mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
CPlayerPed continues (#294)
This commit is contained in:
parent
b06ad84768
commit
d75b9b8257
@ -66,6 +66,7 @@ CPedPath
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CPlayerPed
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CRoadBlocks
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CRunningScript - being worked on
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CShotInfo
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CStats
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CSpecialFX
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CTrafficLights
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@ -1379,6 +1379,21 @@ CCamera::SetWideScreenOff(void)
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m_bWantsToSwitchWidescreenOff = m_WideScreenOn;
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}
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void
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CCamera::SetNewPlayerWeaponMode(int16 mode, int16 minZoom, int16 maxZoom)
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{
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PlayerWeaponMode.Mode = mode;
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PlayerWeaponMode.MaxZoom = maxZoom;
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PlayerWeaponMode.MinZoom = minZoom;
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PlayerWeaponMode.Duration = 0.0f;
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}
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void
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CCamera::UpdateAimingCoors(CVector const &coors)
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{
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m_cvecAimingTargetCoors = coors;
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}
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STARTPATCHES
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InjectHook(0x42C760, (bool (CCamera::*)(const CVector ¢er, float radius, const CMatrix *mat))&CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
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@ -494,6 +494,8 @@ int m_iModeObbeCamIsInForCar;
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void SetCameraDirectlyBehindForFollowPed_CamOnAString(void);
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void SetZoomValueFollowPedScript(int16);
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void SetZoomValueCamStringScript(int16);
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void SetNewPlayerWeaponMode(int16, int16, int16);
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void UpdateAimingCoors(CVector const &);
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void dtor(void) { this->CCamera::~CCamera(); }
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};
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@ -212,9 +212,9 @@ CPlayerInfo::IsRestartingAfterArrest()
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return m_WBState == WBSTATE_BUSTED;
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}
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// lastClosestness is passed to other calls of this function
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// lastCloseness is passed to other calls of this function
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void
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CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastClosestness, CVehicle **closestCarOutput)
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CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
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{
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// This dist used for determining the angle to face
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CVector2D dist(carToTest->GetPosition() - player->GetPosition());
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@ -229,9 +229,9 @@ CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoun
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// This dist used for evaluating cars' distances, weird...
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// Accounts inverted needed turn (or needed turn in long way) and car dist.
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float closestness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
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if (closestness > *lastClosestness) {
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*lastClosestness = closestness;
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float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
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if (closeness > *lastCloseness) {
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*lastCloseness = closeness;
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*closestCarOutput = (CVehicle*)carToTest;
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}
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}
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@ -312,7 +312,7 @@ INITSAVEBUF
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}
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void
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CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastClosestness, CVehicle** closestCarOutput)
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CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
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{
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for (CPtrNode* node = carList.first; node; node = node->next) {
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CVehicle *car = (CVehicle*)node->item;
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@ -328,7 +328,7 @@ CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1,
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if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
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float dist = (ped->GetPosition() - carCentre).Magnitude2D();
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if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
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EvaluateCarPosition(car, ped, dist, lastClosestness, closestCarOutput);
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EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
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}
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}
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}
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@ -434,7 +434,7 @@ CPlayerInfo::Process(void)
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// Enter vehicle
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if (CPad::GetPad(0)->ExitVehicleJustDown()) {
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bool weAreOnBoat = false;
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float lastClosestness = 0.0f;
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float lastCloseness = 0.0f;
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CVehicle *carBelow = nil;
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CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface;
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if (surfaceBelow && surfaceBelow->IsVehicle()) {
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@ -472,9 +472,9 @@ CPlayerInfo::Process(void)
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for (int curX = minXSector; curX <= maxXSector; curX++) {
