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-rw-r--r--src/peds/Ped.cpp422
-rw-r--r--src/peds/Ped.h6
2 files changed, 366 insertions, 62 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 04cc3edf..e9653cb3 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -49,12 +49,6 @@
#include "ParticleObject.h"
#include "Floater.h"
-WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
-WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
-WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); }
-WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); }
-WRAPPER void CPed::WarpPedToNearLeaderOffScreen(void) { EAXJMP(0x4E52A0); }
-
#define FEET_OFFSET 1.04f
CPed *gapTempPedList[50];
@@ -461,7 +455,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_wanderRangeBounds = nil;
m_nPathNodes = 0;
m_nCurPathNode = 0;
- m_nPathState = 0;
+ m_nPathDir = 0;
m_pLastPathNode = nil;
m_pNextPathNode = nil;
m_routeLastPoint = -1;
@@ -787,9 +781,7 @@ CPed::AimGun(void)
if (m_pSeekTarget) {
if (m_pSeekTarget->IsPed()) {
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID);
- vector.x = pos.x;
- vector.y = pos.y;
- vector.z = pos.z;
+ vector = pos;
} else {
vector = m_pSeekTarget->GetPosition();
}
@@ -1445,8 +1437,15 @@ CPed::ClearPointGunAt(void)
ClearLookFlag();
ClearAimFlag();
bIsPointingGunAt = false;
+#ifndef VC_PED_PORTS
if (m_nPedState == PED_AIM_GUN) {
RestorePreviousState();
+#else
+ if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
+ m_nPedState = PED_IDLE;
+ RestorePreviousState();
+ }
+#endif
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
@@ -1456,7 +1455,9 @@ CPed::ClearPointGunAt(void)
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0f;
}
+#ifndef VC_PED_PORTS
}
+#endif
}
void
@@ -2772,6 +2773,12 @@ void
CPed::SetIdle(void)
{
if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
+#ifdef VC_PED_PORTS
+ if (m_nPedState == PED_AIM_GUN)
+ ClearPointGunAt();
+
+ m_nLastPedState = PED_NONE;
+#endif
m_nPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
}
@@ -4171,39 +4178,36 @@ CPed::SetWanderPath(int8 pathStateDest)
SetIdle();
return false;
} else {
-
- // m_nPathState is pure direction for values 1,2,3 and 5,6,7
-
- m_nPathState = pathStateDest;
+ m_nPathDir = pathStateDest;
if (pathStateDest == 0)
pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
- m_nPathState, &nextPathState);
+ m_nPathDir, &nextPathState);
- // Circular loop until we find a node for current m_nPathState
+ // Circular loop until we find a node for current m_nPathDir
while (!m_pNextPathNode) {
- m_nPathState = (m_nPathState+1) % 8;
+ m_nPathDir = (m_nPathDir+1) % 8;
// We're at where we started and couldn't find any node
- if (m_nPathState == pathStateDest) {
+ if (m_nPathDir == pathStateDest) {
ClearAll();
SetIdle();
return false;
}
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
- m_nPathState, &nextPathState);
+ m_nPathDir, &nextPathState);
}
// We did it, save next path state and return true
- m_nPathState = nextPathState;
+ m_nPathDir = nextPathState;
m_nPedState = PED_WANDER_PATH;
SetMoveState(PEDMOVE_WALK);
bIsRunning = false;
return true;
}
} else {
- m_nPathState = pathStateDest;
+ m_nPathDir = pathStateDest;
bStartWanderPathOnFoot = true;
return false;
}
@@ -4338,6 +4342,9 @@ CPed::SetPointGunAt(CEntity *to)
if (to) {
SetLookFlag(to, true);
SetAimFlag(to);
+#ifdef VC_PED_PORTS
+ SetLookTimer(INT_MAX);
+#endif
}
if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
@@ -5921,12 +5928,7 @@ void
CPed::SetSeek(CVector pos, float distanceToCountDone)
{
if (!IsPedInControl()
- // FIX: Directly comparing floats are bad.
