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authoreray orçunus <erayorcunus@gmail.com>2019-09-20 21:40:33 +0200
committereray orçunus <erayorcunus@gmail.com>2019-09-20 21:40:33 +0200
commit3cb0a62ee6ed473765bab7655a0a6820913e0128 (patch)
tree72435c014020830be89ea2261b6be79d35743fe6 /src/peds/Ped.cpp
parentMerge pull request #209 from erorcun/erorcun (diff)
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Diffstat (limited to 'src/peds/Ped.cpp')
-rw-r--r--src/peds/Ped.cpp327
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 \ No newline at end of file