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-rw-r--r--src/peds/Ped.cpp445
1 files changed, 421 insertions, 24 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index f2a58bc2..0c4e33d6 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -27,15 +27,13 @@
#include "Phones.h"
#include "EventList.h"
#include "Darkel.h"
+#include "PathFind.h"
+#include "ModelIndices.h"
WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
WRAPPER void CPed::SetDead(void) { EAXJMP(0x4D3970); }
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
-WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
-WRAPPER void CPed::SetPointGunAt(CEntity*) { EAXJMP(0x4E5F70); }
-WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
-WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
@@ -48,7 +46,6 @@ WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); }
WRAPPER void CPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
WRAPPER void CPed::SetSeek(CVector, float) { EAXJMP(0x4D14B0); }
WRAPPER bool CPed::Seek(void) { EAXJMP(0x4D1640); }
-WRAPPER void CPed::SetWanderPath(int8) { EAXJMP(0x4D2750); }
WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); }
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
@@ -2269,7 +2266,7 @@ CPed::CanSeeEntity(CEntity *entity, float threshold)
{
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
entity->GetPosition().x,
- entity->GetPosition().x,
+ entity->GetPosition().y,
GetPosition().x,
GetPosition().y);
@@ -2464,7 +2461,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
// In this special case, entity parameter isn't CEntity, but int.
SetObjectiveTimer((int)entity);
- return;
+ break;
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_MUG_CHAR:
@@ -2475,7 +2472,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pLookTarget = (CEntity*)entity;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
- return;
+ break;
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
@@ -2483,18 +2480,26 @@ CPed::SetObjective(eObjective newObj, void *entity)
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
- return;
+ break;
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pedFormation = 1;
- return;
+ break;
case OBJECTIVE_LEAVE_VEHICLE:
case OBJECTIVE_FLEE_CAR:
m_carInObjective = (CVehicle*)entity;
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
if (!m_carInObjective->bIsBus || m_leaveCarTimer)
- return;
+ break;
+
+ for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
+ if (m_carInObjective->pPassengers[i] == this) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
+ break;
+ }
+ }
+
break;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
@@ -2503,7 +2508,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
RestorePreviousObjective();
- return;
+ break;
}
// fall through
case OBJECTIVE_DESTROY_CAR:
@@ -2522,19 +2527,13 @@ CPed::SetObjective(eObjective newObj, void *entity)
} else {
m_objectiveTimer = 0;
}
- return;
+ break;
case OBJECTIVE_SET_LEADER:
SetLeader((CEntity*)entity);
RestorePreviousObjective();
- return;
+ break;
default:
- return;
- }
- for (int i=0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
- if (m_carInObjective->pPassengers[i] == this) {
- m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
- return;
- }
+ break;
}
}
@@ -3709,9 +3708,9 @@ CPed::SetGetUp(void)
m_ped_flagE20 = true;
m_pCollidingEntity = nil;
m_ped_flagH1 = false;
- CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ASSOC_REPEAT);
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_SPRINT);
if (animAssoc) {
- if (RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ASSOC_RUNNING)) {
+ if (RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RUN)) {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_RUN, 8.0f);
} else {
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 8.0f);
@@ -3731,6 +3730,386 @@ CPed::SetGetUp(void)
}
}
+void
