#include "StdAfxSA.h" #include "PedSA.h" #include "VehicleSA.h" static void* varGetWeaponSkill = AddressByVersion(0x5E6580, 0x5E6DA0, 0x6039F0); WRAPPER uint8_t CPed::GetWeaponSkill() { VARJMP(varGetWeaponSkill); } static void* varSetGunFlashAlpha = AddressByVersion(0x5DF400, 0x5DFC20, 0x5FC120); WRAPPER void CPed::SetGunFlashAlpha(bool bSecondWeapon) { WRAPARG(bSecondWeapon); VARJMP(varSetGunFlashAlpha); } static void* varSay = AddressByVersion(0x5EFFE0, 0, 0); // TODO: Do WRAPPER void CPed::Say(uint16_t phrase, uint32_t param2, float volume, bool param4, bool param5, bool param6) { VARJMP(varSay); } static void* varGetTaskJetPack = AddressByVersion(0x601110, 0x601930, 0x620E70); WRAPPER CTaskSimpleJetPack* CPedIntelligence::GetTaskJetPack() const { VARJMP(varGetTaskJetPack); } static void* varRenderJetPack = AddressByVersion(0x67F6A0, 0x67FEC0, 0x6AB110); WRAPPER void CTaskSimpleJetPack::RenderJetPack(CPed* pPed) { WRAPARG(pPed); VARJMP(varRenderJetPack); } void (CPed::*CPed::orgGiveWeapon)(uint32_t weapon, uint32_t ammo, bool flag); void (CPlayerPed::*CPlayerPed::orgDoStuffToGoOnFire)(); void (*CClothes::RebuildPlayer)(CPlayerPed* ped, bool bForReplay) = AddressByVersion(0x5A82C0, { "8B 8E ? ? ? ? 83 C4 04 6A 05", -0x11 }); RwObject* GetFirstObject(RwFrame* pFrame) { RwObject* pObject = nullptr; RwFrameForAllObjects( pFrame, [&pObject]( RwObject* object ) -> RwObject* { pObject = object; return nullptr; } ); return pObject; } void CPed::ResetGunFlashAlpha() { if ( m_pMuzzleFlashFrame != nullptr ) { if ( RpAtomic* atomic = reinterpret_cast(GetFirstObject(m_pMuzzleFlashFrame)) ) { RpAtomicSetFlags(atomic, 0); CVehicle::SetComponentAtomicAlpha(atomic, 0); } } } void CPed::RenderWeapon(bool bWeapon, bool bMuzzleFlash, bool bForShadow) { if ( m_pWeaponObject ) { RpHAnimHierarchy* pAnimHierarchy = GetAnimHierarchyFromSkinClump(m_pRwObject); bool bHasParachute = weaponSlots[m_bActiveWeapon].m_eWeaponType == WEAPONTYPE_PARACHUTE; RwFrame* pFrame = RpClumpGetFrame(reinterpret_cast(m_pWeaponObject)); *RwFrameGetMatrix(pFrame) = RpHAnimHierarchyGetMatrixArray(pAnimHierarchy)[RpHAnimIDGetIndex(pAnimHierarchy, bHasParachute ? 3 : 24)]; auto renderOneWeapon = [this](bool bWeapon, bool bMuzzleFlash, bool bForShadow, bool bRightGun) { RwFrameUpdateObjects(RpClumpGetFrame(reinterpret_cast(m_pWeaponObject))); if ( bForShadow ) RpClumpForAllAtomics(reinterpret_cast(m_pWeaponObject), ShadowCameraRenderCB); else { if ( bWeapon ) { RpClumpRender(reinterpret_cast(m_pWeaponObject)); } if ( bMuzzleFlash && m_pMuzzleFlashFrame != nullptr ) { RwScopedRenderState zWrite; RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE); SetGunFlashAlpha(bRightGun); RpAtomic* atomic = reinterpret_cast(GetFirstObject(m_pMuzzleFlashFrame)); RpAtomicRender( atomic ); } } }; if ( bHasParachute ) { const RwV3d vecParachuteTranslation = { 0.1f, -0.15f, 0.0f }; const RwV3d vecParachuteRotation = { 0.0f, 1.0f, 0.0f }; RwMatrixTranslate(RwFrameGetMatrix(pFrame), &vecParachuteTranslation, rwCOMBINEPRECONCAT); RwMatrixRotate(RwFrameGetMatrix(pFrame), &vecParachuteRotation, 90.0f, rwCOMBINEPRECONCAT); } renderOneWeapon(bWeapon, bMuzzleFlash, bForShadow, false); // Dual weapons if ( CWeaponInfo::GetWeaponInfo(weaponSlots[m_bActiveWeapon].m_eWeaponType, GetWeaponSkillForRenderWeaponPedsForPC())->hexFlags >> 11 & 1 ) { *RwFrameGetMatrix(pFrame) = RpHAnimHierarchyGetMatrixArray(pAnimHierarchy)[RpHAnimIDGetIndex(pAnimHierarchy, 34)]; const RwV3d vecParachuteRotation = { 1.0f, 0.0f, 0.0f }; const RwV3d vecParachuteTranslation = { 0.04f, -0.05f, 0.0f }; RwMatrixRotate(RwFrameGetMatrix(pFrame), &vecParachuteRotation, 180.0f, rwCOMBINEPRECONCAT); RwMatrixTranslate(RwFrameGetMatrix(pFrame), &vecParachuteTranslation, rwCOMBINEPRECONCAT); renderOneWeapon(bWeapon, bMuzzleFlash, bForShadow, true); } if ( bMuzzleFlash ) ResetGunFlashAlpha(); } } void CPed::RenderForShadow() { RpClumpForAllAtomics(reinterpret_cast(m_pRwObject), ShadowCameraRenderCB); RenderWeapon(true, false, true); // Render jetpack auto* pJetPackTask = pPedIntelligence->GetTaskJetPack(); if ( pJetPackTask ) pJetPackTask->RenderJetPack(this); } void CPed::GiveWeapon_SP(uint32_t weapon, uint32_t ammo, bool flag) { if ( ammo == 0 ) ammo = 1; (this->*(orgGiveWeapon))( weapon, ammo, flag ); } uint8_t CPed::GetWeaponSkillForRenderWeaponPedsForPC_SAMP() { uint8_t (CPed::*funcCall)(); Memory::ReadCall( 0x7330A2, funcCall ); return std::invoke( funcCall, this ); } bool CTaskComplexSequence::Contains(int taskID) const { for (const CTask* task : m_taskSequence) { if (task != nullptr && task->GetTaskType() == taskID) { return true; } } return false; }