mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Footsteps
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
parent
9f07569bd6
commit
7ab2ba9399
@ -13,7 +13,7 @@ enum {
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ASSOC_PARTIAL = 0x10,
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ASSOC_MOVEMENT = 0x20, // ???
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ASSOC_HAS_TRANSLATION = 0x40,
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ASSOC_FLAG80 = 0x80,
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ASSOC_FLAG80 = 0x80, // walking and running have it
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ASSOC_FLAG100 = 0x100,
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ASSOC_FLAG200 = 0x200,
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ASSOC_FLAG400 = 0x400, // not seen yet
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@ -14,6 +14,9 @@
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#include "HandlingMgr.h"
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#include "Replay.h"
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#include "PedPlacement.h"
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#include "Shadows.h"
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#include "Weather.h"
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#include "CullZones.h"
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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@ -559,7 +562,7 @@ CPed::Avoid(void)
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m_fRotationDest += DEGTORAD(45.0f);
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if (!bIsLooking) {
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CPed::SetLookFlag(nearestPed, 0);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
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}
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}
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}
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@ -663,7 +666,7 @@ CPed::Attack(void)
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eWeaponType ourWeaponType;
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float weaponAnimTime;
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eWeaponFire ourWeaponFire;
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float animEnd;
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float animLoopEnd;
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CWeaponInfo *ourWeapon;
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bool lastReloadWasInFuture;
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AnimationId reloadAnim;
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@ -689,7 +692,7 @@ CPed::Attack(void)
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if (reloadAnim != NUM_ANIMS)
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reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
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if (m_ped_flagE10)
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if (bCantFireBecauseCrouched)
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return;
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if (reloadAnimAssoc) {
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@ -722,6 +725,7 @@ CPed::Attack(void)
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else
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m_pedIK.m_flags &= ~CPedIK::FLAG_4;
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}
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if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
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if (weaponAnimAssoc->speed < 1.0f)
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weaponAnimAssoc->speed = 1.0;
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@ -772,7 +776,7 @@ CPed::Attack(void)
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DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
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}
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weaponAnimAssoc->speed = 0.5;
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weaponAnimAssoc->speed = 0.5f;
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// BUG: We currently don't know any situation this cond. could be true.
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if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
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@ -806,16 +810,16 @@ CPed::Attack(void)
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GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
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}
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}
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animEnd = ourWeapon->m_fAnimLoopEnd;
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animLoopEnd = ourWeapon->m_fAnimLoopEnd;
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if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
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animEnd = 0.56f;
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animLoopEnd = 0.56f;
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weaponAnimTime = weaponAnimAssoc->currentTime;
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// End of the attack
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if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
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// Anim loop end, either start the loop again or finish the attack
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if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
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if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd
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if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
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&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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@ -964,7 +968,7 @@ CPed::ClearDuck(void)
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}
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}
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} else
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m_ped_flagE10 = false;
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bCantFireBecauseCrouched = false;
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}
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void
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@ -1047,7 +1051,7 @@ CPed::BeingDraggedFromCar(void)
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void
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CPed::RestartNonPartialAnims(void)
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{
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CAnimBlendAssociation* assoc;
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CAnimBlendAssociation *assoc;
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for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); !assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
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if (!assoc->IsPartial())
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@ -1461,6 +1465,141 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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}
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static void
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particleProduceFootDust(CPed *ped, CVector *pos, float size, int times)
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{
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switch (ped->m_nLastCollType)
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{
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case 1: // somewhere hard
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case 3: // soft dirt
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case 5: // pavement
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case 18:// sand
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for (int i = 0; i < times; ++i) {
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CVector adjustedPos = *pos;
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adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
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adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
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CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
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}
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break;
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default:
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break;
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}
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}
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static void
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particleProduceFootSplash(CPed *ped, CVector *pos, float size, int times)
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{
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for (int i = 0; i < times; i++) {
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CVector adjustedPos = *pos;
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adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
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adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
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CVector direction = ped->GetForward() * -0.05f;
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CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumberInRange(0, 1), 200);
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}
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}
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void
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CPed::PlayFootSteps(void)
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{
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if (bDoBloodyFootprints) {
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if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) {
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m_bloodyFootprintCount--;
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if (m_bloodyFootprintCount == 0)
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bDoBloodyFootprints = false;
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}
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}
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if (!bIsStanding)
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return;
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CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject);
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CAnimBlendAssociation *walkRunAssoc = nil;
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float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
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for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
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if (assoc->flags & ASSOC_FLAG80) {
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walkRunAssoc = assoc;
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walkRunAssocBlend += assoc->blendAmount;
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} else if ((assoc->flags & ASSOC_FLAG200) == 0) {
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idleAssocBlend += assoc->blendAmount;
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}
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}
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if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
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float stepStart = 1 / 15.0f;
