file mode 100644
index 00000000..4bd48b62
--- /dev/null
+++ b/src/peds/PedPlacement.h
@@ -0,0 +1,8 @@
+#pragma once
+
+class CVector;
+
+class CPedPlacement {
+public:
+ static void FindZCoorForPed(CVector* pos);
+}; \ No newline at end of file
diff --git a/src/peds/PedStats.cpp b/src/peds/PedStats.cpp
new file mode 100644
index 00000000..f6508580
--- /dev/null
+++ b/src/peds/PedStats.cpp
@@ -0,0 +1,125 @@
+#include "common.h"
+#include "patcher.h"
+#include "FileMgr.h"
+#include "PedStats.h"
+
+CPedStats *(&CPedStats::ms_apPedStats)[NUM_PEDSTATS] = *(CPedStats *(*)[NUM_PEDSTATS]) *(uintptr*)0x9404D4;
+
+void
+CPedStats::Initialise(void)
+{
+ int i;
+
+ debug("Initialising CPedStats...\n");
+ for(i = 0; i < NUM_PEDSTATS; i++){
+ ms_apPedStats[i] = new CPedStats;
+ ms_apPedStats[i]->m_type = PEDSTAT_PLAYER;
+ ms_apPedStats[i]->m_name[8] = 'R'; // WHAT?
+ ms_apPedStats[i]->m_fleeDistance = 20.0f;
+ ms_apPedStats[i]->m_headingChangeRate = 15.0f;
+ ms_apPedStats[i]->m_fear = 50;
+ ms_apPedStats[i]->m_temper = 50;
+ ms_apPedStats[i]->m_lawfulness = 50;
+ ms_apPedStats[i]->m_sexiness = 50;
+ ms_apPedStats[i]->m_attackStrength = 1.0f;
+ ms_apPedStats[i]->m_defendWeakness = 1.0f;
+ ms_apPedStats[i]->m_flags = 0;
+ }
+ debug("Loading pedstats data...\n");
+ CPedStats::LoadPedStats();
+ debug("CPedStats ready\n");
+}
+
+void
+CPedStats::Shutdown(void)
+{
+ int i;
+ debug("Shutting down CPedStats...\n");
+ for(i = 0; i < NUM_PEDSTATS; i++)
+ delete ms_apPedStats[i];
+ debug("CPedStats shut down\n");
+}
+
+void
+CPedStats::LoadPedStats(void)
+{
+ char *buf;
+ char line[256];
+ char name[32];
+ int bp, buflen;
+ int lp, linelen;
+ int type;
+ float fleeDist, headingChangeRate, attackStrength, defendWeakness;
+ int fear, temper, lawfullness, sexiness, flags;
+
+
+ type = 0;
+ buf = new char[16 * 1024];
+
+ CFileMgr::SetDir("DATA");
+ buflen = CFileMgr::LoadFile("PEDSTATS.DAT", (uint8*)buf, 16 * 1024, "r");
+ CFileMgr::SetDir("");
+
+ for(bp = 0; bp < buflen; ){
+ // read file line by line
+ for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){
+ if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t')
+ line[linelen++] = ' ';
+ else
+ line[linelen++] = buf[bp];
+ line[linelen] = '\0';
+ }
+ bp++;
+
+ // skip white space
+ for(lp = 0; line[lp] <= ' '; lp++);
+
+ if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
+ line[lp] == '#')
+ continue;
+
+ sscanf(&line[lp], "%s %f %f %d %d %d %d %f %f %d",
+ name,
+ &fleeDist,
+ &headingChangeRate,
+ &fear,
+ &temper,
+ &lawfullness,
+ &sexiness,
+ &attackStrength,
+ &defendWeakness,
+ &flags);
+ ms_apPedStats[type]->m_type = (ePedStats)type;
+ strncpy(ms_apPedStats[type]->m_name, name, 24); // FIX: game uses strcpy
+ ms_apPedStats[type]->m_fleeDistance = fleeDist;
+ ms_apPedStats[type]->m_headingChangeRate = headingChangeRate;