-#ifdef FIX_BUGS
- || (m_nPedState == PED_SEEK_POS && Abs(m_vecSeekPos.x - pos.x) < 0.01f && Abs(m_vecSeekPos.y - pos.y) < 0.01f))
-#else
|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
-#endif
return;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
@@ -7454,10 +7456,10 @@ CPed::Flee(void)
if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
- if (m_nPathState < curDirectionShouldBe)
- m_nPathState += 8;
+ if (m_nPathDir < curDirectionShouldBe)
+ m_nPathDir += 8;
- int dirDiff = m_nPathState - curDirectionShouldBe;
+ int dirDiff = m_nPathDir - curDirectionShouldBe;
if (dirDiff > 2 && dirDiff < 6) {
realLastNode = nil;
m_pLastPathNode = m_pNextPathNode;
@@ -7493,7 +7495,7 @@ CPed::Flee(void)
curDirectionShouldBe += 8;
if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) {
- m_nPathState = nextDirection;
+ m_nPathDir = nextDirection;
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
} else {
bUsePedNodeSeek = false;
@@ -10072,7 +10074,7 @@ CPed::ProcessControl(void)
if (bStartWanderPathOnFoot) {
if (IsPedInControl()) {
ClearAll();
- SetWanderPath(m_nPathState);
+ SetWanderPath(m_nPathDir);
bStartWanderPathOnFoot = false;
} else if (m_nPedState == PED_DRIVING) {
bWanderPathAfterExitingCar = true;
@@ -11962,6 +11964,20 @@ CPed::ReplaceWeaponWhenExitingVehicle(void)
}
}
+// Same, it's inlined in III.
+inline void
+CPed::RemoveWeaponWhenEnteringVehicle(void)
+{
+ if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
+ if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
+ m_storedWeapon = GetWeapon()->m_eWeaponType;
+ SetCurrentWeapon(WEAPONTYPE_UZI);
+ } else {
+ CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ RemoveWeaponModel(ourWeapon->m_nModelId);
+ }
+}
+
void
CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
{
@@ -15753,6 +15769,7 @@ CPed::SeekCar(void)
else
bVehEnterDoorIsBlocked = false;
+ // Arrived to the car
if (Seek()) {
if (!foundBetterPosToSeek) {
if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
@@ -16566,17 +16583,8 @@ CPed::WarpPedIntoCar(CVehicle *car)
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
} else {
-
// Because we can use Uzi for drive by
- // RemoveWeaponWhenEnteringVehicle in VC
- if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
- if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
- m_storedWeapon = GetWeapon()->m_eWeaponType;
- SetCurrentWeapon(WEAPONTYPE_UZI);
- } else {
- CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- RemoveWeaponModel(ourWeapon->m_nModelId);
- }
+ RemoveWeaponWhenEnteringVehicle();
if (car->bLowVehicle)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
@@ -16785,17 +16793,7 @@ void
CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
{
float zDiff = 0.0f;
- if (!IsPlayer() || GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) {
- // RemoveWeaponWhenEnteringVehicle in VC
- if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
- if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
- m_storedWeapon = GetWeapon()->m_eWeaponType;
- SetCurrentWeapon(WEAPONTYPE_UZI);
- } else {
- CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- RemoveWeaponModel(ourWeapon->m_nModelId);
- }
- }
+ RemoveWeaponWhenEnteringVehicle();
car->m_nGettingInFlags |= doorFlag;
bVehEnterDoorIsBlocked = false;
if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT)
@@ -16832,22 +16830,321 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
if (IsPlayer())
CWaterLevel::AllocateBoatWakeArray();
} else {
- if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR) {
- if (zDiff <= 4.4f) {
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
- } else {
+ if (zDiff > 4.4f) {
+ if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
- }
- } else if (zDiff <= 4.4f) {
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
+
} else {
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
+ if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
}
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
car->AutoPilot.m_nCruiseSpeed = 0;
}
}
+void
+CPed::WanderPath(void)
+{
+ if (!m_pNextPathNode) {
+ printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n");
+ SetIdle();
+ return;
+ }
+ if (m_nWaitState == WAITSTATE_FALSE) {
+ if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE)
+ SetMoveState(PEDMOVE_WALK);
+ }
+ m_vecSeekPos = m_pNextPathNode->pos;
+ m_vecSeekPos.z += 1.0f;
+
+ // Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him.
