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author | eray orçunus <erayorcunus@gmail.com> | 2019-09-20 21:40:33 +0200 |
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committer | eray orçunus <erayorcunus@gmail.com> | 2019-09-20 21:40:33 +0200 |
commit | 3cb0a62ee6ed473765bab7655a0a6820913e0128 (patch) | |
tree | 72435c014020830be89ea2261b6be79d35743fe6 /src/peds/Ped.cpp | |
parent | Merge pull request #209 from erorcun/erorcun (diff) | |
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Diffstat (limited to 'src/peds/Ped.cpp')
-rw-r--r-- | src/peds/Ped.cpp | 327 |
1 files changed, 296 insertions, 31 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 50385dc1..d4452006 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -46,7 +46,6 @@ WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); } -WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); } WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); } WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); } WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); } @@ -63,7 +62,6 @@ WRAPPER void CPed::WanderRange(void) { EAXJMP(0x4D26C0); } WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); } WRAPPER void CPed::SeekBoatPosition(void) { EAXJMP(0x4E4C70); } -WRAPPER bool CPed::PositionPedOutOfCollision(void) { EAXJMP(0x4E4F30); } #define VC_PED_PORTS @@ -1253,6 +1251,19 @@ CPed::Attack(void) GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f); } } +#ifdef VC_PED_PORTS + if (IsPlayer()) { + if (CPad::GetPad(0)->GetSprint()) { + // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line. + float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f); + if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) { + weaponAnimAssoc->blendDelta = -4.0f; + FinishedAttackCB(nil, this); + return; + } + } + } +#endif animLoopEnd = ourWeapon->m_fAnimLoopEnd; if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) animLoopEnd = 3.4f/6.0f; @@ -1279,6 +1290,12 @@ CPed::Attack(void) else CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); } +#ifdef VC_PED_PORTS + } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd); + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; + SetPointGunAt(m_pPointGunAt); +#endif } else { ClearAimFlag(); @@ -1491,19 +1508,20 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) ped->m_pSeekTarget = nil; vehicle = ped->m_pMyVehicle; - vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); + if (vehicle) { + vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); - if (vehicle->pDriver == ped) { - vehicle->RemoveDriver(); - if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) - vehicle->m_nDoorLock = CARLOCK_UNLOCKED; + if (vehicle->pDriver == ped) { + vehicle->RemoveDriver(); + if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) + vehicle->m_nDoorLock = CARLOCK_UNLOCKED; - if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) - vehicle->ChangeLawEnforcerState(false); - } else { - vehicle->RemovePassenger(ped); + if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) + vehicle->ChangeLawEnforcerState(false); + } else { + vehicle->RemovePassenger(ped); + } } - ped->bInVehicle = false; if (ped->IsPlayer()) AudioManager.PlayerJustLeftCar(); @@ -1516,7 +1534,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); } - ped->GiveWeaponBackAfterExitingCar(); + ped->ReplaceWeaponWhenExitingVehicle(); ped->m_nStoredMoveState = PEDMOVE_NONE; ped->m_ped_flagI4 = false; @@ -2264,8 +2282,16 @@ CPed::CalculateNewVelocity(void) CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); +#ifdef VC_PED_PORTS + if(!fightAssoc) + fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); + // There is one more anim in VC. + + if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { +#else if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { +#endif LimbOrientation newUpperLegs; newUpperLegs.phi = localWalkAngle; @@ -2329,7 +2355,7 @@ CPed::CanPedJumpThis(CEntity *unused) if (m_nSurfaceTouched == SURFACE_PUDDLE) return true; - // VC makes some other calculations if the function called with CVector. + // VC makes some other calculations if there is a CVector passed with function, which isn't possible here. CVector pos = GetPosition(); pos.z -= 0.15f; @@ -2798,7 +2824,7 @@ CPed::QuitEnteringCar(void) bUsesCollision = true; - GiveWeaponBackAfterExitingCar(); + ReplaceWeaponWhenExitingVehicle(); if (DyingOrDead()) { animAssoc = m_pVehicleAnim; @@ -4374,8 +4400,8 @@ CPed::SetAttack(CEntity *victim) if (curWeapon->m_bCanAim) { CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition(); - CEntity *thereIsSomethingBetween = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); - if (thereIsSomethingBetween) + CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); + if (obstacle) return; m_pLookTarget = victim; @@ -5523,7 +5549,11 @@ CPed::SetChat(CEntity *chatWith, uint32 time) void CPed::SetDead(void) { - bUsesCollision = false; +#ifdef VC_PED_PORTS + if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN)) +#endif + bUsesCollision = false; + m_fHealth = 0.0f; if (m_nPedState == PED_DRIVING) bIsVisible = false; @@ -6483,15 +6513,15 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) CVector forward(0.15f * ped->GetForward() + ped->GetPosition()); forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f; - CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); - if (!foundEnt) { + CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + if (!obstacle) { // Forward of forward forward += 0.15f * ped->GetForward(); forward.z += 0.15f; - foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); } - if (foundEnt) { + if (obstacle) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f); handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; @@ -6875,14 +6905,14 @@ CPed::Seek(void) if ((!m_pedInObjective || !m_pedInObjective->bInVehicle) && !