+ ms_apPedStats[type]->m_fear = fear;
+ ms_apPedStats[type]->m_temper = temper;
+ ms_apPedStats[type]->m_lawfulness = lawfullness;
+ ms_apPedStats[type]->m_sexiness = sexiness;
+ ms_apPedStats[type]->m_attackStrength = attackStrength;
+ ms_apPedStats[type]->m_defendWeakness = defendWeakness;
+ ms_apPedStats[type]->m_flags = flags;
+ type++;
+ }
+
+ delete[] buf;
+}
+
+int32
+CPedStats::GetPedStatType(char *name)
+{
+ int type;
+
+ for(type = 0; type < NUM_PEDSTATS; type++)
+ if(strcmp(ms_apPedStats[type]->m_name, name) == 0)
+ return type;
+ return NUM_PEDSTATS;
+}
+
+STARTPATCHES
+ InjectHook(0x4EF460, &CPedStats::Initialise, PATCH_JUMP);
+ InjectHook(0x4EF540, &CPedStats::Shutdown, PATCH_JUMP);
+ InjectHook(0x4EF580, &CPedStats::LoadPedStats, PATCH_JUMP);
+ InjectHook(0x4EF780, &CPedStats::GetPedStatType, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/peds/PedStats.h b/src/peds/PedStats.h
new file mode 100644
index 00000000..ce92d4da
--- /dev/null
+++ b/src/peds/PedStats.h
@@ -0,0 +1,79 @@
+#pragma once
+
+enum ePedStats
+{
+ PEDSTAT_PLAYER,
+ PEDSTAT_COP,
+ PEDSTAT_MEDIC,
+ PEDSTAT_FIREMAN,
+ PEDSTAT_GANG1,
+ PEDSTAT_GANG2,
+ PEDSTAT_GANG3,
+ PEDSTAT_GANG4,
+ PEDSTAT_GANG5,
+ PEDSTAT_GANG6,
+ PEDSTAT_GANG7,
+ PEDSTAT_STREET_GUY,
+ PEDSTAT_SUIT_GUY,
+ PEDSTAT_SENSIBLE_GUY,
+ PEDSTAT_GEEK_GUY,
+ PEDSTAT_OLD_GUY,
+ PEDSTAT_TOUGH_GUY,
+ PEDSTAT_STREET_GIRL,
+ PEDSTAT_SUIT_GIRL,
+ PEDSTAT_SENSIBLE_GIRL,
+ PEDSTAT_GEEK_GIRL,
+ PEDSTAT_OLD_GIRL,
+ PEDSTAT_TOUGH_GIRL,
+ PEDSTAT_TRAMP_MALE,
+ PEDSTAT_TRAMP_FEMALE,
+ PEDSTAT_TOURIST,
+ PEDSTAT_PROSTITUTE,
+ PEDSTAT_CRIMINAL,
+ PEDSTAT_BUSKER,
+ PEDSTAT_TAXIDRIVER,
+ PEDSTAT_PSYCHO,
+ PEDSTAT_STEWARD,
+ PEDSTAT_SPORTSFAN,
+ PEDSTAT_SHOPPER,
+ PEDSTAT_OLDSHOPPER,
+
+ NUM_PEDSTATS
+};
+
+// flags
+enum
+{
+ STAT_PUNCH_ONLY = 1,
+ STAT_CAN_KNEE_HEAD = 2,
+ STAT_CAN_KICK = 4,
+ STAT_CAN_ROUNDHOUSE = 8,
+ STAT_NO_DIVE = 0x10,
+ STAT_ONE_HIT_KNOCKDOWN = 0x20,
+ STAT_SHOPPING_BAGS = 0x40,
+ STAT_GUN_PANIC = 0x80
+};
+
+class CPedStats
+{
+public:
+ ePedStats m_type;
+ char m_name[24];
+ float m_fleeDistance;
+ float m_headingChangeRate;
+ int8 m_fear;
+ int8 m_temper;
+ int8 m_lawfulness;
+ int8 m_sexiness;
+ float m_attackStrength;
+ float m_defendWeakness;
+ int16 m_flags;
+
+ static CPedStats* (&ms_apPedStats)[NUM_PEDSTATS];
+
+ static void Initialise(void);
+ static void Shutdown(void);
+ static void LoadPedStats(void);
+ static int32 GetPedStatType(char *name);
+};
+static_assert(sizeof(CPedStats) == 0x34, "CPedStats: error");
diff --git a/src/peds/PedType.cpp b/src/peds/PedType.cpp
new file mode 100644
index 00000000..66eb49a1
--- /dev/null
+++ b/src/peds/PedType.cpp
@@ -0,0 +1,243 @@
+#include "common.h"
+#include "patcher.h"
+#include "FileMgr.h"
+#include "PedType.h"
+
+CPedType *(&CPedType::ms_apPedType)[NUM_PEDTYPES] = *(CPedType *(*)[NUM_PEDTYPES]) *(uintptr*)0x941594;