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float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
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float currentTime = walkRunAssoc->currentTime;
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int stepPart = 0;
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if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
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stepPart = 1;
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else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
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stepPart = 2;
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if (stepPart != 0) {
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DMAudio.PlayOneShot(uAudioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
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CVector footPos(0.0f, 0.0f, 0.0f);
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for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
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CVector forward = GetForward();
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footPos.z -= 0.1f;
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footPos += 0.2f * forward;
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if (bDoBloodyFootprints) {
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CVector2D top(forward * 0.26f);
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CVector2D right(GetRight() * 0.14f);
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CShadows::AddPermanentShadow(1, gpBloodPoolTex, &footPos,
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top.x, top.y,
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right.x, right.y,
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255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
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if (m_bloodyFootprintCount <= 20) {
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m_bloodyFootprintCount = 0;
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bDoBloodyFootprints = false;
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} else {
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m_bloodyFootprintCount -= 20;
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}
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}
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if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
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if(IsPlayer())
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particleProduceFootDust(this, &footPos, 0.0f, 4);
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} else if(stepPart == 2) {
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particleProduceFootSplash(this, &footPos, 0.15f, 4);
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}
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}
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}
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if (m_nLastCollType == 19) { // Water
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float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
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if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
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float particleSize = pedSpeed * 2.0f;
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if (particleSize < 0.25f)
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particleSize = 0.25f;
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if (particleSize > 0.75f)
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particleSize = 0.75f;
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CVector particlePos = GetPosition() + GetForward() * 0.3f;
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particlePos.z -= 1.2f;
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CVector particleDir = m_vecMoveSpeed * 0.75f;
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particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
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CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);
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particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
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CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
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}
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}
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}
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WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
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WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
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WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
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@ -1514,4 +1653,5 @@ STARTPATCHES
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InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
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InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
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InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
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InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
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ENDPATCHES
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@ -112,7 +112,7 @@ public:
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// 0x128
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CStoredCollPoly m_collPoly;
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float m_fCollisionSpeed;
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uint8 m_ped_flagA1 : 1;
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uint8 bIsStanding : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 bIsPointingGunAt : 1;
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@ -148,9 +148,9 @@ public:
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uint8 m_ped_flagE2 : 1;
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uint8 m_ped_flagE4 : 1;
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uint8 m_ped_flagE8 : 1; // can duck?
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uint8 m_ped_flagE10 : 1; // can't attack if it's set
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uint8 bCantFireBecauseCrouched : 1; // set if you don't want ped to attack
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uint8 m_ped_flagE20 : 1;
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uint8 m_ped_flagE40 : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagF1 : 1;
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uint8 m_ped_flagF2 : 1;
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@ -256,7 +256,9 @@ public:
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uint32 m_hitRecoverTimer;
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uint32 field_4E0;
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uint32 m_duckTimer;
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uint8 stuff9[10];
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uint8 stuff13[4];
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int32 m_bloodyFootprintCount;
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uint8 stuff9[2];
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uint8 m_bodyPartBleeding; // PedNode
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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@ -298,6 +300,7 @@ public:
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void RestartNonPartialAnims(void);
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void LineUpPedWithCar(PedLineUpPhase phase);
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void SetPedPositionInCar(void);
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void PlayFootSteps(void);
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static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
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static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
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static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
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@ -1842,7 +1842,7 @@ CPhysical::ProcessCollision(void)
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if(CheckCollision()){
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if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
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!ped->m_ped_flagA2 &&
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ped->m_ped_flagA1)
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ped->bIsStanding)
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savedMatrix.GetPosition()->z = GetPosition().z;
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GetMatrix() = savedMatrix;
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CTimer::SetTimeStep(savedTimeStep);
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@ -1850,7 +1850,7 @@ CPhysical::ProcessCollision(void)
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}
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if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
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!ped->m_ped_flagA2 &&
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ped->m_ped_flagA1)
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ped->bIsStanding)
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savedMatrix.GetPosition()->z = GetPosition().z;
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GetMatrix() = savedMatrix;
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CTimer::SetTimeStep(savedTimeStep);
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@ -227,10 +227,6 @@ int32 nParticleCreationInterval = 1;
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float fParticleScaleLimit = 0.5f;
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RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
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void CParticle::ReloadConfig()
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{
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debug("Initialising CParticleMgr...");
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#include "patcher.h"
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#include "Shadows.h"
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WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale) { EAXJMP(0x512FD0); }
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WRAPPER void CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale) { EAXJMP(0x512FD0); }
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WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
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WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
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WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
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WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
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WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); }
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RwTexture*& gpBloodPoolTex = *(RwTexture * *)0x9415F8;
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static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
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static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY);
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};
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extern RwTexture*& gpBloodPoolTex;
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