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CSector *sector = CWorld::GetSector(curX, curY);
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FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed,
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minX, minY, maxX, maxY, &lastClosestness, &carBelow);
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minX, minY, maxX, maxY, &lastCloseness, &carBelow);
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FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed,
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minX, minY, maxX, maxY, &lastClosestness, &carBelow);
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minX, minY, maxX, maxY, &lastCloseness, &carBelow);
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}
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}
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}
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@ -60,20 +60,13 @@ CCivilianPed::CivilianAI(void)
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if (!threatPed->IsPlayer() || !RunToReportCrime(CRIME_POSSESSION_GUN)) {
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if (threatDistSqr < sq(10.0f)) {
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Say(SOUND_PED_FLEE_SPRINT);
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SetFlee(m_threatEntity, 10000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_threatEntity, 10000);
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} else {
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SetFlee(m_threatEntity->GetPosition(), 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetMoveState(PEDMOVE_WALK);
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SetFindPathAndFlee(m_threatEntity->GetPosition(), 5000, true);
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}
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}
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} else if (m_objective != OBJECTIVE_NONE || GetWeapon()->IsTypeMelee()) {
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SetFlee(m_threatEntity, 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_threatEntity, 5000);
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if (threatDistSqr < sq(20.0f)) {
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SetMoveState(PEDMOVE_RUN);
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Say(SOUND_PED_FLEE_SPRINT);
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@ -81,9 +74,7 @@ CCivilianPed::CivilianAI(void)
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SetMoveState(PEDMOVE_WALK);
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}
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} else if (threatPed->IsPlayer() && FindPlayerPed()->m_pWanted->m_CurrentCops) {
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SetFlee(m_threatEntity, 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_threatEntity, 5000);
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if (threatDistSqr < sq(10.0f)) {
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SetMoveState(PEDMOVE_RUN);
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} else {
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@ -95,15 +86,11 @@ CCivilianPed::CivilianAI(void)
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} else {
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if (threatDistSqr < sq(10.0f)) {
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Say(SOUND_PED_FLEE_SPRINT);
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SetFlee(m_threatEntity, 10000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_threatEntity, 10000);
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SetMoveState(PEDMOVE_SPRINT);
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} else {
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Say(SOUND_PED_FLEE_SPRINT);
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SetFlee(m_threatEntity, 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_threatEntity, 5000);
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SetMoveState(PEDMOVE_RUN);
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}
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}
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@ -113,9 +100,7 @@ CCivilianPed::CivilianAI(void)
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float eventDistSqr = (m_pEventEntity->GetPosition() - GetPosition()).MagnitudeSqr2D();
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if (IsGangMember() && m_nPedType == ((CPed*)m_pEventEntity)->m_nPedType) {
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if (eventDistSqr < sq(5.0f)) {
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SetFlee(m_pEventEntity, 2000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_pEventEntity, 2000);
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SetMoveState(PEDMOVE_RUN);
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}
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} else if (IsGangMember() || eventDistSqr > sq(5.0f)) {
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@ -150,9 +135,7 @@ CCivilianPed::CivilianAI(void)
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if(!eligibleToReport || !RunToReportCrime(crime))
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#endif
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{
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SetFlee(m_pEventEntity, 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_pEventEntity, 5000);
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SetMoveState(PEDMOVE_RUN);
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}
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}
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@ -188,19 +171,14 @@ CCivilianPed::CivilianAI(void)
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if (threatPed->GetWeapon()->IsTypeMelee() || !GetWeapon()->IsTypeMelee()) {
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if (threatPed->IsPlayer() && FindPlayerPed()->m_pWanted->m_CurrentCops) {
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if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
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SetFlee(m_threatEntity, 10000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_threatEntity, 10000);
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}
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} else {
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SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
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}
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}
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} else {
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SetFlee(m_threatEntity, 10000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetMoveState(PEDMOVE_WALK);
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SetFindPathAndFlee(m_threatEntity, 10000, true);
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}
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}
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}
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@ -1068,7 +1068,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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if (attackAssoc) {
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switch (attackAssoc->animId) {
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case ANIM_WEAPON_START_THROW:
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) {
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if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
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attackAssoc->blendDelta = -1000.0f;