+
+void
+CPedType::Initialise(void)
+{
+ int i;
+
+ debug("Initialising CPedType...\n");
+ for(i = 0; i < NUM_PEDTYPES; i++){
+ ms_apPedType[i] = new CPedType;
+ ms_apPedType[i]->m_flag = PED_FLAG_PLAYER1;
+ ms_apPedType[i]->unknown1 = 0.0f;
+ ms_apPedType[i]->unknown2 = 0.0f;
+ // unknown3 not initialized
+ ms_apPedType[i]->unknown4 = 0.0f;
+ ms_apPedType[i]->unknown5 = 0.0f;
+ ms_apPedType[i]->m_threats = 0;
+ ms_apPedType[i]->m_avoid = 0;
+ }
+ debug("Loading ped data...\n");
+ LoadPedData();
+ debug("CPedType ready\n");
+}
+
+void
+CPedType::Shutdown(void)
+{
+ int i;
+ debug("Shutting down CPedType...\n");
+ for(i = 0; i < NUM_PEDTYPES; i++)
+ delete ms_apPedType[i];
+ debug("CPedType shut down\n");
+}
+
+void
+CPedType::LoadPedData(void)
+{
+ char *buf;
+ char line[256];
+ char word[32];
+ int bp, buflen;
+ int lp, linelen;
+ int type;
+ uint32 flags;
+ float f1, f2, f3, f4, f5;
+
+ type = NUM_PEDTYPES;
+ buf = new char[16 * 1024];
+
+ CFileMgr::SetDir("DATA");
+ buflen = CFileMgr::LoadFile("PED.DAT", (uint8*)buf, 16 * 1024, "r");
+ CFileMgr::SetDir("");
+
+ for(bp = 0; bp < buflen; ){
+ // read file line by line
+ for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){
+ if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t')
+ line[linelen++] = ' ';
+ else
+ line[linelen++] = buf[bp];
+ line[linelen] = '\0';
+ }
+ bp++;
+
+ // skip white space
+ for(lp = 0; line[lp] <= ' '; lp++);
+
+ if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
+ line[lp] == '#')
+ continue;
+
+ // FIX: game just uses line here
+ sscanf(&line[lp], "%s", word);
+
+ if(strncmp(word, "Threat", 7) == 0){
+ flags = 0;
+ lp += 7;
+ while(sscanf(&line[lp], "%s", word) == 1 && lp <= linelen){
+ flags |= FindPedFlag(word);
+ // skip word
+ while(line[lp] != ' ' && line[lp] != '\n' && line[lp] != '\0')
+ lp++;
+ // skip white space
+ while(line[lp] == ' ')
+ lp++;
+ }
+ ms_apPedType[type]->m_threats = flags;
+ }else if(strncmp(word, "Avoid", 6) == 0){
+ flags = 0;
+ lp += 6;
+ while(sscanf(&line[lp], "%s", word) == 1 && lp <= linelen){
+ flags |= FindPedFlag(word);
+ // skip word
+ while(line[lp] != ' ' && line[lp] != '\n' && line[lp] != '\0')
+ lp++;
+ // skip white space
+ while(line[lp] == ' ')
+ lp++;
+ }
+ ms_apPedType[type]->m_avoid = flags;
+ }else{
+ sscanf(line, "%s %f %f %f %f %f", word, &f1, &f2, &f3, &f4, &f5);
+ type = FindPedType(word);
+ ms_apPedType[type]->m_flag = FindPedFlag(word);
+ // unknown values
+ ms_apPedType[type]->unknown1 = f1 / 50.0f;
+ ms_apPedType[type]->unknown2 = f2 / 50.0f;
+ ms_apPedType[type]->unknown3 = f3 / 50.0f;
+ ms_apPedType[type]->unknown4 = f4;
+ ms_apPedType[type]->unknown5 = f5;
+
+ }
+ }
+
+ delete[] buf;
+}
+
+int32
+CPedType::FindPedType(char *type)
+{
+ if(strcmp(type, "PLAYER1") == 0) return PEDTYPE_PLAYER1;