+ if (!Seek())
+ return;
+
+ CPathNode *previousLastNode = m_pLastPathNode;
+ uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100;
+
+ // We don't prefer 180-degree turns in normal situations
+ uint8 dirWeWouldntPrefer = m_nPathDir;
+ if (dirWeWouldntPrefer <= 3)
+ dirWeWouldntPrefer += 4;
+ else
+ dirWeWouldntPrefer -= 4;
+
+ CPathNode *nodeWeWouldntPrefer = nil;
+ uint8 dirToSet = 9; // means undefined
+ uint8 dirWeWouldntPrefer2 = 9; // means undefined
+ if (randVal <= 90) {
+ if (randVal > 80) {
+ m_nPathDir += 2;
+ m_nPathDir %= 8;
+ }
+ } else {
+ m_nPathDir -= 2;
+ if (m_nPathDir < 0)
+ m_nPathDir += 8;
+ }
+
+ m_pLastPathNode = m_pNextPathNode;
+ ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
+ m_nPathDir, &dirToSet);
+
+ uint8 tryCount = 0;
+
+ // NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7
+ while (!m_pNextPathNode) {
+ tryCount++;
+ m_nPathDir = (m_nPathDir + 1) % 8;
+
+ // We're at where we started and couldn't find any node
+ if (tryCount > 7) {
+ if (!nodeWeWouldntPrefer) {
+ ClearAll();
+ SetIdle();
+ // Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath.
+ Error("Can't find valid path node, SetWanderPath, Ped.cpp");
+ return;
+ }
+ m_pNextPathNode = nodeWeWouldntPrefer;
+ dirToSet = dirWeWouldntPrefer2;
+ } else {
+ ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
+ m_nPathDir, &dirToSet);
+ if (m_pNextPathNode) {
+ if (dirToSet == dirWeWouldntPrefer) {
+ nodeWeWouldntPrefer = m_pNextPathNode;
+ dirWeWouldntPrefer2 = dirToSet;
+ m_pNextPathNode = nil;
+ }
+ }
+ }
+ }
+
+ m_nPathDir = dirToSet;
+ if (m_pLastPathNode == m_pNextPathNode) {
+ m_pNextPathNode = previousLastNode;
+ SetWaitState(WAITSTATE_DOUBLEBACK, nil);
+ Say(SOUND_PED_WAIT_DOUBLEBACK);
+ } else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) {
+ SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil);
+ } else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) {
+ SetWaitState(WAITSTATE_CROSS_ROAD, nil);
+ } else if (m_pNextPathNode == previousLastNode) {
+ SetWaitState(WAITSTATE_DOUBLEBACK, nil);
+ Say(SOUND_PED_WAIT_DOUBLEBACK);
+ }
+}
+
+bool
+CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
+{
+ bool teleported = false;
+ if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
+ return false;
+
+ CVector warpToPos = warpTo->GetPosition();
+ CVector distVec = warpToPos - GetPosition();
+ float halfOfDist = distVec.Magnitude() * 0.5f;
+ CVector halfNormalizedDist = distVec / halfOfDist;
+
+ CVector appropriatePos = GetPosition();
+ CVector zCorrectedPos = appropriatePos;
+ int tryCount = min(10, halfOfDist);
+ for (int i = 0; i < tryCount; ++i) {
+ appropriatePos += halfNormalizedDist;
+ CPedPlacement::FindZCoorForPed(&zCorrectedPos);
+
+ if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
+ continue;
+
+ appropriatePos.z = zCorrectedPos.z;
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
+ && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
+ teleported = true;
+ Teleport(appropriatePos);
+ }
+ }
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ return teleported;
+}
+
+bool
+CPed::WarpPedToNearLeaderOffScreen(void)
+{
+ bool teleported = false;
+ if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
