CPlayerInfo done

This commit is contained in:
eray orçunus 2019-12-10 02:02:02 +03:00
parent d1141f468c
commit 6cbf1db519
7 changed files with 374 additions and 28 deletions

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@ -64,7 +64,6 @@ CMenuManager
CMotionBlurStreaks
CPacManPickups
CPedIK
CPlayerInfo
CPlayerPed
CProjectile
CProjectileInfo

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@ -1,5 +1,6 @@
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "PlayerPed.h"
#include "PlayerInfo.h"
#include "Frontend.h"
@ -15,13 +16,17 @@
#include "ProjectileInfo.h"
#include "Explosion.h"
#include "Script.h"
#include "Vehicle.h"
#include "Automobile.h"
#include "HandlingMgr.h"
#include "General.h"
#include "main.h"
#include "SpecialFX.h"
WRAPPER void CPlayerInfo::Process(void) { EAXJMP(0x49FD30); }
#include "Cranes.h"
#include "Bridge.h"
#include "WaterLevel.h"
#include "PathFind.h"
#include "ZoneCull.h"
#include "Renderer.h"
#include "Streaming.h"
void
CPlayerInfo::SetPlayerSkin(char *skin)
@ -113,8 +118,8 @@ CPlayerInfo::Clear(void)
m_nTrafficMultiplier = 0;
m_fRoadDensity = 1.0f;
m_bInRemoteMode = false;
m_bSwitchTaxi = false;
m_nSwitchTaxiTime = 0;
m_bUnusedTaxiThing = false;
m_nUnusedTaxiTimer = 0;
m_nCollectedPackages = 0;
m_nTotalPackages = 3;
m_nTimeLastHealthLoss = 0;
@ -306,6 +311,251 @@ INITSAVEBUF
// VALIDATESAVEBUF(size)
}
void
CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastClosestness, CVehicle** closestCarOutput)
{
for (CPtrNode* node = carList.first; node; node = node->next) {
CVehicle *car = (CVehicle*)node->item;
if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
if (!car->bUsesCollision || !car->IsVehicle())
continue;
car->m_scanCode = CWorld::GetCurrentScanCode();
if (car->m_status != STATUS_WRECKED && car->m_status != STATUS_TRAIN_MOVING
&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
CVector carCentre = car->GetBoundCentre();
if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
float dist = (ped->GetPosition() - carCentre).Magnitude2D();
if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
EvaluateCarPosition(car, ped, dist, lastClosestness, closestCarOutput);
}
}
}
}
}
}
void
CPlayerInfo::Process(void)
{
// Unused taxi feature. Gives you a dollar for every second with a passenger. Can be toggled via 0x29A opcode.
bool startTaxiTimer = true;
if (m_bUnusedTaxiThing && m_pPed->bInVehicle) {
CVehicle *veh = m_pPed->m_pMyVehicle;
if ((veh->m_modelIndex == MI_TAXI || veh->m_modelIndex == MI_CABBIE || veh->m_modelIndex == MI_BORGNINE)
&& veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) {
for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) {
timePassed -= 1000;
++m_nMoney;
}
startTaxiTimer = false;
}
}
if (startTaxiTimer)
m_nUnusedTaxiTimer = CTimer::GetTimeInMilliseconds();
// The effect that makes money counter does while earning/losing money
if (m_nVisibleMoney != m_nMoney) {
int diff = m_nMoney - m_nVisibleMoney;
int diffAbs = Abs(diff);
int changeBy;
if (diffAbs > 100000)
changeBy = 12345;
else if (diffAbs > 10000)
changeBy = 1234;
else if (diffAbs > 1000)
changeBy = 123;
else if (diffAbs > 50)
changeBy = 42;
else
changeBy = 1;
if (diff < 0)
m_nVisibleMoney -= changeBy;
else
m_nVisibleMoney += changeBy;
}
if (!(CTimer::GetFrameCounter() & 15)) {
CVector2D playerPos = m_pPed->bInVehicle ? m_pPed->m_pMyVehicle->GetPosition() : m_pPed->GetPosition();
m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
}
m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
// Because vehicle enter/exit use same key binding.
bool enterOrExitVeh;
if (m_pPed->m_ped_flagI4 && m_pPed->bInVehicle)
enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown();
else
enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle();
if (enterOrExitVeh && m_pPed->m_nPedState != PED_SNIPER_MODE && m_pPed->m_nPedState != PED_ROCKET_ODE) {
if (m_pPed->bInVehicle) {
if (!m_pRemoteVehicle) {
CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity;
if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->m_modelIndex)) {
CVehicle *veh = m_pPed->m_pMyVehicle;
if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
// This condition will always return true, else block was probably WIP Miami code.
if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
if (veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
m_pPed->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
}
}
} else {
CVector sth = 0.7f * veh->GetRight() + veh->GetPosition();
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(sth.x, sth.y, 2.0f + sth.z, &found);
if (found)