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) { - CEntity *foundEnt = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, + CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, false, true, false, false, false, false); - if (foundEnt) { - if (!foundEnt->IsVehicle() || ((CVehicle*)foundEnt)->m_vehType == VEHICLE_TYPE_CAR) { + if (obstacle) { + if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) { distanceToCountItDone = 2.5f; } else { - CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(foundEnt->m_modelIndex); + CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex); float yLength = vehModel->GetColModel()->boundingBox.max.y - vehModel->GetColModel()->boundingBox.min.y; distanceToCountItDone = yLength * 0.55f; @@ -8182,13 +8212,13 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD) && !m_pCollidingEntity - && (!IsPlayer() || m_ped_flagD2 || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { + && (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { m_pCollidingEntity = car; } bKnockedUpIntoAir = false; - if (car->m_modelIndex != MI_TRAIN && !m_ped_flagD2) { + if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) { m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f; } m_vecMoveSpeed.z = 0.0f; @@ -8790,7 +8820,11 @@ CPed::ProcessControl(void) if (m_nPedState != PED_ARRESTED) { if (m_nPedState == PED_DEAD) { DeadPedMakesTyresBloody(); +#ifndef VC_PED_PORTS if (CGame::nastyGame) { +#else + if (CGame::nastyGame && !bIsInWater) { +#endif uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount; float timeDependentDist; if (remainingBloodyFpTime >= 2000) { @@ -8847,6 +8881,14 @@ CPed::ProcessControl(void) } if (ServiceTalkingWhenDead()) ServiceTalking(); + +#ifdef VC_PED_PORTS + if (bIsInWater) { + bIsStanding = false; + m_ped_flagA2 = false; + CPhysical::ProcessControl(); + } +#endif return; } @@ -8872,7 +8914,11 @@ CPed::ProcessControl(void) bCollidedWithMyVehicle = false; CEntity *collidingEnt = m_pDamageEntity; +#ifndef VC_PED_PORTS if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) { +#else + if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) { +#endif bHitSomethingLastFrame = false; if (m_nPedStateTimer <= 500 && bIsInTheAir) { if (m_nPedStateTimer) @@ -8891,8 +8937,11 @@ CPed::ProcessControl(void) } */ +#ifndef VC_PED_PORTS } else { - +#else + } else if (collidingEnt) { +#endif switch (collidingEnt->m_type) { case ENTITY_TYPE_BUILDING: @@ -11379,7 +11428,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg) if (ped->IsPlayer()) AudioManager.PlayerJustLeftCar(); - ped->GiveWeaponBackAfterExitingCar(); + ped->ReplaceWeaponWhenExitingVehicle(); ped->m_ped_flagG10 = false; if (ped->bBusJacked) { @@ -11400,8 +11449,9 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg) } } +// It was inlined in III but not in VC. inline void -CPed::GiveWeaponBackAfterExitingCar(void) +CPed::ReplaceWeaponWhenExitingVehicle(void) { eWeaponType weaponType = GetWeapon()->m_eWeaponType; @@ -11585,6 +11635,217 @@ CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void ped->m_nLastPedState = PED_WANDER_PATH; } +bool +CPed::PositionPedOutOfCollision(void) +{ + CVehicle *veh; + CVector posNearVeh; + CVector posSomewhereClose; + bool putNearVeh = false; + bool putSomewhereClose = false; + int smallestDistNearVeh = 999; + int smallestDistSomewhereClose = 999; + + if (!m_pMyVehicle) + return false; + + CVector vehPos = m_pMyVehicle->GetPosition(); + CVector potentialPos; + potentialPos.y = GetPosition().y - 3.5f; + potentialPos.z = GetPosition().z; + + for (int yTry = 0; yTry < 15; yTry++) { + potentialPos.x = GetPosition().x - 3.5f; + + for (int xTry = 0; xTry < 15; xTry++) { + CPedPlacement::FindZCoorForPed(&potentialPos); + CVector distVec = potentialPos - vehPos; + float dist = distVec.Magnitude(); + + // Makes close distances bigger for some reason. + float mult = (0.6f + dist) / dist; + CVector adjustedPotentialPos = distVec * mult + vehPos; + if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) { + + float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr(); + veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false); + if (veh) { + if (potentialChangeSqr < smallestDistNearVeh) { + posNearVeh = potentialPos; + putNearVeh = true; + smallestDistNearVeh = potentialChangeSqr; + } + } else if (potentialChangeSqr < smallestDistSomewhereClose) { + smallestDistSomewhereClose = potentialChangeSqr; + posSomewhereClose = potentialPos; + putSomewhereClose = true; + } + } + potentialPos.x += 0.5f; + } + potentialPos.y += 0.5f; + } + + if (!putSomewhereClose && !putNearVeh) + return false; + + // We refrain from using posNearVeh, probably because of it