+ if(strcmp(type, "PLAYER2") == 0) return PEDTYPE_PLAYER2;
+ if(strcmp(type, "PLAYER3") == 0) return PEDTYPE_PLAYER3;
+ if(strcmp(type, "PLAYER4") == 0) return PEDTYPE_PLAYER4;
+ if(strcmp(type, "CIVMALE") == 0) return PEDTYPE_CIVMALE;
+ if(strcmp(type, "CIVFEMALE") == 0) return PEDTYPE_CIVFEMALE;
+ if(strcmp(type, "COP") == 0) return PEDTYPE_COP;
+ if(strcmp(type, "GANG1") == 0) return PEDTYPE_GANG1;
+ if(strcmp(type, "GANG2") == 0) return PEDTYPE_GANG2;
+ if(strcmp(type, "GANG3") == 0) return PEDTYPE_GANG3;
+ if(strcmp(type, "GANG4") == 0) return PEDTYPE_GANG4;
+ if(strcmp(type, "GANG5") == 0) return PEDTYPE_GANG5;
+ if(strcmp(type, "GANG6") == 0) return PEDTYPE_GANG6;
+ if(strcmp(type, "GANG7") == 0) return PEDTYPE_GANG7;
+ if(strcmp(type, "GANG8") == 0) return PEDTYPE_GANG8;
+ if(strcmp(type, "GANG9") == 0) return PEDTYPE_GANG9;
+ if(strcmp(type, "EMERGENCY") == 0) return PEDTYPE_EMERGENCY;
+ if(strcmp(type, "FIREMAN") == 0) return PEDTYPE_FIREMAN;
+ if(strcmp(type, "CRIMINAL") == 0) return PEDTYPE_CRIMINAL;
+ if(strcmp(type, "SPECIAL") == 0) return PEDTYPE_SPECIAL;
+ if(strcmp(type, "PROSTITUTE") == 0) return PEDTYPE_PROSTITUTE;
+ Error("Unknown ped type, Pedtype.cpp");
+ return NUM_PEDTYPES;
+}
+
+uint32
+CPedType::FindPedFlag(char *type)
+{
+ if(strcmp(type, "PLAYER1") == 0) return PED_FLAG_PLAYER1;
+ if(strcmp(type, "PLAYER2") == 0) return PED_FLAG_PLAYER2;
+ if(strcmp(type, "PLAYER3") == 0) return PED_FLAG_PLAYER3;
+ if(strcmp(type, "PLAYER4") == 0) return PED_FLAG_PLAYER4;
+ if(strcmp(type, "CIVMALE") == 0) return PED_FLAG_CIVMALE;
+ if(strcmp(type, "CIVFEMALE") == 0) return PED_FLAG_CIVFEMALE;
+ if(strcmp(type, "COP") == 0) return PED_FLAG_COP;
+ if(strcmp(type, "GANG1") == 0) return PED_FLAG_GANG1;
+ if(strcmp(type, "GANG2") == 0) return PED_FLAG_GANG2;
+ if(strcmp(type, "GANG3") == 0) return PED_FLAG_GANG3;
+ if(strcmp(type, "GANG4") == 0) return PED_FLAG_GANG4;
+ if(strcmp(type, "GANG5") == 0) return PED_FLAG_GANG5;
+ if(strcmp(type, "GANG6") == 0) return PED_FLAG_GANG6;
+ if(strcmp(type, "GANG7") == 0) return PED_FLAG_GANG7;
+ if(strcmp(type, "GANG8") == 0) return PED_FLAG_GANG8;
+ if(strcmp(type, "GANG9") == 0) return PED_FLAG_GANG9;
+ if(strcmp(type, "EMERGENCY") == 0) return PED_FLAG_EMERGENCY;
+ if(strcmp(type, "FIREMAN") == 0) return PED_FLAG_FIREMAN;
+ if(strcmp(type, "CRIMINAL") == 0) return PED_FLAG_CRIMINAL;
+ if(strcmp(type, "SPECIAL") == 0) return PED_FLAG_SPECIAL;
+ if(strcmp(type, "GUN") == 0) return PED_FLAG_GUN;
+ if(strcmp(type, "COP_CAR") == 0) return PED_FLAG_COP_CAR;
+ if(strcmp(type, "FAST_CAR") == 0) return PED_FLAG_FAST_CAR;
+ if(strcmp(type, "EXPLOSION") == 0) return PED_FLAG_EXPLOSION;
+ if(strcmp(type, "PROSTITUTE") == 0) return PED_FLAG_PROSTITUTE;
+ if(strcmp(type, "DEADPEDS") == 0) return PED_FLAG_DEADPEDS;
+ return 0;
+}
+
+void