sth.z = 1.0f + groundZ;
m_pPed->m_nPedState = PED_IDLE;
m_pPed->SetMoveState(PEDMOVE_STILL);
CPed::PedSetOutCarCB(0, m_pPed);
CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f);
m_pPed->GetPosition() = sth;
m_pPed->SetMoveState(PEDMOVE_STILL);
m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed;
}
} else {
// The code in here was under CPed::SetExitBoat in VC, did the same for here.
m_pPed->SetExitBoat(veh);
m_pPed->bTryingToReachDryLand = true;
}
}
}
} else {
// Enter vehicle
if (CPad::GetPad(0)->ExitVehicleJustDown()) {
bool weAreOnBoat = false;
float lastClosestness = 0.0f;
CVehicle *carBelow;
CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface;
if (surfaceBelow && surfaceBelow->IsVehicle()) {
carBelow = (CVehicle*)surfaceBelow;
if (carBelow->IsBoat()) {
weAreOnBoat = true;
m_pPed->bOnBoat = true;
#ifdef VC_PED_PORTS
if (carBelow->m_status != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
#else
if (carBelow->m_status != STATUS_WRECKED)
#endif
m_pPed->SetSeekBoatPosition(carBelow);
}
}
// Find closest car
if (!weAreOnBoat) {
float minX = m_pPed->GetPosition().x - 10.0f;
float maxX = 10.0f + m_pPed->GetPosition().x;
float minY = m_pPed->GetPosition().y - 10.0f;
float maxY = 10.0f + m_pPed->GetPosition().y;
int minXSector = CWorld::GetSectorIndexX(minX);
if (minXSector < 0) minXSector = 0;
int minYSector = CWorld::GetSectorIndexY(minY);
if (minYSector < 0) minYSector = 0;
int maxXSector = CWorld::GetSectorIndexX(maxX);
if (maxXSector > NUMSECTORS_X - 1) maxXSector = NUMSECTORS_X - 1;
int maxYSector = CWorld::GetSectorIndexY(maxY);
if (maxYSector > NUMSECTORS_Y - 1) maxYSector = NUMSECTORS_Y - 1;
CWorld::AdvanceCurrentScanCode();
for (int curY = minYSector; curY <= maxYSector; curY++) {
for (int curX = minXSector; curX <= maxXSector; curX++) {
CSector *sector = CWorld::GetSector(curX, curY);
FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed,
minX, minY, maxX, maxY, &lastClosestness, &carBelow);
FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed,
minX, minY, maxX, maxY, &lastClosestness, &carBelow);
}
}
}
// carBelow is now closest vehicle
if (carBelow && !weAreOnBoat) {
if (carBelow->m_status == STATUS_TRAIN_NOT_MOVING) {
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
} else if (carBelow->IsBoat()) {
if (!carBelow->pDriver) {
m_pPed->m_vehEnterType = 0;
m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType);
}
} else {
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow);
}
}
}
}
}
if (m_bInRemoteMode) {
uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar;
if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) {
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(1.0f, 0);
}
if (timeWithoutRemoteCar > 2000) {
if (m_WBState == WBSTATE_PLAYING) {
TheCamera.RestoreWithJumpCut();
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(1.0f, 1);
TheCamera.Process();
CTimer::Stop();
CCullZones::ForceCullZoneCoors(TheCamera.GetPosition());
CRenderer::RequestObjectsInFrustum();
CStreaming::LoadAllRequestedModels(false);
CTimer::Update();
}
m_bInRemoteMode = false;
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
if (FindPlayerVehicle()) {
FindPlayerVehicle()->m_status = STATUS_PLAYER;
}
}
}
if (!(CTimer::GetFrameCounter() & 31)) {
CVehicle *veh = FindPlayerVehicle();
if (veh && m_pPed->bInVehicle && veh->GetUp().z < 0.0f
&& veh->m_vecMoveSpeed.Magnitude() < 0.05f && veh->IsCar() && !veh->bIsInWater) {
if (veh->GetUp().z < -0.5f) {
m_nUpsideDownCounter += 2;
} else {
m_nUpsideDownCounter++;
}
} else {
m_nUpsideDownCounter = 0;
}
if (m_nUpsideDownCounter > 6 && veh->bCanBeDamaged) {
veh->m_fHealth = 249.0f < veh->m_fHealth ? 249.0f : veh->m_fHealth;
if (veh->IsCar()) {
CAutomobile* car = (CAutomobile*)veh;
car->Damage.SetEngineStatus(225);
car->m_pSetOnFireEntity = nil;
}
}
}
if (FindPlayerVehicle()) {
CVehicle *veh = FindPlayerVehicle();
veh->m_nZoneLevel = -1;
for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) {
if (veh->pPassengers[i])
veh->pPassengers[i]->m_nZoneLevel = 0;
}
CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled;
} else {
CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled;
}
}
STARTPATCHES
InjectHook(0x4B5DC0, &CPlayerInfo::dtor, PATCH_JUMP);
InjectHook(0x4A1700, &CPlayerInfo::LoadPlayerSkin, PATCH_JUMP);
@ -320,4 +570,5 @@ STARTPATCHES
InjectHook(0x4A15F0, &CPlayerInfo::AwardMoneyForExplosion, PATCH_JUMP);
InjectHook(0x4A0B20, &CPlayerInfo::LoadPlayerInfo, PATCH_JUMP);
InjectHook(0x4A0960, &CPlayerInfo::SavePlayerInfo, PATCH_JUMP);
InjectHook(0x49FD30, &CPlayerInfo::Process, PATCH_JUMP);
ENDPATCHES