+CPed::ClearInvestigateEvent(void)
+{
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_ROAD_CROSS);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_XPRESS_SCRATCH);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_HBHB);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ if (m_eventType > EVENT_EXPLOSION)
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;
+
+ m_ped_flagD2 = false;
+ m_pEventEntity = nil;
+ ClearLookFlag();
+ RestorePreviousState();
+ if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
+ SetMoveState(PEDMOVE_WALK);
+}
+
+void
+CPed::ClearLeader(void)
+{
+ if (!m_leader)
+ return;
+
+ m_leader = nil;
+ if (IsPedInControl()) {
+ SetObjective(OBJECTIVE_NONE);
+ if (CharCreatedBy == MISSION_CHAR) {
+ SetIdle();
+ } else {
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
+ }
+ } else if (m_objective != OBJECTIVE_NONE) {
+ m_ped_flagH8 = true;
+ }
+}
+
+void
+CPed::ClearLook(void)
+{
+ RestorePreviousState();
+ ClearLookFlag();
+}
+
+void
+CPed::ClearObjective(void)
+{
+ if (IsPedInControl() || m_nPedState == PED_DRIVING) {
+
+ m_objective = OBJECTIVE_NONE;
+ if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
+
+ if (m_pMyVehicle->pDriver != this) {
+
+ m_ped_flagF1 = true;
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ }
+ } else {
+ SetIdle();
+ SetMoveState(PEDMOVE_STILL);
+ }
+ } else {
+ m_ped_flagH8 = true;
+ }
+}
+
+void
+CPed::ClearPause(void)
+{
+ RestorePreviousState();
+}
+
+void
+CPed::ClearSeek(void)
+{
+ SetIdle();
+ field_31C = 0;
+}
+
+bool
+CPed::SetWanderPath(int8 pathStateDest)
+{
+ uint8 nextPathState;
+
+ if (IsPedInControl()) {
+ if (m_ped_flagE1) {
+ SetIdle();
+ return false;
+ } else {
+
+ // m_nPathState is pure direction for values 1,2,3 and 5,6,7
+
+ m_nPathState = pathStateDest;
+ if (pathStateDest == 0)
+ pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);
+
+ ThePaths.FindNextNodeWandering(1, GetPosition(), &m_pNextPathNode, &m_pLastPathNode,
+ m_nPathState, &nextPathState);
+
+ // Circular loop until we find a node for current m_nPathState
+ while (!m_pLastPathNode) {
+ m_nPathState = (m_nPathState+1) % 8;
+
+ // We're at where we started and couldn't find any node
+ if (m_nPathState == pathStateDest) {
+ ClearAll();
+ SetIdle();
+ return false;
+ }
+ ThePaths.FindNextNodeWandering(1, GetPosition(), &m_pNextPathNode, &m_pLastPathNode,
+ m_nPathState, &nextPathState);
+ }
+
+ // We did it, save next path state and return true
+ m_nPathState = nextPathState;
+ m_nPedState = PED_WANDER_PATH;
+ SetMoveState(PEDMOVE_WALK);
+ m_ped_flagB20 = false;
+ return true;
+ }
+ } else {
+ m_nPathState = pathStateDest;
+ m_ped_flagG8 = true;
+ return false;
+ }
+}
+
+void
+CPed::ClearWeapons(void)
+{
+ CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ RemoveWeaponModel(currentWeapon->m_nModelId);
+
+ m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
+ m_currentWeapon = WEAPONTYPE_UNARMED;
+
+ currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ AddWeaponModel(currentWeapon->m_nModelId);
+ for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++)
+ {
+ CWeapon &weapon = GetWeapon(i);
+ weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
+ weapon.m_eWeaponState = WEAPONSTATE_READY;
+ weapon.m_nAmmoInClip = 0;
+ weapon.m_nAmmoTotal = 0;
+ weapon.m_nTimer = 0;
+ }
+}
+
+void
+CPed::RestoreGunPosition(void)
+{
+ if (bIsLooking) {
+ m_pedIK.m_flags &= ~CPedIK::FLAG_2;
+ bIsRestoringGun = false;
+ } else if (m_pedIK.RestoreGunPosn()) {
+ bIsRestoringGun = false;
+ } else {
+ if (IsPlayer())
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
+ }
+}
+
+void
+CPed::RestoreHeadingRate(void)
+{
+ m_headingRate = m_pedStats->m_headingChangeRate;
+}
+
+void
+CPed::RestoreHeadingRateCB(CAnimBlendAssociation* assoc, void* arg)
+{
+ ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
+}
+
+void
+CPed::RestorePreviousState(void)
+{