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newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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} else {
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@ -1141,7 +1141,7 @@ CPed::Attack(void)
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return;
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if (reloadAnimAssoc) {
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if (!IsPlayer() || ((CPlayerPed*)this)->field_1380)
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if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
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ClearAttack();
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return;
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@ -1162,7 +1162,7 @@ CPed::Attack(void)
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if (!weaponAnimAssoc) {
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if (attackShouldContinue) {
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if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->field_1380) {
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if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
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if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
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weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
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}
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@ -1178,7 +1178,7 @@ CPed::Attack(void)
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if (IsPlayer()) {
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((CPlayerPed*)this)->field_1376 = 0.0f;
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((CPlayerPed*)this)->field_1380 = false;
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((CPlayerPed*)this)->m_bHaveTargetSelected = false;
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}
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}
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} else
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@ -4641,7 +4641,7 @@ CPed::SetAttack(CEntity *victim)
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}
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
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if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->field_1380)
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if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
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bIsAttacking = false;
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else
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bIsAttacking = true;
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@ -5720,15 +5720,8 @@ CPed::CollideWithPed(CPed *collideWith)
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SetLookTimer(800);
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}
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} else {
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bool doWeRun = true;
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if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)
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doWeRun = false;
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SetFlee(collideWith, 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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if (!doWeRun)
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SetMoveState(PEDMOVE_WALK);
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bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
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SetFindPathAndFlee(collideWith, 5000, !isRunning);
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}
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}
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@ -12982,9 +12975,7 @@ CPed::ProcessObjective(void)
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else
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time = 6000;
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SetFlee(m_pedInObjective, time);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetFindPathAndFlee(m_pedInObjective, time);
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}
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break;
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}
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@ -13506,10 +13497,7 @@ CPed::ProcessObjective(void)
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if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this
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|| m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) {
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ClearObjective();
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SetFlee(m_pedInObjective, 15000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetMoveState(PEDMOVE_WALK);
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SetFindPathAndFlee(m_pedInObjective, 15000, true);
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return;
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}
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float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
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@ -13536,10 +13524,7 @@ CPed::ProcessObjective(void)
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ClearObjective();
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if (m_pedInObjective->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
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|| m_pedInObjective->m_pedInObjective != this) {
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SetFlee(m_pedInObjective, 15000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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SetMoveState(PEDMOVE_WALK);
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SetFindPathAndFlee(m_pedInObjective, 15000, true);
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m_nLastPedState = PED_WANDER_PATH;
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} else {
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SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
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@ -13783,11 +13768,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
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#endif
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if (CharCreatedBy != MISSION_CHAR && obj->m_modelIndex == MI_PHONEBOOTH1) {
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bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
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SetFlee(obj, 5000);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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if (!isRunning)
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SetMoveState(PEDMOVE_WALK);
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SetFindPathAndFlee(obj, 5000, !isRunning);
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return;
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}
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@ -792,6 +792,24 @@ public:
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void ReplaceWeaponWhenExitingVehicle(void);
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void RemoveWeaponWhenEnteringVehicle(void);
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bool IsNotInWreckedVehicle();
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// My additions, because there were many, many instances of that.