+CPedType::Save(uint8 *buffer, uint32 *length)
+{
+ int i;
+
+ *length = 8 + NUM_PEDTYPES*32;
+
+ buffer[0] = 'P';
+ buffer[1] = 'T';
+ buffer[2] = 'P';
+ buffer[3] = '\0';
+ *(uint32*)(buffer+4) = *length - 8;
+ buffer += 8;
+
+ for(i = 0; i < NUM_PEDTYPES; i++){
+ *(uint32*)(buffer) = ms_apPedType[i]->m_flag;
+ *(float*)(buffer+4) = ms_apPedType[i]->unknown1;
+ *(float*)(buffer+8) = ms_apPedType[i]->unknown2;
+ *(float*)(buffer+12) = ms_apPedType[i]->unknown3;
+ *(float*)(buffer+16) = ms_apPedType[i]->unknown4;
+ *(float*)(buffer+20) = ms_apPedType[i]->unknown5;
+ *(uint32*)(buffer+24) = ms_apPedType[i]->m_threats;
+ *(uint32*)(buffer+28) = ms_apPedType[i]->m_avoid;
+ buffer += 32;
+ }
+}
+
+void
+CPedType::Load(uint8 *buffer, uint32 length)
+{
+ int i;
+
+ assert(length == 8 + NUM_PEDTYPES*32);
+ assert(buffer[0] == 'P');
+ assert(buffer[1] == 'T');
+ assert(buffer[2] == 'P');
+ assert(buffer[3] == '\0');
+ assert(*(uint32*)(buffer+4) == length - 8);
+ buffer += 8;
+
+ for(i = 0; i < NUM_PEDTYPES; i++){
+ ms_apPedType[i]->m_flag = *(uint32*)(buffer);
+ ms_apPedType[i]->unknown1 = *(float*)(buffer+4);
+ ms_apPedType[i]->unknown2 = *(float*)(buffer+8);
+ ms_apPedType[i]->unknown3 = *(float*)(buffer+12);
+ ms_apPedType[i]->unknown4 = *(float*)(buffer+16);
+ ms_apPedType[i]->unknown5 = *(float*)(buffer+20);
+ ms_apPedType[i]->m_threats = *(uint32*)(buffer+24);
+ ms_apPedType[i]->m_avoid = *(uint32*)(buffer+28);
+ buffer += 32;
+ }
+}
+
+STARTPATCHES
+ InjectHook(0x4EE7E0, &CPedType::Initialise, PATCH_JUMP);
+ InjectHook(0x4EE890, &CPedType::Shutdown, PATCH_JUMP);
+ InjectHook(0x4EEC10, &CPedType::FindPedType, PATCH_JUMP);
+ InjectHook(0x4EEF40, &CPedType::FindPedFlag, PATCH_JUMP);
+ InjectHook(0x4EF320, &CPedType::Save, PATCH_JUMP);
+ InjectHook(0x4EF3D0, &CPedType::Load, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/peds/PedType.h b/src/peds/PedType.h
new file mode 100644
index 00000000..455d8d8d
--- /dev/null
+++ b/src/peds/PedType.h
@@ -0,0 +1,90 @@
+#pragma once
+
+// Index into the PedType array
+enum
+{
+ PEDTYPE_PLAYER1,
+ PEDTYPE_PLAYER2,
+ PEDTYPE_PLAYER3,
+ PEDTYPE_PLAYER4,
+ PEDTYPE_CIVMALE,
+ PEDTYPE_CIVFEMALE,
+ PEDTYPE_COP,
+ PEDTYPE_GANG1,
+ PEDTYPE_GANG2,
+ PEDTYPE_GANG3,
+ PEDTYPE_GANG4,
+ PEDTYPE_GANG5,
+ PEDTYPE_GANG6,
+ PEDTYPE_GANG7,
+ PEDTYPE_GANG8,
+ PEDTYPE_GANG9,
+ PEDTYPE_EMERGENCY,
+ PEDTYPE_FIREMAN,
+ PEDTYPE_CRIMINAL,
+ PEDTYPE_UNUSED1,
+ PEDTYPE_PROSTITUTE,
+ PEDTYPE_SPECIAL,
+ PEDTYPE_UNUSED2,
+
+ NUM_PEDTYPES
+};
+
+enum
+{
+ PED_FLAG_PLAYER1 = 1 << 0,
+ PED_FLAG_PLAYER2 = 1 << 1,
+ PED_FLAG_PLAYER3 = 1 << 2,
+ PED_FLAG_PLAYER4 = 1 << 3,
+ PED_FLAG_CIVMALE = 1 << 4,
+ PED_FLAG_CIVFEMALE = 1 << 5,
+ PED_FLAG_COP = 1 << 6,
+ PED_FLAG_GANG1 = 1 << 7,
+ PED_FLAG_GANG2 = 1 << 8,
+ PED_FLAG_GANG3 = 1 << 9,
+ PED_FLAG_GANG4 = 1 << 10,
+ PED_FLAG_GANG5 = 1 << 11,