+ if(!CanSetPedState() || m_nPedState == PED_FALL)
+ return;
+
+ if (m_nPedState == PED_GETUP && !m_ped_flagE20)
+ return;
+
+ if (bInVehicle && m_pMyVehicle) {
+ m_nPedState = PED_DRIVING;
+ m_nLastPedState = PED_NONE;
+ } else {
+ if (m_nLastPedState == PED_NONE) {
+ if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) {
+ if (SetWanderPath(CGeneral::GetRandomNumberInRange(0, 7)) != 0)
+ return;
+ }
+ SetIdle();
+ return;
+ }
+
+ switch (m_nLastPedState) {
+ case PED_IDLE:
+ SetIdle();
+ break;
+ case PED_WANDER_PATH:
+ m_nPedState = PED_WANDER_PATH;
+ m_ped_flagB20 = false;
+ if (!m_ped_flagC80) {
+ if (m_pLastPathNode) {
+ CVector diff = m_pLastPathNode->pos - GetPosition();
+ if (diff.MagnitudeSqr() < 49.0f) {
+ SetMoveState(PEDMOVE_WALK);
+ break;
+ }
+ }
+ }
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0, 7));
+ break;
+ default:
+ m_nPedState = m_nLastPedState;
+ SetMoveState((eMoveState) m_nPrevActionState);
+ break;
+ }
+ m_nLastPedState = PED_NONE;
+ }
+}
+
+void
+CPed::SetAimFlag(CEntity *to)
+{
+ bIsAimingGun = true;
+ bIsRestoringGun = false;
+ m_pLookTarget = to;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ m_pSeekTarget = to;
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+ m_lookTimer = 0;
+}
+
+void
+CPed::SetAimFlag(float angle)
+{
+ bIsAimingGun = true;
+ bIsRestoringGun = false;
+ m_fLookDirection = angle;
+ m_lookTimer = 0;
+ m_pLookTarget = nil;
+ m_pSeekTarget = nil;
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
+ m_pedIK.m_flags |= CPedIK::FLAG_4;
+ else
+ m_pedIK.m_flags &= ~CPedIK::FLAG_4;
+}
+
+void
+CPed::SetPointGunAt(CEntity *to)
+{
+ if (to) {
+ SetLookFlag(to,1);
+ SetAimFlag(to);
+ }
+
+ if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
+ return;
+
+ if (m_nPedState != PED_ATTACK)
+ SetStoredState();
+
+ m_nPedState = PED_AIM_GUN;
+ bIsPointingGunAt = true;
+ CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ SetMoveState(PEDMOVE_NONE);
+
+ CAnimBlendAssociation *aimAssoc;
+
+ if (bCrouchWhenShooting)
+ aimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, curWeapon->m_Anim2ToPlay);
+ else
+ aimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, curWeapon->m_AnimToPlay);
+
+ if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
+ if (bCrouchWhenShooting)
+ aimAssoc = CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
+ else
+ aimAssoc = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, curWeapon->m_AnimToPlay);
+
+ aimAssoc->blendAmount = 0.0f;
+ aimAssoc->blendDelta = 8.0f;
+ }
+ if (to)
+ Say(SOUND_PED_ATTACK);
+}
+
+void
+CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
+{
+ if (HasWeapon(weaponType)) {
+ GetWeapon(weaponType).m_nAmmoTotal = ammo;
+ } else {
+ GetWeapon(weaponType).Initialise(weaponType, ammo);
+ m_maxWeaponTypeAllowed++;
+ }
+}
+
+void
+CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
+{
+ AnimationId stepAnim;
+
+ if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0))
+ return;
+
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ reason->GetPosition().x, reason->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+ angleToFace = CGeneral::LimitRadianAngle(angleToFace);
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float neededTurn = Abs(angleToFace - m_fRotationCur);
+ bool vehPressedHorn = false;
+
+ if (neededTurn > PI)
+ neededTurn = 2 * PI - neededTurn;
+
+ CVehicle *veh = (CVehicle*)reason;
+ if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
+ if (veh->m_nCarHornTimer) {
+ vehPressedHorn = true;
+ if (!IsPlayer())
+ animType = 1;
+ }
+ }
+ if (neededTurn <= DEGTORAD(90.0f) || veh->m_modelIndex == MI_RCBANDIT || vehPressedHorn || animType != 0) {
+ SetLookFlag(veh, 1);
+ if (CGeneral::GetRandomNumberInRange(0,1) && veh->m_modelIndex != MI_RCBANDIT && animType == 0) {
+ stepAnim = ANIM_IDLE_TAXI;
+ } else {
+
+ // I didn't get these things too much.