+ return false;
+
+ CVector warpToPos = m_leader->GetPosition();
+ CVector distVec = warpToPos - GetPosition();
+ float halfOfDist = distVec.Magnitude() * 0.5f;
+ CVector halfNormalizedDist = distVec / halfOfDist;
+
+ CVector appropriatePos = GetPosition();
+ CVector zCorrectedPos = appropriatePos;
+ int tryCount = min(10, halfOfDist);
+ for (int i = 0; i < tryCount; ++i) {
+ appropriatePos += halfNormalizedDist;
+ CPedPlacement::FindZCoorForPed(&zCorrectedPos);
+
+ if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
+ continue;
+
+ appropriatePos.z = zCorrectedPos.z;
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
+ && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
+ teleported = true;
+ Teleport(appropriatePos);
+ }
+ }
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ return teleported;
+}
+
+void
+CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
+{
+ RemoveWeaponWhenEnteringVehicle();
+ if (m_nPedState != PED_SEEK_CAR)
+ SetStoredState();
+
+ m_pSeekTarget = car;
+ m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
+ m_nPedState = PED_CARJACK;
+ car->bIsBeingCarJacked = true;
+ m_pMyVehicle = (CVehicle*)m_pSeekTarget;
+ m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle);
+ ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
+
+ Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING);
+ CVector carEnterPos;
+ carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType);
+
+ car->m_nGettingInFlags |= doorFlag;
+ m_vecOffsetSeek = carEnterPos - GetPosition();
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
+ float zDiff = max(0.0f, carEnterPos.z - GetPosition().z);
+ bUsesCollision = false;
+
+ if (zDiff > 4.4f) {
+ if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
+
+ } else {
+ if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
+ }
+
+ m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
+}
+
+void
+CPed::SetObjective(eObjective newObj, CVector dest, float safeDist)
+{
+ if (DyingOrDead())
+ return;
+
+ if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
+ return;
+
+ SetObjectiveTimer(0);
+ if (m_objective == newObj) {
+ if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
+ if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist)
+ return;
+ } else if (newObj == OBJECTIVE_GUARD_SPOT) {
+ if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist)
+ return;
+ }
+ }
+
+#ifdef VC_PED_PORTS
+ ClearPointGunAt();
+#endif
+ bObjectiveCompleted = false;
+ if (IsTemporaryObjective(m_objective)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj)
+ SetStoredObjective();
+
+ m_objective = newObj;
+ }
+
+ if (newObj == OBJECTIVE_GUARD_SPOT) {
+ m_vecSeekPosEx = dest;
+ m_distanceToCountSeekDoneEx = safeDist;
+ } else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
+ m_pNextPathNode = nil;
+ m_nextRoutePointPos = dest;
+ m_vecSeekPos = m_nextRoutePointPos;
+ bUsePedNodeSeek = true;
+ }
+}
+
+void
+CPed::SetCarJack(CVehicle* car)
+{
+ uint8 doorFlag;
+ eDoors door;
+ CPed *pedInSeat = nil;
+
+ if (car->IsBoat())
+ return;
+
+ switch (m_vehEnterType) {
+ case CAR_DOOR_RF:
+ doorFlag = CAR_DOOR_FLAG_RF;
+ door = DOOR_FRONT_RIGHT;
+ if (car->pPassengers[0]) {
+ pedInSeat = car->pPassengers[0];