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inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
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{
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SetFlee(fleeFrom, time);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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if (walk)
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SetMoveState(PEDMOVE_WALK);
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}
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inline void SetFindPathAndFlee(CVector2D const &from, int time, bool walk = false)
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{
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SetFlee(from, time);
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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if (walk)
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SetMoveState(PEDMOVE_WALK);
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}
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// set by 0482:set_threat_reaction_range_multiplier opcode
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static uint16 &nThreatReactionRangeMultiplier;
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@ -9,13 +9,13 @@
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#include "General.h"
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#include "Pools.h"
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#include "Darkel.h"
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#include "CarCtrl.h"
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CPlayerPed::~CPlayerPed()
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{
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delete m_pWanted;
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}
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WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
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WRAPPER void CPlayerPed::ProcessControl(void) { EAXJMP(0x4EFD90); }
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CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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@ -40,7 +40,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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field_1367 = 0;
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m_nShotDelay = 0;
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field_1376 = 0.0f;
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field_1380 = 0;
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m_bHaveTargetSelected = false;
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m_bHasLockOnTarget = false;
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m_bCanBeDamaged = true;
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m_fWalkAngle = 0.0f;
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@ -58,7 +58,7 @@ void CPlayerPed::ClearWeaponTarget()
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if (m_nPedType == PEDTYPE_PLAYER1) {
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m_pPointGunAt = nil;
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TheCamera.ClearPlayerWeaponMode();
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CWeaponEffects::ClearCrosshair();
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CWeaponEffects::ClearCrossHair();
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}
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ClearPointGunAt();
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}
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@ -651,12 +651,12 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
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{
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float leftRight = padUsed->GetPedWalkLeftRight();
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float upDown = padUsed->GetPedWalkUpDown();
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float displacement = sqrt(upDown * upDown + leftRight * leftRight);
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float padMove = Sqrt(upDown * upDown + leftRight * leftRight);
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if (displacement > 0.0f) {
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if (padMove > 0.0f) {
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
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m_takeAStepAfterAttack = displacement > 120.0f;
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if (padUsed->GetSprint() && displacement > 60.0f)
|
||||
m_takeAStepAfterAttack = padMove > 120.0f;