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@ -29,8 +29,8 @@ public:
int32 m_nCollectedPackages;
int32 m_nTotalPackages;
uint32 m_nLastBumpPlayerCarTimer;
uint32 m_nSwitchTaxiTime;
bool m_bSwitchTaxi;
uint32 m_nUnusedTaxiTimer;
bool m_bUnusedTaxiThing;
int8 field_197;
int8 field_198;
int8 field_199;
@ -87,6 +87,7 @@ public:
void EvaluateCarPosition(CEntity*, CPed*, float, float*, CVehicle**);
void LoadPlayerInfo(uint8 *buf, uint32 size);
void SavePlayerInfo(uint8 *buf, uint32* size);
void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
~CPlayerInfo() { };
void dtor(void) { this->CPlayerInfo::~CPlayerInfo(); }

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@ -12,6 +12,8 @@ int32 *CStats::PedsKilledOfThisType = (int32*)0x880DBC;
int32 &CStats::TimesDied = *(int32*)0x8E2BDC;
int32 &CStats::TimesArrested = *(int32*)0x8E2BEC;
int32 &CStats::KillsSinceLastCheckpoint = *(int32*)0x8F2C8C;
int32& CStats::DistanceTravelledInVehicle = *(int32*)0x940574;
int32& CStats::DistanceTravelledOnFoot = *(int32*)0x941518;
void CStats::AnotherKillFrenzyPassed()
{

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@ -14,6 +14,8 @@ public:
static int32 &TimesDied;
static int32 &TimesArrested;
static int32 &KillsSinceLastCheckpoint;
static int32 &DistanceTravelledInVehicle;
static int32 &DistanceTravelledOnFoot;
public:
static void AnotherKillFrenzyPassed();