+ } else if (m_nPedType == PEDTYPE_COP) {
+ pedInSeat = car->pDriver;
+ }
+ break;
+ case CAR_DOOR_RR:
+ doorFlag = CAR_DOOR_FLAG_RR;
+ door = DOOR_REAR_RIGHT;
+ pedInSeat = car->pPassengers[2];
+ break;
+ case CAR_DOOR_LF:
+ doorFlag = CAR_DOOR_FLAG_LF;
+ door = DOOR_FRONT_LEFT;
+ pedInSeat = car->pDriver;
+ break;
+ case CAR_DOOR_LR:
+ doorFlag = CAR_DOOR_FLAG_LR;
+ door = DOOR_REAR_LEFT;
+ pedInSeat = car->pPassengers[1];
+ break;
+ default:
+ doorFlag = CAR_DOOR_FLAG_UNKNOWN;
+ break;
+ }
+
+ if(car->bIsBus)
+ pedInSeat = car->pDriver;
+
+ if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
+ (car->VehicleCreatedBy != MISSION_VEHICLE && car->m_modelIndex != MI_DODO)))
+ if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
+ if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
+ if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
+ if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
+ SetCarJack_AllClear(car, m_vehEnterType, doorFlag);
+}
+
class CPed_ : public CPed
{
public:
@@ -16919,6 +17216,7 @@ STARTPATCHES
InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP);
InjectHook(0x4D89A0, (void (CPed::*)(eObjective, int16, int16)) &CPed::SetObjective, PATCH_JUMP);
InjectHook(0x4D8A90, (void (CPed::*)(eObjective, CVector)) &CPed::SetObjective, PATCH_JUMP);
+ InjectHook(0x4D8770, (void (CPed::*)(eObjective, CVector, float)) &CPed::SetObjective, PATCH_JUMP);
InjectHook(0x4DDEC0, &CPed::ReactToAttack, PATCH_JUMP);
InjectHook(0x4D0600, &CPed::SetIdle, PATCH_JUMP);
InjectHook(0x4E0E00, &CPed::QuitEnteringCar, PATCH_JUMP);
@@ -17075,4 +17373,8 @@ STARTPATCHES
InjectHook(0x4D4970, &CPed::SetPedPositionInCar, PATCH_JUMP);
InjectHook(0x4D7D20, &CPed::WarpPedIntoCar, PATCH_JUMP);
InjectHook(0x4E0A40, &CPed::SetEnterCar_AllClear, PATCH_JUMP);
+ InjectHook(0x4D28D0, &CPed::WanderPath, PATCH_JUMP);
+ InjectHook(0x4E5570, &CPed::WarpPedToNearEntityOffScreen, PATCH_JUMP);
+ InjectHook(0x4E52A0, &CPed::WarpPedToNearLeaderOffScreen, PATCH_JUMP);
+ InjectHook(0x4E0220, &CPed::SetCarJack, PATCH_JUMP);
ENDPATCHES \ No newline at end of file
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index edf6b878..eb8fb3d0 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -411,7 +411,7 @@ public:
CVector2D m_stPathNodeStates[10];
uint16 m_nPathNodes;
int16 m_nCurPathNode;
- int8 m_nPathState;
+ int8 m_nPathDir;
private:
int8 _pad2B5[3];
public:
@@ -690,7 +690,7 @@ public:
void ScanForInterestingStuff(void);
void WarpPedIntoCar(CVehicle*);
void SetCarJack(CVehicle*);
- void WarpPedToNearLeaderOffScreen(void);
+ bool WarpPedToNearLeaderOffScreen(void);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@@ -768,6 +768,7 @@ public:
void SeekBoatPosition(void);
void UpdatePosition(void);
CObject *SpawnFlyingComponent(int, int8);
+ void SetCarJack_AllClear(CVehicle*, uint32, uint32);
#ifdef VC_PED_PORTS
bool CanPedJumpThis(CEntity*, CVector*);
#else
@@ -782,6 +783,7 @@ public:
void SetPedState(PedState state) { m_nPedState = state; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
void ReplaceWeaponWhenExitingVehicle(void);
+ void RemoveWeaponWhenEnteringVehicle(void);
bool IsNotInWreckedVehicle();
// set by 0482:set_threat_reaction_range_multiplier opcode