|
||||
if (padUsed->GetSprint() && padMove > 60.0f)
|
||||
bIsAttacking = false;
|
||||
}
|
||||
|
||||
@ -671,6 +671,401 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
|
||||
{
|
||||
float leftRight = padUsed->GetPedWalkLeftRight();
|
||||
float upDown = padUsed->GetPedWalkUpDown();
|
||||
float padMove = Sqrt(upDown * upDown + leftRight * leftRight);
|
||||
float padMoveInGameUnit = padMove / 60.0f;
|
||||
if (padMoveInGameUnit > 0.0f) {
|
||||
m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
|
||||
m_fMoveSpeed = min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
|
||||
} else {
|
||||
m_fMoveSpeed = 0.0f;
|
||||
}
|
||||
|
||||
if (m_nPedState == PED_JUMP) {
|
||||
if (bIsInTheAir) {
|
||||
if (bUsesCollision && !bHitSteepSlope &&
|
||||
(!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
|
||||
&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
|
||||
|
||||
float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
|
||||
float angleCos = Cos(m_fRotationCur);
|
||||
ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f);
|
||||
}
|
||||
} else if (bIsLanding) {
|
||||
m_fMoveSpeed = 0.0f;
|
||||
}
|
||||
}
|
||||
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
|
||||
&& padUsed->GetSprint()) {
|
||||
m_nMoveState = PEDMOVE_SPRINT;
|
||||
}
|
||||
if (m_nPedState != PED_FIGHT)
|
||||
SetRealMoveAnim();
|
||||
|
||||
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
|
||||
&& padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
|
||||
ClearAttack();
|
||||
ClearWeaponTarget();
|
||||
if (m_bShouldEvade && m_pEvadingFrom) {
|
||||
SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
|
||||
m_bShouldEvade = false;
|
||||
m_pEvadingFrom = nil;
|
||||
} else {
|
||||
SetJump();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::KeepAreaAroundPlayerClear(void)
|
||||
{
|
||||
BuildPedLists();
|
||||
for (int i = 0; i < m_numNearPeds; ++i) {
|
||||
CPed *nearPed = m_nearPeds[i];
|
||||
if (nearPed->CharCreatedBy == RANDOM_CHAR && !nearPed->DyingOrDead()) {
|
||||
if (nearPed->GetIsOnScreen()) {
|
||||
if (nearPed->m_objective == OBJECTIVE_NONE) {
|
||||
nearPed->SetFindPathAndFlee(this, 5000, true);
|
||||
} else {
|
||||
if (nearPed->m_nPedState == PED_ENTER_CAR || nearPed->m_nPedState == PED_CARJACK)
|
||||
nearPed->QuitEnteringCar();
|
||||
|
||||
nearPed->ClearObjective();
|
||||
}
|
||||
} else {
|
||||
nearPed->FlagToDestroyWhenNextProcessed();
|
||||
}
|
||||
}
|
||||
}
|
||||
CVector playerPos = (InVehicle() ? m_pMyVehicle->GetPosition() : GetPosition());
|
||||
|
||||
CVector pos = GetPosition();
|
||||
int16 lastVehicle;
|
||||
CEntity *vehicles[8];
|
||||
CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
||||
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle *veh = (CVehicle*)vehicles[i];
|
||||
if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
|
||||
if (veh->m_status != STATUS_PLAYER && veh->m_status != STATUS_PLAYER_DISABLED) {
|
||||
if ((veh->GetPosition() - playerPos).MagnitudeSqr() > 25.0f) {
|
||||
veh->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
||||
veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 5000;
|
||||
} else {
|
||||
if (DotProduct2D(playerPos - veh->GetPosition(), veh->GetForward()) > 0.0f)
|
||||
veh->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
|
||||
else
|
||||
veh->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
|
||||
|
||||
veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
|
||||
}
|
||||
CCarCtrl::PossiblyRemoveVehicle(veh);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool lookToLeft)
|
||||
{
|
||||
CVector distVec = candidate->GetPosition() - GetPosition();
|
||||
if (distVec.Magnitude2D() <= distLimit) {
|
||||
if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) {
|
||||
#ifdef VC_PED_PORTS
|
||||
float angleBetweenUs = CGeneral::GetATanOfXY(candidate->GetPosition().x - TheCamera.GetPosition().x,
|
||||
candidate->GetPosition().y - TheCamera.GetPosition().y);
|
||||
#else
|
||||
float angleBetweenUs = CGeneral::GetATanOfXY(distVec.x, distVec.y);
|
||||
#endif
|
||||
angleBetweenUs = CGeneral::LimitAngle(angleBetweenUs - angleOffset);
|
||||
float closeness;
|
||||
if (lookToLeft) {
|
||||
closeness = angleBetweenUs > 0.0f ? -Abs(angleBetweenUs) : -100000.0f;
|
||||
} else {
|
||||
closeness = angleBetweenUs > 0.0f ? -100000.0f : -Abs(angleBetweenUs);
|
||||
}
|
||||
|
||||
if (closeness > *lastCloseness) {
|
||||
*targetPtr = candidate;
|
||||
*lastCloseness = closeness;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::EvaluateTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool priority)
|
||||
{
|
||||