+ PED_FLAG_GANG6 = 1 << 12,
+ PED_FLAG_GANG7 = 1 << 13,
+ PED_FLAG_GANG8 = 1 << 14,
+ PED_FLAG_GANG9 = 1 << 15,
+ PED_FLAG_EMERGENCY = 1 << 16,
+ PED_FLAG_PROSTITUTE = 1 << 17,
+ PED_FLAG_CRIMINAL = 1 << 18,
+ PED_FLAG_SPECIAL = 1 << 19,
+ PED_FLAG_GUN = 1 << 20,
+ PED_FLAG_COP_CAR = 1 << 21,
+ PED_FLAG_FAST_CAR = 1 << 22,
+ PED_FLAG_EXPLOSION = 1 << 23,
+ PED_FLAG_FIREMAN = 1 << 24,
+ PED_FLAG_DEADPEDS = 1 << 25,
+};
+
+class CPedType
+{
+ uint32 m_flag;
+ float unknown1;
+ float unknown2;
+ float unknown3;
+ float unknown4;
+ float unknown5;
+ uint32 m_threats;
+ uint32 m_avoid;
+
+ static CPedType *(&ms_apPedType)[NUM_PEDTYPES];
+public:
+
+ static void Initialise(void);
+ static void Shutdown(void);
+ static void LoadPedData(void);
+ static int32 FindPedType(char *type);
+ static uint32 FindPedFlag(char *type);
+ static void Save(uint8 *buffer, uint32 *length);
+ static void Load(uint8 *buffer, uint32 length);
+
+ static uint32 GetFlag(int type) { return ms_apPedType[type]->m_flag; }
+ static uint32 GetAvoid(int type) { return ms_apPedType[type]->m_avoid; }
+ static uint32 GetThreats(int type) { return ms_apPedType[type]->m_threats; }
+};
+
+static_assert(sizeof(CPedType) == 0x20, "CPedType: error");
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
new file mode 100644
index 00000000..2d67d5b2
--- /dev/null
+++ b/src/peds/PlayerPed.cpp
@@ -0,0 +1,14 @@
+#include "common.h"
+#include "patcher.h"
+#include "PlayerPed.h"
+
+CPlayerPed::~CPlayerPed()
+{
+ delete m_pWanted;
+}
+
+WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); }
+
+STARTPATCHES
+ InjectHook(0x4EFB30, &CPlayerPed::dtor, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
new file mode 100644
index 00000000..15ad74a6
--- /dev/null
+++ b/src/peds/PlayerPed.h
@@ -0,0 +1,48 @@
+#pragma once
+
+#include "Ped.h"
+#include "Wanted.h"
+
+class CPlayerPed : public CPed
+{
+public:
+ CWanted *m_pWanted;
+ CCopPed *m_pArrestingCop;
+ float m_fMoveSpeed;
+ float m_fCurrentStamina;
+ float m_fMaxStamina;
+ float m_fStaminaProgress;
+ bool m_bWeaponSlot;
+ bool m_bSpeedTimerFlag;
+ bool m_bShouldEvade;
+ int8 field_1367;
+ int32 m_nSpeedTimer;
+ int32 m_nShotDelay;
+ float field_1376;
+ int8 field_1380; // set if can't attack, why?
+ int8 field_1381;
+ int8 field_1382;
+ int8 field_1383;
+ CEntity *m_pEvadingFrom;
+ int32 m_nTargettableObjects[4];
+ bool m_bAdrenalineActive;
+ bool m_bHasLockOnTarget;
+ int8 field_1406;
+ int8 field_1407;
+ bool m_bAdrenalineTime;
+ bool m_bCanBeDamaged;
+ int8 field_1413;
+ int8 field_1414;
+ int8 field_1415;
+ CVector field_1416[6];
+ int32 field_1488[6];
+ float m_fWalkAngle;
+ float m_fFPSMoveHeading;
+
+ ~CPlayerPed();
+
+ void dtor(void) { this->CPlayerPed::~CPlayerPed(); }
+ void ReApplyMoveAnims(void);
+};
+
+static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");