may be top of the vehicle. + if (putSomewhereClose) { + GetPosition() = posSomewhereClose; + } else { + CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max; + GetPosition() = posNearVeh; + GetPosition().z += vehSize.z; + } + return true; +} + +bool +CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh) +{ + bool foundIt = false; + + CVector helperPos = GetPosition(); + helperPos.z = pos->z - 0.5f; + + CVector foundPos = *pos; + foundPos.z -= 0.5f; + + // If there is another car between target car and us. + if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) { + + CColModel *vehCol = veh->GetModelInfo()->GetColModel(); + CVector *colMin = &vehCol->boundingBox.min; + CVector *colMax = &vehCol->boundingBox.max; + + CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f); + CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f); + CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f); + CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f); + + leftRearPos = veh->GetMatrix() * leftRearPos; + rightRearPos = veh->GetMatrix() * rightRearPos; + leftFrontPos = veh->GetMatrix() * leftFrontPos; + rightFrontPos = veh->GetMatrix() * rightFrontPos; + + // Makes helperPos veh-ped distance vector. + helperPos -= veh->GetPosition(); + + // ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour. + // On every run it returns another pos. for ped, with same distance to the veh. + // Sequence of positions are not guarenteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't) + helperPos = veh->GetMatrix() * helperPos; + + float vehForwardHeading = veh->GetForward().Heading(); + + // I'm absolutely not sure about these namings. + // NTVF = needed turn if we're looking to vehicle front and wanna look to... + + float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y); + float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading); + + float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y); + float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading); + + float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y); + float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading); + + float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y); + float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading); + + bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI; + + bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI; + + bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI; + + bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI; + + // Only order of conditions are different among enterTypes. + if (m_vehEnterType == CAR_DOOR_RR) { + if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } else if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } else if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } else if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } + } else if(m_vehEnterType == CAR_DOOR_RF) { + if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } else if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } else if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } else if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } + } else if (m_vehEnterType == CAR_DOOR_LF) { + if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } else if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } else if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } else if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } + } else if (m_vehEnterType == CAR_DOOR_LR) { + if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } else if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } else if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } else if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } + } + } + if (!foundIt) + return false; + + helperPos = GetPosition() - foundPos; + helperPos.z = 0.0f; + if (helperPos.MagnitudeSqr() <= 0.25f) + return false; + + pos->x = foundPos.x; + pos->y = foundPos.y; + return true; +} + +void +CPed::Render(void) +{ + if (!bInVehicle + || m_nPedState == PED_EXIT_CAR + || m_nPedState == PED_DRAG_FROM_CAR + || bRenderPedInCar && + sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) { + CEntity::Render(); + } +} + class CPed_ : public CPed { public: @@ -11597,6 +11858,7 @@ public: void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); } void Teleport_(CVector pos) { CPed::Teleport(pos); } void ProcessControl_(void) { CPed::ProcessControl(); } + void Render_(void) { CPed::Render(); } }; STARTPATCHES @@ -11608,6 +11870,7 @@ STARTPATCHES InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP); InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP); InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP); + InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP); InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); @@ -11781,4 +12044,6 @@ STARTPATCHES InjectHook(0x4E36E0, &CPed::PedSetOutTrainCB, PATCH_JUMP); InjectHook(0x4EB6E0, &CPed::PlacePedOnDryLand, PATCH_JUMP); InjectHook(0x4E2480, &CPed::PedSetQuickDraggedOutCarPositionCB, PATCH_JUMP); + InjectHook(0x4E4F30, &CPed::PositionPedOutOfCollision, PATCH_JUMP); + InjectHook(0x4D6A00, &CPed::PossiblyFindBetterPosToSeekCar, PATCH_JUMP); ENDPATCHES
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