CVector distVec = candidate->GetPosition() - GetPosition();
|
||||
float dist = distVec.Magnitude2D();
|
||||
if (dist <= distLimit) {
|
||||
if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) {
|
||||
float angleBetweenUs = CGeneral::GetATanOfXY(distVec.x, distVec.y);
|
||||
angleBetweenUs = CGeneral::LimitAngle(angleBetweenUs - angleOffset);
|
||||
|
||||
float closeness = -dist - 5.0f * Abs(angleBetweenUs);
|
||||
if (priority) {
|
||||
closeness += 5.0f;
|
||||
}
|
||||
|
||||
if (closeness > *lastCloseness) {
|
||||
*targetPtr = candidate;
|
||||
*lastCloseness = closeness;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
|
||||
{
|
||||
CEntity *nextTarget = nil;
|
||||
float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
|
||||
// nextTarget = nil;
|
||||
float lastCloseness = -10000.0f;
|
||||
// unused
|
||||
// CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
|
||||
CVector distVec = previousTarget->GetPosition() - GetPosition();
|
||||
float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
|
||||
|
||||
for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
|
||||
CPed *pedToCheck = CPools::GetPedPool()->GetSlot(h);
|
||||
if (pedToCheck) {
|
||||
if (pedToCheck != FindPlayerPed() && pedToCheck != previousTarget) {
|
||||
if (!pedToCheck->DyingOrDead() && !pedToCheck->bInVehicle
|
||||
&& pedToCheck->m_leader != FindPlayerPed() && OurPedCanSeeThisOne(pedToCheck)) {
|
||||
|
||||
EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness,
|
||||
weaponRange, referenceBeta, lookToLeft);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
|
||||
CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]);
|
||||
if (obj)
|
||||
EvaluateNeighbouringTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, lookToLeft);
|
||||
}
|
||||
if (!nextTarget)
|
||||
return false;
|
||||
|
||||
m_pPointGunAt = nextTarget;
|
||||
if (nextTarget)
|
||||
nextTarget->RegisterReference((CEntity**)&m_pPointGunAt);
|
||||
SetPointGunAt(nextTarget);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
CPlayerPed::FindWeaponLockOnTarget(void)
|
||||
{
|
||||
CEntity *nextTarget = nil;
|
||||
float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
|
||||
|
||||
if (m_pPointGunAt) {
|
||||
CVector distVec = m_pPointGunAt->GetPosition() - GetPosition();
|
||||
if (distVec.Magnitude2D() > weaponRange) {
|
||||
m_pPointGunAt = nil;
|
||||
return false;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// nextTarget = nil;
|
||||
float lastCloseness = -10000.0f;
|
||||
float referenceBeta = CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
|
||||
for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
|
||||
CPed *pedToCheck = CPools::GetPedPool()->GetSlot(h);
|
||||
if (pedToCheck) {
|
||||
if (pedToCheck != FindPlayerPed()) {
|
||||
if (!pedToCheck->DyingOrDead() && !pedToCheck->bInVehicle
|
||||
&& pedToCheck->m_leader != FindPlayerPed() && OurPedCanSeeThisOne(pedToCheck)) {
|
||||
|
||||
EvaluateTarget(pedToCheck, &nextTarget, &lastCloseness,
|
||||
weaponRange, referenceBeta, IsThisPedAttackingPlayer(pedToCheck));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
|
||||
CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]);
|
||||
if (obj)
|
||||
EvaluateTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, false);
|
||||
}
|
||||
if (!nextTarget)
|
||||
return false;
|
||||
|
||||
m_pPointGunAt = nextTarget;
|
||||
if (nextTarget)
|
||||
nextTarget->RegisterReference((CEntity**)&m_pPointGunAt);
|
||||
SetPointGunAt(nextTarget);
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::ProcessAnimGroups(void)
|
||||
{
|
||||
AssocGroupId groupToSet;
|
||||
if ((m_fWalkAngle <= -DEGTORAD(50.0f) || m_fWalkAngle >= DEGTORAD(50.0f))
|
||||
&& TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam()
|
||||
&& CanStrafeOrMouseControl()) {
|
||||
|
||||
if (m_fWalkAngle >= -DEGTORAD(130.0f) && m_fWalkAngle <= DEGTORAD(130.0f)) {
|
||||
if (m_fWalkAngle > 0.0f) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETLEFT;
|
||||
else
|
||||
groupToSet = ASSOCGRP_PLAYERLEFT;
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETRIGHT;
|
||||
else
|
||||
groupToSet = ASSOCGRP_PLAYERRIGHT;
|
||||
}
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
groupToSet = ASSOCGRP_ROCKETBACK;
|
||||
else
|
||||
groupToSet = ASSOCGRP_PLAYERBACK;
|
||||
}
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
|
||||
groupToSet = ASSOCGRP_PLAYERROCKET;
|
||||
} else {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) {
|
||||
groupToSet = ASSOCGRP_PLAYERBBBAT;
|
||||
} else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) {
|
||||
if (!GetWeapon()->IsType2Handed()) {
|
||||