+ float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
+ veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
+ 0.0f, 0.0f);
+
+ float inversedAngleToFace = angleToFace + PI;
+ if (inversedAngleToFace > PI)
+ inversedAngleToFace -= 2*PI;
+
+ neededTurn = inversedAngleToFace - vehDirection;
+ neededTurn = CGeneral::LimitRadianAngle(neededTurn);
+ if (neededTurn <= 0.0)
+ angleToFace = 0.5*PI + vehDirection;
+ else
+ angleToFace = vehDirection - 0.5*PI;
+
+ if (animType == 2)
+ stepAnim = ANIM_HANDSCOWER;
+ else if (animType < 2)
+ stepAnim = ANIM_EV_STEP;
+ else
+ stepAnim = NUM_ANIMS;
+ }
+ if (!RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, stepAnim)) {
+ CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, stepAnim, 8.0f);
+ stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
+ stepAssoc->SetFinishCallback(PedEvadeCB, this);
+
+ if (animType == 0)
+ Say(SOUND_PED_EVADE);
+
+ m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace);
+ ClearAimFlag();
+ SetStoredState();
+ m_nPedState = PED_STEP_AWAY;
+ }
+ }
+}
+
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
@@ -3746,6 +4125,8 @@ WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(
WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); }
WRAPPER void CPed::PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE130); }
WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); }
+WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2480); }
+WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); }
WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); }
WRAPPER void CPed::FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E9830); }
@@ -3753,7 +4134,6 @@ WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void
WRAPPER void CPed::FinishJumpCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A50); }
WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); }
WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4C6580); }
-WRAPPER void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6550); }
class CPed_ : public CPed
{
@@ -3841,4 +4221,21 @@ STARTPATCHES
InjectHook(0x4D1EA0, &CPed::ClearFlee, PATCH_JUMP);
InjectHook(0x4D0BB0, &CPed::ClearFall, PATCH_JUMP);
InjectHook(0x4D0F20, &CPed::SetGetUp, PATCH_JUMP);
+ InjectHook(0x4D6550, &CPed::RestoreHeadingRateCB, PATCH_JUMP);
+ InjectHook(0x4C5E30, &CPed::RestorePreviousState, PATCH_JUMP);
+ InjectHook(0x4E5F70, &CPed::SetPointGunAt, PATCH_JUMP);
+ InjectHook(0x4D2750, &CPed::SetWanderPath, PATCH_JUMP);
+ InjectHook(0x4D30C0, &CPed::SetEvasiveStep, PATCH_JUMP);
+ InjectHook(0x4EA360, &CPed::ClearInvestigateEvent, PATCH_JUMP);
+ InjectHook(0x4D8E80, &CPed::ClearLeader, PATCH_JUMP);
+ InjectHook(0x4D1360, &CPed::ClearLook, PATCH_JUMP);
+ InjectHook(0x4D8DF0, &CPed::ClearObjective, PATCH_JUMP);
+ InjectHook(0x4D0970, &CPed::ClearPause, PATCH_JUMP);
+ InjectHook(0x4D1620, &CPed::ClearSeek, PATCH_JUMP);
+ InjectHook(0x4CFB70, &CPed::ClearWeapons, PATCH_JUMP);
+ InjectHook(0x4C6BB0, &CPed::RestoreGunPosition, PATCH_JUMP);
+ InjectHook(0x4D6540, &CPed::RestoreHeadingRate, PATCH_JUMP);
+ InjectHook(0x4C69E0, (void (CPed::*)(CEntity*)) &CPed::SetAimFlag, PATCH_JUMP);
+ InjectHook(0x4C6960, (void (CPed::*)(float)) &CPed::SetAimFlag, PATCH_JUMP);
+ InjectHook(0x4CFB20, &CPed::SetAmmo, PATCH_JUMP);
ENDPATCHES