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@ -540,7 +540,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bHitSteepSlope = false;
m_ped_flagH4 = false;
bClearObjective = false;
m_ped_flagH10 = false;
bTryingToReachDryLand = false;
bCollidedWithMyVehicle = false;
bRichFromMugging = false;
m_ped_flagH80 = false;
@ -1926,7 +1926,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (!stillGettingInOut) {
m_fRotationCur = m_fRotationDest;
} else {
float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
m_vecOffsetSeek.z = 0.0f;
@ -1937,12 +1937,12 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
neededPos -= timeUntilStateChange * m_vecOffsetSeek;
}
if (PI + m_fRotationCur < limitedAngle) {
limitedAngle -= 2 * PI;
} else if (m_fRotationCur - PI > limitedAngle) {
limitedAngle += 2 * PI;
if (PI + m_fRotationCur < limitedDest) {
limitedDest -= 2 * PI;
} else if (m_fRotationCur - PI > limitedDest) {
limitedDest += 2 * PI;
}
m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange);
}
if (seatPosMult > 0.2f || vehIsUpsideDown) {
@ -10902,6 +10902,12 @@ CPed::RemoveInCarAnims(void)
animAssoc->blendDelta = -1000.0f;
}
#ifdef VC_PED_PORTS
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
#endif
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
@ -13581,6 +13587,10 @@ CPed::ProcessObjective(void)
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < 0.000025f)) {
if (m_pMyVehicle->IsTrain())
SetExitTrain(m_pMyVehicle);
#ifdef VC_PED_PORTS
else if (m_pMyVehicle->IsBoat())
SetExitBoat(m_pMyVehicle);
#endif
else
SetExitCar(m_pMyVehicle, 0);
}
@ -13594,13 +13604,10 @@ CPed::ProcessObjective(void)
{
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
if (InVehicle()) {
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR
&& m_nPedState != PED_EXIT_TRAIN) {
// VC calls SetExitBoat for boats, which is not seperate func. in III but housed in CPlayerInfo::Process.
// This obj. will probably break/crash game if ped was in boat.
if (m_pMyVehicle->IsTrain())
SetExitTrain(m_pMyVehicle);
else if (m_pMyVehicle->bIsBus || m_pMyVehicle->IsBoat())
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) {
if (m_pMyVehicle->IsBoat())
SetExitBoat(m_pMyVehicle);
else if (m_pMyVehicle->bIsBus)
SetExitCar(m_pMyVehicle, 0);
else {
eCarNodes doorNode = CAR_DOOR_LF;
@ -14413,7 +14420,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
m_ped_flagH10 = false;
bTryingToReachDryLand = false;
bOnBoat = false;
} else {
m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
@ -14912,9 +14919,9 @@ CPed::ProcessBuoyancy(void)
bIsInWater = true;
ApplyMoveForce(buoyancyImpulse);
if (!DyingOrDead()) {
if (m_ped_flagH10) {
if (bTryingToReachDryLand) {
if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
m_ped_flagH10 = false;
bTryingToReachDryLand = false;
CVector pos = GetPosition();
if (PlacePedOnDryLand()) {
if (m_fHealth > 20.0f)
@ -16873,8 +16880,8 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
if (car->IsBoat()) {
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
#ifdef VC_PED_PORTS
m_ped_flagI4 = true;
PedSetInCarCB(nil, this);
m_ped_flagI4 = true;
#else
m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
#endif
@ -17236,6 +17243,89 @@ CPed::Solicit(void)
}
}
// Seperate function in VC, more logical. Not sure is it inlined in III.
void
CPed::SetExitBoat(CVehicle *boat)
{
#ifndef VC_PED_PORTS
m_nPedState = PED_IDLE;
CVector firstPos = GetPosition();
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
if (boat->m_modelIndex == MI_SPEEDER && boat->IsUpsideDown()) {
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this);
m_vehEnterType = CAR_DOOR_RF;
m_nPedState = PED_EXIT_CAR;
} else {
m_vehEnterType = CAR_DOOR_RF;
CPed::PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
}
GetPosition() = firstPos;
SetMoveState(PEDMOVE_STILL);
m_vecMoveSpeed = boat->m_vecMoveSpeed;
bTryingToReachDryLand = true;
#else
m_nPedState = PED_IDLE;
CVector newPos = GetPosition();
RemoveInCarAnims();
CColModel* boatCol = boat->GetColModel();
if (boat->IsUpsideDown()) {
newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z };
newPos = boat->GetMatrix() * newPos;
newPos.z += 1.0f;
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
} else {
/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
if (boat->m_modelIndex == MI_SKIMMER)
newPos.z += 2.0f
*/
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
CColPoint foundCol;
CEntity *foundEnt = nil;
if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
newPos.z = FEET_OFFSET + foundCol.point.z;
/* // VC specific
} else {
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
SetMoveState(PEDMOVE_STILL);
bTryingToReachDryLand = true;
float upMult = 1.04f + boatCol->boundingBox.min.z;
float rightMult = 0.6f * boatCol->boundingBox.max.x;
newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
GetPosition() = newPos;
if (m_pMyVehicle) {
PositionPedOutOfCollision();
} else {
m_pMyVehicle = boat;
PositionPedOutOfCollision();
m_pMyVehicle = nil;
}
return;
}
*/ }
GetPosition() = newPos;
SetMoveState(PEDMOVE_STILL);
m_vecMoveSpeed = boat->m_vecMoveSpeed;
#endif
// Not there in VC.
CWaterLevel::FreeBoatWakeArray();
}
class CPed_ : public CPed
{
public:

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@ -360,7 +360,7 @@ public:
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
uint8 m_ped_flagH4 : 1;
uint8 bClearObjective : 1;
uint8 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object
uint8 bTryingToReachDryLand : 1;
uint8 bCollidedWithMyVehicle : 1;
uint8 bRichFromMugging : 1; // ped has lots of cash from mugging people - will drop money if someone points gun to him
uint8 m_ped_flagH80 : 1;
@ -696,6 +696,7 @@ public:
void SetCarJack(CVehicle*);
bool WarpPedToNearLeaderOffScreen(void);
void Solicit(void);
void SetExitBoat(CVehicle*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);