groupToSet = ASSOCGRP_PLAYER;
|
||||
} else {
|
||||
groupToSet = ASSOCGRP_PLAYER2ARMED;
|
||||
}
|
||||
} else {
|
||||
groupToSet = ASSOCGRP_PLAYER1ARMED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_animGroup != groupToSet) {
|
||||
m_animGroup = groupToSet;
|
||||
ReApplyMoveAnims();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
{
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
if (m_bHasLockOnTarget && !m_pPointGunAt) {
|
||||
TheCamera.ClearPlayerWeaponMode();
|
||||
CWeaponEffects::ClearCrossHair();
|
||||
ClearPointGunAt();
|
||||
}
|
||||
if (!m_pFire) {
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
|
||||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
|
||||
if (padUsed->TargetJustDown()) {
|
||||
SetStoredState();
|
||||
m_nPedState = PED_SNIPER_MODE;
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
|
||||
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0);
|
||||
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE)
|
||||
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SNIPER, 0, 0);
|
||||
else
|
||||
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
|
||||
|
||||
m_fMoveSpeed = 0.0f;
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 1000.0f);
|
||||
}
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|
||||
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) {
|
||||
if (m_nSelectedWepSlot == m_currentWeapon) {
|
||||
if (m_pPointGunAt) {
|
||||
SetAttack(m_pPointGunAt);
|
||||
} else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
|
||||
if (m_nPedState == PED_ATTACK) {
|
||||
if (padUsed->WeaponJustDown()) {
|
||||
m_bHaveTargetSelected = true;
|
||||
} else if (!m_bHaveTargetSelected) {
|
||||
field_1376 += CTimer::GetTimeStepNonClipped();
|
||||
}
|
||||
} else {
|
||||
field_1376 = 0.0f;
|
||||
m_bHaveTargetSelected = false;
|
||||
}
|
||||
SetAttack(nil);
|
||||
} else if (padUsed->WeaponJustDown()) {
|
||||
if (m_fMoveSpeed < 1.0f)
|
||||
StartFightAttack(padUsed->GetWeapon());
|
||||
else
|
||||
SetAttack(nil);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
m_pedIK.m_flags &= ~CPedIK::LOOKING;
|
||||
if (m_nPedState == PED_ATTACK) {
|
||||
m_bHaveTargetSelected = true;
|
||||
bIsAttacking = false;
|
||||
}
|
||||
}
|
||||
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
|
||||
if (m_pPointGunAt) {
|
||||
// what??
|
||||
if (!m_pPointGunAt
|
||||
|| CCamera::m_bUseMouse3rdPerson || m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->bInVehicle) {
|
||||
ClearWeaponTarget();
|
||||
return;
|
||||
}
|
||||
if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon())) {
|
||||
ClearWeaponTarget();
|
||||
return;
|
||||
}
|
||||
if (m_pPointGunAt) {
|
||||
if (padUsed->ShiftTargetLeftJustDown())
|
||||
FindNextWeaponLockOnTarget(m_pPointGunAt, true);
|
||||
if (padUsed->ShiftTargetRightJustDown())
|
||||
FindNextWeaponLockOnTarget(m_pPointGunAt, false);
|
||||
}
|
||||
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SYPHON, 0, 0);
|
||||
TheCamera.UpdateAimingCoors(GetPosition());
|
||||
} else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
|
||||
if (padUsed->TargetJustDown())
|
||||
FindWeaponLockOnTarget();
|
||||
}
|
||||
} else if (m_pPointGunAt) {
|
||||
ClearWeaponTarget();
|
||||
}
|
||||
|
||||
if (m_pPointGunAt) {
|
||||
#ifndef VC_PED_PORTS
|
||||
CVector markPos = m_pPointGunAt->GetPosition();
|
||||
#else
|
||||
CVector markPos;
|
||||
if (m_pPointGunAt->IsPed()) {
|
||||
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
|
||||
} else {
|
||||
markPos = m_pPointGunAt->GetPosition();
|
||||
}
|
||||
#endif
|
||||
if (bCanPointGunAtTarget) {
|
||||
CWeaponEffects::MarkTarget(markPos, 64, 0, 0, 255, 0.8f);
|
||||
} else {
|
||||
CWeaponEffects::MarkTarget(markPos, 64, 32, 0, 255, 0.8f);
|
||||
}
|
||||
}
|
||||
m_bHasLockOnTarget = m_pPointGunAt != nil;
|
||||
}
|
||||
|
||||
class CPlayerPed_ : public CPlayerPed
|
||||
{
|
||||
public:
|
||||
@ -699,4 +1094,8 @@ STARTPATCHES
|
||||
InjectHook(0x4F1CF0, &CPlayerPed::PlayerControlSniper, PATCH_JUMP);
|
||||
InjectHook(0x4F2310, &CPlayerPed::ProcessWeaponSwitch, PATCH_JUMP);
|
||||
InjectHook(0x4F1DF0, &CPlayerPed::PlayerControlM16, PATCH_JUMP);
|
||||
InjectHook(0x4F3460, &CPlayerPed::KeepAreaAroundPlayerClear, PATCH_JUMP);
|
||||
InjectHook(0x4F1970, &CPlayerPed::PlayerControl1stPersonRunAround, PATCH_JUMP);
|
||||
InjectHook(0x4F1EF0, &CPlayerPed::ProcessPlayerWeapon, PATCH_JUMP);
|
||||
InjectHook(0x4F2640, &CPlayerPed::ProcessAnimGroups, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -20,11 +20,11 @@ public:
|
||||
int32 m_nSpeedTimer;
|
||||
int32 m_nShotDelay;
|
||||
float field_1376; // m_fAttackButtonCounter?
|
||||
int8 field_1380; // bHaveTargetSelected?
|
||||
bool m_bHaveTargetSelected; // may have better name
|
||||
int8 field_1381;
|
||||
int8 field_1382;
|
||||
int8 field_1383;
|
||||
CEntity *m_pEvadingFrom;
|
||||
CEntity *m_pEvadingFrom; // is this CPhysical?
|
||||
int32 m_nTargettableObjects[4];
|
||||
bool m_bAdrenalineActive;
|
||||
bool m_bHasLockOnTarget;
|
||||
@ -68,6 +68,13 @@ public:
|
||||
void PlayerControlFighter(CPad*);
|
||||
void ProcessWeaponSwitch(CPad*);
|
||||
void MakeObjectTargettable(int32);
|
||||
void PlayerControl1stPersonRunAround(CPad *padUsed);
|
||||
void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool);
|
||||
void EvaluateTarget(CEntity*, CEntity**, float*, float, float, bool);
|
||||
bool FindNextWeaponLockOnTarget(CEntity*, bool);
|
||||
bool FindWeaponLockOnTarget(void);
|
||||
void ProcessAnimGroups(void);
|
||||
void ProcessPlayerWeapon(CPad*);
|
||||
|
||||
static void SetupPlayerPed(int32);
|
||||
static void DeactivatePlayerPed(int32);
|
||||
|
@ -6,7 +6,20 @@ WRAPPER void CWeaponEffects::Render(void) { EAXJMP(0x564D70); }
|
||||
|
||||
CWeaponEffects &gCrossHair = *(CWeaponEffects*)0x6503BC;
|
||||
|
||||
void CWeaponEffects::ClearCrosshair()
|
||||
void
|
||||
CWeaponEffects::ClearCrossHair()
|
||||
{
|
||||
gCrossHair.m_bCrosshair = false;
|
||||
}
|
||||
|
||||
void
|
||||
CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
|
||||
{
|
||||
gCrossHair.m_bCrosshair = true;
|
||||
gCrossHair.m_vecPos = pos;
|
||||
gCrossHair.m_red = red;
|
||||
gCrossHair.m_green = green;
|
||||
gCrossHair.m_blue = blue;
|
||||
gCrossHair.m_alpha = alpha;
|
||||
gCrossHair.m_size = size;
|
||||
}
|
||||
|
@ -6,16 +6,17 @@ public:
|
||||
bool m_bCrosshair;
|
||||
int8 gap_1[3];
|
||||
CVector m_vecPos;
|
||||
int8 field_16;
|
||||
int8 field_17;
|
||||
int8 field_18;
|
||||
int8 field_19;
|
||||
float field_20;
|
||||
uint8 m_red;
|
||||
uint8 m_green;
|
||||
uint8 m_blue;
|
||||
uint8 m_alpha;
|
||||
float m_size;
|
||||
int32 field_24;
|
||||
RwTexture *m_pTexture;
|
||||
RwRaster *m_pRaster;
|
||||
|
||||
public:
|
||||
static void Render(void);
|
||||
static void ClearCrosshair();
|
||||
static void ClearCrossHair();
|
||||
static void MarkTarget(CVector, uint8, uint8, uint8, uint8, float);
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user